#9653 posted by necros on 2010/04/04 22:23:41
i should mention that doom3edit does the auto targeting right at least. i learnt later than if you name your targeted entity first, then autotarget a trigger at it, it will assign a 'target' key that matches the targetname (instead of rewriting)
Doh...
#9654 posted by Mike Woodham on 2010/04/04 22:38:58
So it does in BspEditor. Well, you live and learn.
#9655 posted by gb on 2010/04/05 00:35:54
when i'd go back and try to check entity links, i could never figure out where t73 matched and what the heck does t94 go to?? o.0 :P
but then, when i look at the q1 source maps, i saw (to some dismay) that id used that for all their maps. o.o
Very annoying when you're trying to remake them. Not having to deal with that was a welcome side effect of finally (re)starting from scratch.
#9656 posted by JneeraZ on 2010/04/05 01:31:52
In just grew up used to it I guess since id had it in their editor and then QERadiant continued with the feature. I assumed it was a staple which is why I added it to ToeTag!
The only place it's going to be a hassle is when doing, say, a metal map where you have tons of spotlights to set up. Blah... Although maybe targeting an info_null isn't necessary anymore as I saw something in the light docs about giving a regular light an angle...
Spotlight Angles
#9657 posted by rj on 2010/04/05 02:03:14
have been pretty standard in most light apps for the past ~10 years or so!
In Quake Anyway
#9658 posted by rj on 2010/04/05 02:04:27
(not sure on hindsight whether you were actually talking about it)
I Think You Can Give Any Light An Angle...?
#9659 posted by grahf on 2010/04/05 08:56:09
and yeah, the key is 'pitch yaw 0'
(zero is placeholder, because rotating a conical light source doesnt really do anything)
#9660 posted by JneeraZ on 2010/04/05 14:00:34
"have been pretty standard in most light apps for the past ~10 years or so!"
Well, I've been out of the mainstream Quake editing world for over 10 years so ... new to me! :)
#9661 posted by rj on 2010/04/05 14:08:56
which light app are you using?
i'd recommend the one here if you aren't already using it: http://user.tninet.se/~xir870k/ (bundled with rvis)
#9662 posted by RaVeN on 2010/04/05 17:55:18
Darkplaces uses gl non power of two extension
RaVeN:
#9663 posted by metlslime on 2010/04/05 21:59:49
Ah, that figures. Since my card doesn't have it, it doesn't look very good for me :)
Sound
#9664 posted by madfox on 2010/04/07 06:28:49
I have a trigger_once, that triggers four teleporter monsters.
I made all teleporters silent.
I want to use this trigger silent, but the options show
1 secret
2 beepbeep
3 largeswitch
and 4.
I may be a nooblib, but should I fill in silent?
#9665 posted by necros on 2010/04/07 06:40:18
just leave 'sounds' set to 0 to be silent. (this is the default behaviour).
Button Textures!
#9666 posted by necros on 2010/04/09 03:55:57
anyone know of some good button textures? i'm looking for something that would fit in a quake medieval/metal theme.
tired of the metal Q button, copper pentagram and red dagger on sunburst buttons. :P
Necros
#9667 posted by negke on 2010/04/11 13:31:58
Knave cross button. Daikatana episode 3 buttons/tiles. One of the red rune tiles in metal.wad. Some distinct square metal panel with an interesting brush frame. Existing button texture remixed and rearranged with mirror/rotate.
Okay
#9668 posted by Drew on 2010/04/11 19:21:35
so I disabled UAC in order to allow for texture usage.
Now all of my rmf files are gone. And my Quoth game mode was gone from WC. wtf? I still have some of my .map files, but of course the textures are all fucked.
sucks.
#9669 posted by ijed on 2010/04/12 03:55:19
That sounds funky. Has someone else been using your machine?
It's just a security option, not a 'bin my stuff' option... although it is Windows.
AFAIK the .map format should retain the texture alignment as well since it's a modified form with a load of extra detail written in.
Yeah
#9670 posted by Drew on 2010/04/12 04:09:44
I'm pretty confused regarding that situation - I rebooted, and then my files were gone. Maybe I'm being a retard - I'm NOT much of a computer dude, like most people on func.
I'll keep poking around, but it was mostly crap scraps anyway, not too much of worth - just one or two files which were at all important to me.
I never had issues with alignment in .map files until when I was making sm 160 - RT23 gave me some tips on it earlier in the thread.
Is it a WC 3.3 issue only?
Its An "improvement"
#9671 posted by RickyT33 on 2010/04/12 14:30:09
Just remember to save to .rmf format and you cant go wrong :)
Vorelings
#9672 posted by Mike Woodham on 2010/04/12 15:15:19
I am not sure where the code comes (it was released some time ago) from but in the verion I have, they don't cling to the ceiling. Is there a flag to set in the editor?
Anyone know?
Mike
#9673 posted by spy on 2010/04/12 15:24:27
from the quoth mapping tutorial
Vorelings can be made to begin in a map hanging from a ceiling so that they can drop down on unsuspecting players. To do this, place the monster below a ceiling and set the key/value "dangle" "1"
http://kell.quaddicted.com/quoth/quoth_tutorial.html#voreling
Spy
#9674 posted by Mike Woodham on 2010/04/12 20:13:44
Thanks
#9675 posted by necros on 2010/04/14 03:55:46
does zipping a map file create micro leaks/brush misalignments?
dug a map out of a backup archive and there seem to be way more 1 unit misalignments than i remember.
I Hope You Are Joking
#9676 posted by Spirit on 2010/04/14 06:48:00
zip is lossless
#9677 posted by necros on 2010/04/14 07:48:41
heh, i dunno. it was the only thing i could think of. i could have swore i repaired the errors after making the backup, and it seemed like there were about 10x as many this time around. :P
|