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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Er 
well, that last question was retarded... it obviously has some kind of video card, what i actually meant was if it had 3d acceleration of if it was one of those ancient ones. 
Odd 
It's a mobo I caught out of the surplus and plugged in a disk, a video and soundcard, and finaly I can start a win98 program.
I got all these odd warnings about flipages not correckt screen resolution. I remember in the old 98 it had these errors with darkened screens and garbage messages.
So I'm just on the point Quake starts up well, but only with a max screen of 480x320.
It's not the 3d or something with the videocard, it's only the old dosquake version I can't force to 800x600 resolution. 
What Would It Take ... 
to give liquids an angle, a travel direction, like you can do in Quake 2 ?
It would be great to see water coming down or lava floating from one point to another.
Would it be possible to "steal" the code that makes it possible in Quake 2 and put it in a mod for quake 1, or would it involve changing the Quake engine itself ? 
 
quake2 did it with texture flags, which required a new texture format which the engine recognized.

quake could do it by implementing some sort of shader system, probably. 
No 
I can't do that, that would take considerably more programming skills then I possess.

And I guess it would be impossible to have a liquid texture (*) and combine it with a func_wall (+) one ? 
 
Just animate one of the water textures. Four frames are enough already. 
 
Neg, the trouble is that it would look weird in combination with the "real" water, especially with transparent features enabled. 
 
one trick i've seen is to build a river out of func_trains in an endless loop, with each train having water textures on it.

The "pox extras" mod (which also has some other water-based tricks) had an example map that did this, i think. 
Wow ! 
That's a great idea !
I'm going to try it out right now !
Thanks !

And I'll have a look if I can find the Pox mod, I must have missed that one. 
 
It looks fine with the real water since it's the same texture but yeah, transparency makes it complicated. So your options are: compile the map without transparent water, use the animated texture on a func_illusionary with alpha enabled if the intended engine supports it, or use the regular water texture and greatly increase the scale of one of its planes (by 20-30) - this will create a semi-believable flow-like look, at least on actual waterfalls 
Quoth Question! 
Is it possible to "activate" a trigger ladder? Or does it have to be 'available' at all times? 
Yes And No 
you have actually use a func_rotate_train to hack in a ladder that becomes activated.

i'm going to assume you're making a ladder that starts in a retracted position and then through a button extends so the player can use.

first build your ladder and turn it into a func_movewall.
now create your func_ladder brush.

give both those entities the same targetname.

now create a func_rotate_train and set the target to match the movewall and ladder. the func_ladder will move in tandem with the func_movewall. 
Append: 
you have actually use a func_rotate_train
you can actually use a func_rotate_train

i neglected the mention (although it's implied): make sure to tick the "visible" flag on your func_movewall or else your ladder model is invisible. :P 
Forthcoming 
A full system for locking and unlocking entities is something I wrote some test code for, right after the last version of Quoth got released. So it's something yet to be incorporated.

If you only need the ladder initially disabled, you can safely use the info_notnull hack. Give your ladder a classnameof info_notnull (as a brush entity) a targetname, and then set

"use" "trigger_ladder"

On firing the targetname event, the entity should spawn up. You can then killtarget it to remove it. By duplicating the ladder entity with different targetnames you could do it a finite number of times(if you were careful). Being able to switch it on and off any number of times is not yet possible, but it will be! 
Outfoxed 
Ah, that's a clever trick Necros! Yeah, the hipnotic rotating entities allow you to move triggers as attachments. One small warning - the trigger_ladder has an associated "outwards" vector to help push the player onto the ledge above/away from the ladder when they jump off. This does not adjust for the rotation of the entity, so make sure the vector is correct in the final position. Also, don't get tempted to allow players to hang on while it moves! I suspect bad things will happen... 
 
Necros: I think I have handle that.

Preach: that vector shit IS something I'll probably have to keep in mind - thanks! 
Quake Key Question. 
Just out of curiosity, is there any easy way to get a key to activate something other than a door in Quake? 
I Think That 
(without using any hacks, which Im sure other mappers here will be able to tell you about) you can make a door target another item. So you could make a door behave like a button by setting the sounds and directions so it moves like a button, but when you finally get the key you need to open the door, you touch the door and the door moves like a button would and triggers something else. I did this in starkmon IIRC :) 
Just give it a target - everything with that targetname will be activated. 
 
The question is a bit unclear - you want a key to activate lifts, trains, or whatever?

Do like Ricky says for standard Quake. Use a door that looks like a button.

The clean solution would be to have something like RemakeQuake's item_key/trigger_lock combination, where the lock can be everything. If you're ready to use your own progs.dat, you can rip this stuff from the RMQ source. 
 
I agree, I wasn't too clear.

What I actually want to do is activate some rising steps (which are really 6 individual doors) a few seconds after the actual keyed door is opened.

I may have been doing something wrong, but I didn't have any luck making a relay the target of the keyed door. I'll go back and try that again.

I'm trying to keep it simple because I'm at the 256 model limit. 
 
Have the key door target the first stair, but set "delay" to about 3.

Have the first stair target the second, the second the third, and so on, setting "delay" on each stair to 0.5 seconds or so.

Just off the top of my head. Shoot me if I'm wrong. 
 
Delay doesn't work on doors like it does on triggers. A func_door entity always fires its target immediately. You can either use different speed values for each step, stagger some trigger_relays or add a "use" "multi_trigger" field and corresponding delay values to each step/door. 
 
Argh, then it's a RMQ thing again. Oh well. It gets confusing.

Listen to negke. 
Wait 
Why not trigger all the steps at the same time and give them all the same speed? They're all different heights so will stop moving at different times anyway - resulting in a choral sound effect. 
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