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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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@Preach And Others 
I feel like I'm missing some fundamentals. Some details that no one ever mentions because it's basic stuff.

Finally figured out that I need to add keys in text editor and compile with .bat file, since editor "fixes" non-standard entities on map save/open and build.

Is there easier way to do this - some set of handy utils or hack-friendly editor?

Preach, maaaan they should teach about you in school.
Togglable push trigger works, though I can't implement your suggestions properly.
I can't make push-door go down on its own. It's either constantly going on and off dropping player a bit during each 'off' phasse or never goes down. 
If We Talk About Basics 
http://quakewiki.org/wiki/Map_based_hacks

But you must remember those are hacks, so you just exploit existing functions. That means: if you want to make some complex stuff, you need to write your own scripts in QC. 
 
some editors don't "fix" entities like that, so you might try other editors -- or talk to the developers here if it's trenchbroom or jackhammer. 
What Do You Mean, Fix 
You mean that the editor clears out any properties that weren't in the .def or .fgd file? I don't think TrenchBroom does that, and if it does, it shouldn't and I will fix it. 
It Doesn't As Far As I Know... 
I tend to prototype stuff without adding it to my fgd.

But I'm still on the last TB1 and only put stuff in TB2 to test.

If/when I map again I'll update to all the latest tech. 
It's GtkRadiant. 
It doesn't remove any keys or values, but if I create trigger that has actual volume and then change it's class to info_notnull - load/save/build would clear brush info from that entity and add origin instead.

Was wondering how you guys do it and hoped someone knows another way except making all hack related stuff last [in notepad] and never modify and save map in editor again. 
 
oh yeah, there is the problem of trying to use info_notnull as a brush entity and a point entity in the same map. If you only want brush entities you can just change it in the .def file, but if you want both you can't.

Probably the best solution with the tools we have is to create a info_notnull2 which allows brushes, then add to your batch file some kind of step that does a search and replace with info_notnull2 to info_notnull. 
 
Radiant only supports an entity classname to be either point- or brush-based. By default the definitions make info_notnull a point entity, so the editor converts it once you rename it.

There's no solution, only a workaround: I changed the def file so that info_notnull defaults to being a brush-based entity which then works for trigger volumes and such. It's still possible to make point-based info_notnulls by creating some point entity and renaming the classname afterwards; however, it will not show up in the editor views and can only be accessed/edited from the entity list ("L"). Pretty awkward. 
Too Slow 
 
TrenchBroom Allows You To Do It 
 
Monster Doors 
Is there a way to make a door operable by monsters only? I thought it could be cool to have a bit of my map where the player has to sneak through the door just after a monster to get through. 
 
I was using Netradiant and having no problems at all with info_notnull spawnable triggers, until I downloaded a newer version - then it went all stupid. Not only did I have to switch back to the older Netradiant, I had to revert to an earlier version of the map that had never been saved in the newer version. I probably could have eventually figured out what was wrong, but reverting to an older map was quicker. 
Monster Doors And Info_notnull Defeated, Almost 
Trigger opens real door and another invisible one that blocks only player.
https://dl.dropboxusercontent.com/u/58150516/monstersonly.zip

Thanks for suggestion guys. I changed my quake.def entry for info_notnull to:

/*QUAKED info_notnull (0.8 0.6 0.2)
Invisible entity. Used as a positional target for lightning.

*/

Works like a charm. Only problem is... not even a problem really, minor issue - editor treats every word of description as a flag now 8)
https://i.gyazo.com/826e8d43aaccbbd2295bf16e20fb45f0.png 
 
point entities are defined like this:
/*QUAKED air_bubbles (0 .5 .8) (-8 -8 -8) (8 8 8)
Air bubbles. They disappear in Deathmatch.
*/

where the last 2 sets of numbers refer to the minimum point and maximum point of the bounding box. 
 
You're missing a question mark. Here's a correct example:

/*QUAKED trigger_ladder (.5 .5 .5) ?
invisible ladder entity. when player is touching this entity, he can climb by pushing 'jump'

Keys:

"angle" the direction player must be facing to climb ladder
*/
 
 
oh right you were actually trying to do a brush entity..... i think my reading comprehension is getting worse ._. 
Editors "Fixing" Entities Not Conforming To FGD 
For Worldcraft/Jackhammer users, you can delete the definition for info_notnull from your fgd. One caveat, if you use a targetname on it, though, the editor won't be able to find it when it does the "Check for Errors" and will say cannot find suchnsuch targetname for whatever entity targets it. Just ignore it if you can. Conversely it won't be able to tell you if the info_notnull's target can't be found. 
Predefined Entity Properties? 
Is it possible to make an entity with predefined keys and their values?

Would be nice to setup few hacked triggers/doors once and then just place it on the map as easy as regular entities.

Oh, and by "possible" I mean editing .def or other config/settings file, without recompiling the editor. 
 
I think FGD allows default property values. 
Disco Lighting 
Anyone know what causes this? It seems to appear in certain spots in every map I compile: youtube link 
 
I'd guess there's a stale mapname.lit file in your quake/id1/maps directory, try deleting it.
If you're compiling in another directory and copying to quake/id1/maps, make sure to copy both the .lit and .bsp. 
 
Also, in that video it looked like the disco colors were showing up on the gun, but the floor was black? That's an engine bug (or weird feature), I guess. What engine is that?

To avoid having to run around checking for the gun color to change, maybe try Quakespasm with "r_lightmap 1" and "gl_clear 1" set, and noclip around the map. I'm fairly sure that QS will always match the weapon color with the floor lightmap color you see with "r_lightmap 1". 
MarkV 
Strange, I tested the same map in QS and it didn't occur. Guess it must be engine-related and not the map or compile tools. 
Eric 
I felt like throwing some money at you, but there's no paypal link on your site...

Props for everything you continue to do, we all need more unassuming heroes. 
Ijed 
Thanks, appreciate it :-) 
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