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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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Futur4, Quake is much older than Half Life. Half Life is based on Quake engine, but it has a lot of new features. So it's normal that a lot of fix cannot be found in Quake.

But that's a part of Quake charm, it doesn't have coloured lighting, translucency (except for water), etc, etc.

So you'll have to compensate those with a strong feeling. It's very easy to create a nice map when you have detalied textures, fancy shader effects, etc.

It's a lot harder to do it with simple textures and a basic engine. If you can't do it or you don't like the limits then move to other game - no offense. UT3 maps looks stunning (visually), but they lack the Quake feeling. 
 
If you can't do it or you don't like the limits then move to other game - no offense.

if everyone thought like this then there would be no mods or custom engines! there is plenty that can be done to improve the technical side of quake without affecting the 'feel', including improved trigger entities

"ID1" you mean the folder under quake folder ?

basically when people refer to 'id1' they mean standard vanilla quake, with no mods. it might be worth giving quoth (http://kell.quaddicted.com/) a try for some more advanced options, or if you're really feeling adventurous then you can read up on some qc tutorials here: http://www.inside3d.com/gettingstarted.php and play around with adding your own entities 
What Rj Said 
 
 
> But that's a part of Quake charm, it doesn't have coloured lighting, translucency (except for water), etc, etc.

Of course it does have those. 
 
gb - standard Quake does not have any of those.
tweaked engines - yes, but that's something different.

This way you can say that Quake supports displacement mapping, a very neat feature. But that's in darkplaces + special textures. So it's a NEW engine + new textures.

I enjoy a lot more standard Quake - the moment you start adding hi res textures, fancy lighting, etc - that moment it's not Quake - not the dark, scary Quake that we love (at least I love that feeling) 
RMQ Engine Is Up For Testing 
http://kneedeepinthedoomed.wordpress.com/2010/11/17/engine-test-release/

And, all engines are tweaked now - hirez stuff is always optional, if you don't like it you can just turn it off. 
Trigger_camera In Quake ?! 
Hi is there in Quake a trigger_camera such in HalfLife for in-game movies ?

maybe info_intermission ?

How can I in Worldcraft/Quake build simple intro/outro for my maps ? 
Info_intermission 
It's the camera for the stats screen after exiting the map.

Open WC's entity def file in a text editor to see which entities are there and what they do. 
Thanks Neg!ke 
Can info_intermission camera be used for mini ingame movies ?

If not is there a way to do so ? 
Ambient_sounds Don't Work / Vanilla Quake 
Another "simple" question worrying me:

I'm using Worldcraft+Qadapter and in my map ambient_sounds(drone,wind,...) cannot be listened !

-they need to be triggered ?(already tried :()
-try with another engine? (I use WinAguirre)
-what's "precache sounds"?

..i'm putting off with Quake mapping 
You'll Need 
A custom progs for in-game minimatics again.

The ambient sounds thing is strange. Are you sure the sound isn't just being masked by other sounds playing nearby?

Alternatively, if you've got a lot of things making noise nearby the ambient might just get dumped as not important. For example, 20+ burning torches in earshot + the player + enemies would probably do it. 
Sound Overload 
shouldn't be apparent in aguirre's engines. at least i'd have thought...

futur4: if by 'mini ingame movies' you mean cutscenes :P then no, they aren't available in the standard quake progs. surprisingly not in quoth either. but they do feature in some mods if you really want them, for example zer - give it a download and have a look in devkit.txt. scroll down to where it says * Overview *</a> and it details all the new ents you need to add to worldcraft's fgd file to set up cutscenes. you can then run quake with -game zer to play your map. the downside is that other people will also need zer to play it, but everyone should have it anyway, it's awesome 8)

no idea why ambient_drone or ambient_suck_wind wouldn't work.. if you just put them in without any extra fields anyway.

'precache sound' - precaching is what the engine has to do for any sounds or models before they are used 
Fucking Tags Again :Z 
sound overload shouldn't be apparent in aguirre's engines. at least i'd have thought...

futur4: if by 'mini ingame movies' you mean cutscenes :P then no, they aren't available in the standard quake progs. surprisingly not in quoth either. but they do feature in some mods if you really want them, for example zer - give it a download and have a look in devkit.txt. scroll down to where it says * Overview * and it details all the new ents you need to add to worldcraft's fgd file to set up cutscenes. you can then run quake with -game zer to play your map. the downside is that other people will also need zer to play it, but everyone should have it anyway, it's awesome 8)

no idea why ambient_drone or ambient_suck_wind wouldn't work.. if you just put them in without any extra fields anyway.

'precache sound' - precaching is what the engine has to do for any sounds or models before they are used 
RaverX 
I enjoy a lot more standard Quake - the moment you start adding hi res textures, fancy lighting, etc - that moment it's not Quake - not the dark, scary Quake that we love (at least I love that feeling)

how can you assume that something cannot be 'dark and scary' if it uses coloured lighting and hi-res textures? o_0

there is still so much about quake that makes it what it is regardless of new features that have been added. it has a pretty unique atmosphere that certainly isn't lost when the light from a wall-torch has a slight yellow tint to it, or if slime emits a green glow, or if you come across a pane of glass you can see through... etc.

most of these things aren't exactly 'new' either and are in pretty much every presently-maintained engine there is. darkplaces is admittedly pretty far removed from the bunch though as it has gone on to be more than just a quake platform... 
RJ.. 
..you explained very well.. that's exact my problem ! I dont want people need another mod to play mine! could it be enough to just add Zerstorer progs with my mod ?

With Hammer/Halflife set-up cutscenes was a breeze but in Quake ...

tell me.. info_intermission could be used to set up simple intros(with text,different frames) ?? 
Ambient_sounds Still Not Work 
I simply put ambient_drone,wind,.. entities in my Worldcraft map 4 times at cardinal points around the player.. compiled and.. NOTHING

-Do I have to "precache" them ? And how?
-what's the command line for launching them manually in Quake ?
-Maybe do I have to trigger them(already done)but.. as you know ambient_ entities have no keys/flags .. 
 
could it be enough to just add Zerstorer progs with my mod ?

you could do that, but then you'd need to include all the models and sounds for the progs to work correctly. at that point, you're just bundling the zerstorer mod with your map so it's easier to just link to a download of zerstorer at that point. 
Quake Is Not Half-Life. Period 
If you want to add cutscenes to your mod, you can incorporate the code from the corresponding qc files of course, or better yet, refer to the CCK from the level Vision of Hatred (at Quaddicted).

The ambient_ sounds don't have to be triggered or anything. Just place them and done. If they don't play for you, there must be something wrong on your end, accidentally spawnflagged out, possibly a modified pak0/wav, or something you're not telling us. Note that the ambient sounds can't be heard throughout the map, only when the player is relatively close to the source. 
 
could it be enough to just add Zerstorer progs with my mod ?

i don't think that would be a problem in all honesty. it was free in the first place and i doubt any of the team would mind (not that they'd still be about in the quake scene anyway!)

info_intermission is unfortunately a pretty simple entity that can't be configured much. it just shows the engine where to look when the end screen comes up

as for the sounds... i can only suggest uploading a .map so i (or someone else) can see what's going wrong. the precaching is done in the entity code in the qc, so isn't something you have to worry about unless messing with the qc yourself. again though, they can't be triggered.. you plonk them in without a targetname and they simply play continuously. this is really where a mod like quoth comes in handy, as you can have play_sound_triggered, which enables you to set any sound at any volume and have it triggered on & off. zer has something like this too though i think.. check the devkit file

also i don't know of a command for playing sounds manually in-game. there might be one but i can't really imagine a practical use for it... 
I Must Add.. 
If you want to add cutscenes to your mod, you can incorporate the code from the corresponding qc files of course, or better yet, refer to the CCK from the level Vision of Hatred (at Quaddicted).

^ this is the best way when it comes to adding stuff in general. it just involves getting familiar with quake c, even if it does just involve copying & pasting bits from other mods :) 
 
Of course you can also ask yourself if the cutscene is really that important for the level, crucial to the story etc., or if maybe the introduction could be done by other means, a few centerprint text messages, for instance. Because the thing is, setting up cutscenes in Quake is huge pain in the ass, and probably a waste of time if it's not going to be a real cinematic event or anything substantial. 
Rj 
Command to play sounds: "play" 
Well I'll Be Goddamned 
 
Thanks To Ya All 
Negke: yes you're right but what entity should I use for multiple text messages ?
My goal is to link/sync plot text-messages with different frames of my map while the player is frozen.. so I hoped info_intermission be handy : )

..anyway I guess I'll stick with Quoth 
 
why freeze the player? they'll stop to read the messages when they come up anyway :)

for multiple messages you just want several different trigger_relay ents with the same targetname but different 'delay' values on them, eg. one with 0, the next with 3, then 6, etc... 
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