Thanks
#9362 posted by Ron on 2010/02/15 14:32:57
for your suggestions.
I'll try and work it out.
Otherwise I'll just have to bin the whole idea.
It's one of these "but I set my mind on it" ideas ...
Another Way Would To Make The Door
#9363 posted by RickyT33 on 2010/02/15 14:37:00
A train. You could set a path_corner at the open and closed positions of the door, and give them a "wait" key of however long you want the door to wait until it moves again.
I Like That One
#9364 posted by meTch on 2010/02/15 14:39:33
that,s how i would want to do it
...
A Note:
#9365 posted by ijed on 2010/02/15 16:43:12
Ricky, we've got that done on the code end for RMQ - triggering from when a path_corner is hit.
Making Painkeep Maps
#9366 posted by planckscnst on 2010/02/15 19:51:36
I'm trying to make a Painkeep map using gtkRadiant. I saw that a while back, the makers of the Painkeep mode released a map makers kit which included custom entities. I'm having a heck of a time finding that kit. Does anyone here know where I can get it?
No Color/texture Visable
#9367 posted by Ron on 2010/02/17 11:22:21
I've changes the func_train into a func_door because of the trouble Negke pointed out in #9361.
Everything is working fine, but the "lift" appears completely black. Could that be because it starts out being hidden ?
Yes
#9368 posted by RickyT33 on 2010/02/17 11:36:15
Objects will be lit where you position them to begin with.
Solid entities (lifts, doors, trains etc) do not cast a shadow during the light phase though, so in the case of a func_train you can position it wherever you like within the sealed map to get some light on it. It will then be re-located to the first path_corner entity when the map loads.
If its a lift (func_plat) then you need to put a light entity near it to light it in its first position (usually the fully "up" position).
Hope this helps
#9369 posted by Ron on 2010/02/17 11:51:45
Thanks Ricky.
Yeah, it's helpful.
Funny though, I put some Rune fullbrights on the corners and they do show (in supporting engines of course).
Planckscnst
#9370 posted by negke on 2010/02/17 13:12:08
Check the PQ archive at quakewiki.net - maybe they mirrored the Painkeep website.
Ron: Ah, so it's just a lift? I thought it was supposed to be a platform floating through the map.
They Will
#9371 posted by ijed on 2010/02/17 13:14:21
Because they're fullbright - basically they ignore lighting completely and always show themselves at maximum illumination.
If the door entity isn't lit it means that it's center (bang in the middle of the bounding box) is inside a solid brush when the light is being calculated.
Try 'Start Open' and trigger it once on map load so its in the right position when you need it. An easier way might be to just give it a recess to fit into.
#9372 posted by Ron on 2010/02/17 13:34:48
Negke, yes, that was the original idea, to have the "lift" go round, and if you stayed on it you'd be moved into a secret area. But the main use was a lift to get up.
Ijed, I did that, create a space underneath, and it worked !
Thanks again, I'll remember to credit you guys when I'm done ;)
2013 or so ...
Only joking, the thing is that I'm always wanting to ad stuff, sometimes causing me to start all over again. The 1st map I ever made used to be quite small. The 3rd remake is quite big now. But also I had to correct a lot of stuff. I used to do a lot of carving, really bad. There should be more information on how to work clean. There is a lot of documentation on how to make a room, but not how to make it as efficient as possible, unfortunately. So before I found this website, I had to learn trough trail and error.
#9373 posted by Painkeep Maps on 2010/02/17 15:36:53
@negke Thanks for the info - that led me to other Painkeep sites that I didn't know about yet. I've exhausted those and still haven't found what I'm looking for.
Iteration
#9374 posted by ijed on 2010/02/17 17:00:28
Is a good, and fun, way to map - as opposed to having some rigid plan laid out in advance.
Original Quake & GTKRadiant
#9375 posted by LipSynC on 2010/02/17 19:29:18
I'm having trouble getting the textures to display in the texture window when I'm trying to build Quake maps in GTKRadiant...
However, if I set the game to Quake 2, my quake 2 textures show up without any problems, even without the need to extract the files from the paks.
Is there a special way to setup Quake in GTKRadiant?
#9376 posted by negke on 2010/02/17 21:37:06
Put the texture wads in id1\
#9377 posted by LipSynC on 2010/02/17 22:34:58
Do I have to put the textures in a wad file first? There's only 1 wad file in the paks and it doesn't seem to have anything in it... While the "gfx" folder seems to contain all the textures.
You Need
#9378 posted by Spirit on 2010/02/17 23:04:17
#9379 posted by LipSynC on 2010/02/18 16:01:21
Got it! Thanks!
T-Junctions And Caulk
#9380 posted by LipSynC on 2010/02/19 03:51:23
Other than avoiding to overlap brushes, is it also necessary to avoid T-junctions when making quake maps? Doesn't seem to matter how careful I am, the compiler keeps reporting "# edges added by tjunctions" in the log...
Take a look at these pics, bear in mind the column or "pillar" is floating.
Avoiding T-junctions:
http://img3.imageshack.us/img3/3360/avoidtjunc.jpg
With T-junctions:
http://img37.imageshack.us/img37/5436/tjunc.jpg
And is there a caulk texture to use when you want faces on a brush to not be calculated when compiling the map? Only thing I found was a "clip" texture.
Lipsync:
#9381 posted by metlslime on 2010/02/19 04:55:52
It is not necessary to avoid tjunctions. "X edges added by tjunctions" is not an error, that is just normal operation. QBSP ensures you will not have tjunctions in the compiled level by adding those edges. So you don't need to worry.
There is no "caulk" but there is something called "skip" which might do what you need -- see here: http://www.celephais.net/board/view_thread.php?id=60088
Metlslime
#9382 posted by LipSynC on 2010/02/19 07:11:33
I see.
This skip tool will come in handy! Thanks!
Er
#9383 posted by RickyT33 on 2010/02/19 09:26:13
There is nothing wrong with overlapping brushes. Infact overlapping brushes is what the technology was made for. DO overlap brushes!!!
Having 2 faces at the same place on the same plane isnt a good idea because you have no controll as to which face qbsp will choose.
I Find It Good Pratice..
#9384 posted by rj on 2010/02/19 09:28:45
not overlapping brushes. even though qbsp doesn't have a problem with it it does help towards neater brushwork in general
Ricky
#9385 posted by negke on 2010/02/19 10:47:08
At least in the case of BJP's tools, qbsp will always choose the face of the newer brush, the one that is further down the list in the .map file.
#9386 posted by RickyT33 on 2010/02/19 12:23:17
even though qbsp doesn't have a problem with it
seriously, I remember reading an article about how the technology was devised which had diagrams showing how qbsp can take overlapped rough-shaped brushes and subtract everything outside of the inside space. It was what it was designed for! You can get some really neat effects by overlapping brushes, especially with things like rock work.
Things to watch out for which ARE important:
1 - illegally shaped brushes. No concave brushes please.
2 - corners of brushes being off-grid.
I have discovered that you can have overlap points off grid, qbsp completely re-models the brushwork anyway into wireframe. But having corners of brushes off-grid is a real no-no. Likely to lead to leaks, holes in the clipping hulls, homs etc.
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