Switchable Lights Question
#9932 posted by Ron on 2010/06/10 17:01:32
Is it possible to make one button trigger multiple lights that go on at different times ?
It must be possible, I've seen it done, but I don't know how. Maybe a relay or something ?
Or can you ad a "wait" to the lights ?
I don't know, please help me out.
At SleepwalkR
#9933 posted by anonymous user on 2010/06/10 17:09:19
I agree with what you are saying, but it's Quake we're talking about, not a game that tries to be realistic. I hate using teleports because they are an easy way out. If you fuck up your map design, just ad a teleporter and you're back in business. I hate that. But you can also have some fun with it by letting the monsters use it as well. Fragging them that way is sort of fun.
It's also handy when you have to fight lots of Vores. If there are too many "balls" chasing you, you can "clean them up" by teleporting, preferably somewhere in the same room.
#9934 posted by necros on 2010/06/10 19:07:52
Is it possible to make one button trigger multiple lights that go on at different times ?
...
Maybe a relay or something
trigger_relay is pretty much made for this kind of thing.
Re ?
I'm not saying that you should be realistic, I'm saying you should be coherent. That's a difference ;-)
I Don't Understand Trigger_relay
#9936 posted by Ron on 2010/06/10 21:51:46
I made a Func_button, pointing to a Trigger_relay, set a delay in there, pointing to 4 lights, who then target the relay again.
But when the button is pushed, after a while (probably the set delay ?) all the lights go on at the same time.
I don't understand how I have to make it work.
#9937 posted by necros on 2010/06/10 22:33:01
trigger_relay fires it's targets after delay.
so make more than one trigger_relay with different delays to trigger the lights at different times.
#9938 posted by negke on 2010/06/10 22:34:12
The button targets four relays; each of these then targets one of the lights with a respective delay.
Thanks A Lot !
#9939 posted by Ron on 2010/06/11 08:39:16
I would never have figured that one out, that you have to use one trigger_relay for each light.
Cheers !
FQ Windowed
#9940 posted by Mike Woodham on 2010/06/16 20:20:38
How do I get Fitz to run in a window?
#9941 posted by negke on 2010/06/16 21:07:56
fitzquake.exe -window
Negke
#9942 posted by Mike Woodham on 2010/06/16 21:36:02
Oh, that's just too easy - I would never have got there!
Thanks.
Minimum Light Level
#9943 posted by Mathuz on 2010/06/18 16:34:49
Hi. How can I set the minimum light level when using darkplaces with Quake 1? With normal quake light level in worldspawn will do, but not with darkplaces.
Looped Sounds
#9944 posted by Mike Woodham on 2010/06/19 09:46:53
It is a long time since I did anything with sound: how do I tell if a sound is looped or not? I have GoldWave 5.19
#9945 posted by negke on 2010/06/19 10:02:40
Mathuz: set "_light" in the worldspawn entity or compile with "light.exe -light #"
Mike: Check if the loop flag is set in the wav properties and look for a cue point/loop marker.
Negke
#9946 posted by Mike Woodham on 2010/06/19 10:22:14
Doh! I don't know how to view the .wav properties.
I Can't Remember And Don't Have GW Installed, Either
#9947 posted by negke on 2010/06/19 11:23:04
Try the Help dialog/manual. Or good old trial and error.
Re: Looped Sounds
#9948 posted by necros on 2010/06/19 17:51:00
i'm not sure, but it should just show up in the main editor window.
cue points/regions/loops are usually represented as like a dotted line crossing the waveform or a chevron at the top where the timeline is.
Loops
#9949 posted by Mike Woodham on 2010/06/19 18:24:29
OK, got it now. As you say, loops = Cue Points.
Thanks both.
#9950 posted by necros on 2010/06/19 19:17:49
well, there are 3 distinct markers in wav files from what i've seen.
cue points which are exactly that-- points
regions which are two points linked together to define a region between the two
loops which are sometimes called sustain loops which are like regions but allow you to specify things like # of loops so you could actually have multiple loops that play different # of times in the same .wav file, although not many wav players will actually follow those loops. the only program i know of that makes use of sustain loops is tracker programs like modplug.
quake only seems to accept cues and regions and from what i remember, ignores sustain loops. i guess this is mostly just an fyi but i thought maybe it might be useful to know in case you ever have a wav that's not looping that is supposed to or something.
Cool Edit
#9951 posted by madfox on 2010/06/20 23:52:06
has a feather to save waves single or looped and is shareware.
Confused:
#9952 posted by RickyT33 on 2010/06/25 19:25:43
Making lights into func_illusionarys (just cuboid lights) increases vertex count!!!
Im at the point where only AGLQuake will run my map because I have hit the vertex limit. of about 65000.
What's the easiest way of reducing vertexes? Why does making a light brush into a func_illusionary increase the count?
#9953 posted by JneeraZ on 2010/06/25 19:41:42
"What's the easiest way of reducing vertexes?"
I'm going to go ahead and state the obvious - delete stuff.
"Making Lights Into Func_illusionarys"
#9954 posted by negke on 2010/06/25 19:53:00
What?
#9955 posted by necros on 2010/06/25 21:49:21
whether a brush is world or bmodel, it's still geometry and hence has vertices. also, don't forget that the compiler doesn't know what a func_illusionary is, so bmodels, whether they are solid or not at runtime still generate collision stuffs.
use r_showtris to see how the bsp face splitting is behaving in the area but yeah, the only real way to reduce vertices is to reduce geometry.
neg: i'm working under the assumption he's talking about light fixtures
there's some kind of limit in the engine in how big a face can be and it's related to the size of the texture on it. scaling the texture up means the face can be that much bigger.
if you scale textures up, this will require bsp to split faces less but obviously can't be done just anywhere.
#9956 posted by JneeraZ on 2010/06/25 21:56:55
I remember Levelord talking about that back in the mission pack days. He said he would take back faces that the player can't see and scale them to high heaven to reduce cuts.
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