News | Forum | People | FAQ | Links | Search | Register | Log in
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
First | Previous | Next | Last
 
"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" 
What? 
 
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. 
 
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. 
Yeah 
No - its sorted now. I was saving a new version then compiling an older version. It was wierd - I had some light fixtures which were causeign face-splitting, say small octagons for example too, and i was func_illusionarying them but it didnt seem to reduce the vertices.
Turns out I was compiling the wrong map file!!! Stupid Rick..... 
Uhm 
Use the RMQ engine. Which is as of right now Quakespasm. Soon it will have some interesting stiff.

I can't elaborate because it all depends on others - I can't look into learning how to code an engine right now.

In any case, that issue sounds odd. Maybe I'm not understanding it right. Long way to go yet. 
Aztec/inca/maya Textures? 
Hello!
Does anyone know if there are high-def versions of the Quake1 maya textures anywhere?
And if not, do you know of a good source of aztec/maya/inca-inspired high-def tga/jpg textures I could use? (I'm mapping in Darkplaces)
Any pointer will be appreciated! :) 
Cocot 
I think sock made some for maya theme, but I'm at work can't see is site... see is profile and go to is webpage! 
 
Thanks, Trinca! I found his site when I was searching earlier, actually. There is no inca set per se, but at map (Pyramid of the Magician) that is inca-themed. Maybe I could extract and use some of the textures from it...
His Egyptian set is really cool (and big), so I could also use that instead - I was just a little worried that it would be even more cliche... ;P 
This One? 
Erm... 
Yes, I think so, well the high-def version of it: http://www.simonoc.com/pages/materials/tpegypt/index.htm :) 
Yeah 
Fantastic textures pack :D
GG 
Chthon Lava Balls 
What distance do they fly until they're removed - 1024 units? 
My Balls Last For 1792 Units 
 
Quoth Sound Issue... Continuing 
necros said a while ago in #7873: play_sound_triggered still does have the ability to stop a looping sound from playing. as long as impulse is set, if a play_sound_triggered (with the toggle flag on) is triggered again, the sound will be stopped.

I tested it and it does not work, so I guess I forgot something. Here it is and how it looks in .map file

{
"classname" "play_sound_triggered"
"origin" "-2912 0 88"
"noise" "ambience/jpl/lava_rubble_loop.wav"
"volume" "0.7"
"speed" "-1"
"targetname" "HellRubble"
"toggle" "1"
"impulse" "0"
}

Obviously the entity will be triggered by two different triggers (actually a target2 field in two different func_teleport)...

So would anybody consider to help me please ? 
Play_sound_triggered 
I didn't try this yet, but what you got looks correct.

"impulse" "0" I think is always default.

so maybe try "impulse" "1" 
2 Things 
"toggle" is incorrect. toggle is a bitflag in spawnflags with the value 1, so it should be replaced with "spawnflags" "1" (or add the appropriate checkbox in your editor).

and then, as roblot said, "impulse" has to be non-zero. if you set impulse to 0, it basically acts as if you didn't put anything at all. 
Roblot/necros 
OK, I understand my mistakes. Thanks a lot to you guys.
I'll try it this evening ;) 
Argh... Still Does Not Work 
In .map file it looks like this:

I have two trigger teleports that have a "target" destination, and a "target2" that triggers the play_sound_triggerd item, as shown below

// ToHell:g[2] -> Entities:g[9] -> trigger_teleport:b[19]
{
"classname" "trigger_teleport"
"spawnflags" "2"
"target" "InHell"
"target2" "HellRubble"
// Brush 0


And with the modification you suggested, the play_sound_triggered item looks like this

// HellPart1:g[3] -> Entities:g[1] -> play_sound_triggered:e[2]
{
"classname" "play_sound_triggered"
"origin" "-2912 0 88"
"noise" "ambience/jpl/lava_rubble_loop.wav"
"volume" "0.7"
"speed" "-1"
"targetname" "HellRubble"
"spawnflags" "1"
"impulse" "1"
}


What am I doing wrong ? 
Maybe I Found The Issue 
Toggle field is bit 6 in spawnflags (according to func_door, when I set it)
So maybe play_sound_triggered should look like this:

// HellPart1:g[3] -> Entities:g[1] -> play_sound_triggered:e[2]
{
"classname" "play_sound_triggered"
"origin" "-2912 0 88"
"noise" "ambience/jpl/lava_rubble_loo...
"volume" "0.7"
"speed" "-1"
"targetname" "HellRubble"
"spawnflags" "32"
"impulse" "1"
}


Let's have a try 
Failed 
:( 
 
no, it's bit 1 for the sound entity.
even though the label for the spawnflag bit is the same as the door, it's just text at the end of the day, so entities with identical flag names can have totally different bit values. :S

i forgot one crucial bit of info last time, so sorry about making you run in circles.

the thing i forgot to mention is that you must set the 'wait' key to any non-zero (but positive) value in order to gain access to looping functionality otherwise the entity just behaves like a single use sound player.

if your sound already loops automatically, you can just set 'wait' to 999999 so that it never restarts the sound on it's own, otherwise, just set 'wait' to the length of the sound.

if you want it to start off (not start off playing), set 'state' to '1'. 
Necros 
no, it's bit 1 for the sound entity.
even though the label for the spawnflag bit is the same as the door, it's just text at the end of the day, so entities with identical flag names can have totally different bit values. :S


OK, understood, I though it was a generic set of field with one dedicated bit for ne dedicated function.


i forgot one crucial bit of info last time, so sorry about making you run in circles.

Bah, don't worry... ;)


the thing i forgot to mention is that you must set the 'wait' key to any non-zero (but positive) value in order to gain access to looping functionality otherwise the entity just behaves like a single use sound player.

if your sound already loops automatically, you can just set 'wait' to 999999 so that it never restarts the sound on it's own, otherwise, just set 'wait' to the length of the sound.


Indeed, the sound loops automatically... So if I understood well, I have to set wait to sound lenght.... I hope wait field supports floating point values ;)

Anyway, thanks a lot for all these explanations :) It sounds like it is working fine ;) 
 
I have to set wait to sound lenght

you don't have to. if the sound loops automatically, you can just set wait to a huge number and let the engine handle looping for you.
but there is that bug where if a sound starts outside your hearing range and you subsequently move into hearing range afterward, the sound will not be playing. using the 'wait' key will make it start again which can get around the problem if you sound isn't very long.

it could be either way. :) 
Another Question That Occurred To Me: 
are rotating MOVETYPE_PUSH subject to the same kind of .nextthink treatment as moving MOVETYPE_PUSH?

that is to say:

void() rotThink =
{
rotating.avelocity = '0 0 0';
};

void() thisFunctionIsRunningRightNow =
{
rotating.nextthink = time + 0.01;
rotating.think = rotThink;
rotating.avelocity = '90 0 0';
};


-assume you never get higher than 99fps
-avelocity is 90 degrees per second on X axis.
-you are getting only 10FPS

does the rotater rotate 0.9 degrees or 9 degrees before stopping?

0.9 degrees means it behaves like moving MOVETYPE_PUSH in that their nextthink is calculated retroactively after the next frame comes along.
9 degrees means it acts like non-MOVETYPE_PUSH entities and will only be updated when the next frame comes along.

looking at the source, i see they get a .blocked which i think implies they should behave just like moving MOVETYPE_PUSHers (which also means their nextthinks should be suspended while blocked). 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.