Triggering Monsters (Quake 1)
For teleporing monsters via trigger once.
1. Make some monsters and place in into "trigger_teleport" brushes. Each monster in separate "trigger_teleport" entity. All teleport entities must have one targetname.
2. Add some teleport destinations - one "info_teleport_destination" for one "trigger_teleport", and connect it one to one.
3. Connect your "trigger_once" to "trigger_teleport" ents.
Spawn a monster in. (I know you've done some of this but for others:)
How to teleport in a monster upon triggering something:
1. make an area outside your playable level and place your your monster
2. make a brush with the trigger texture that covers the center of the monster.
3. right click and make the trigger brush into a trigger_teleport give it a targetname (i.e. monster1) and a different target (i.e. dest1)
4. place a info_teleport_destination where you want the monster to teleport to give that the targetname of the target in step 3 (in this case dest1)
5. set your trigger (in your case above it's picking up a nailgun) the target of the nailgun should match the trigger_teleport targetname in #3 (monster1.)
6. make sure you keep track of your targetname and targets - it's easy to get these confused. Just remember targets trigger targetnames in other entities
something to note: if you are spawning in two at the same time they need their own info_teleport_destination entities so they can share a targetname and be triggered at the same time but they each need their own separate target. If you use one destination they will telefrag each other! And you may want to add a key of delay and a value of 0.1 to the second monster so there is a tiny delay between their spawns. I recall this solving an issue before so try it if you see problems.
2. there's no real-time lighting preview right now in any of the editors. NetRadiant will show you a representation of the falloff of a light. ericw had hinted he might do an application that does realtime lighting preview at some point. Which would be instantly popular.
@doomer is correct and I wasn't clear above. Each monster needs its own trigger brush and separate destination but they can share a targetname. Also I think you can just add a target to the nail gun instead of making a trigger_once. But if you wanted the monsters to teleport as you walk into a room then you'd make a trigger brush right click and make it a "trigger_once" Good luck!!!
Awesome. Thanks guys. I love your levels and you're both big reasons why I started learning Trenchbroom. You guys, Sock, Ionous, Skacky, etc are incredible at this.
Wow, that's very kind of you. I am currently working on video tutorials for Trenchbroom. You seem to figuring out thing on your own though! The first one will be out early next week. As time progresses there will be some advanced tuts you'll want to check out. I'll post here on fucn with links.
Beautiful. Got it on the first shot as you guys explained it perfectly. Definitely looking forward to the tutorials. Thanks again, guys. You rock.
Just To Be Safe
I made a post about this, but I might have made a mistake with that. Here's what I wanted to ask:
I've been looking for a tutorial on the use of Jackhammer for a few hours now, but I can't seem to find anything. Is there a tutorial out there I can use to see what's up?
If you can't find any tuts for JACK then you have some options that will get you close.
First, JACK is based on Valve's Hammer editor. You will
find tutorials for Hammer out in the wild. There are many similarities between the programs. I believe JACK has more features but I haven't used it too much.
The other option is to use Worldcraft tutorials. JACK is based on Hammer which was based on Worldcraft and many concepts from Quake will carry over.
Good luck and consider trying TrenchBroom 2. I will be publishing a Quickstart video tutorial sometime this weekend (or before) and you may like what you see.
The tuts will be on my YT channel is here
Artifacts In Q2 Sun/lightmap
Hello guys, this is my first post here. It's interesting to finally have some reason to post here. I'm following func_msgboard for sometime, following all the cool maps and mods are being born here... Good stuff :)
Anyway, i decided to try something in Q2 engine. Right now, i'm having some problems when using _sun. Compiling with qrad3, i get this result:
it doesn't happen when i compile regular lights only, just when I use Sun... :/ Anyone have some idea? Thanks!
Arghrad solved my problem :D
back to work
Is there a way to scale (prop) models easily? I have downloaded Preach's crane and helipad models from his site, and after placing them on my map in Trenchbroom they look so small, about the size of a cat. Quite endearing, actually. xD
Will I have to resort to some mdl editing in a separate editor? D: Guess I'm going down the deep end of Quake custom content creation, no more simple map making, huh? xD
I usually just jump into QME here?
and scale the model: https://i.imgur.com/zCDf0EZ.png
Of course, QME sucks ass and tends to mangle models if they look at it funny so... have fun?
QME likes to break mdls. Should only be used to view models. :( you may get lucky tho.
Scale is defined by just one float in the .mdl binary file, I think (Can anyone confirm? Does anything else need to be tweaked other than this one float?)
If so, you could be able to just hax0r it with a hex editor. Preach - any ideas?
Actually it's a vector of 3 floats
you'll probably want to scale bounding radius too.
Yeah, you only need to change those 4 floats, so a hex editor will do the trick. If you prefer, you can install the qmdl
python module then run the following script against the model.
from qmdl.helper import Helper
#read the model file
mymdl = Helper()
mymdl.mdl.scale = tuple ([i*4 for i in mymdl.mdl.scale])
mymdl.mdl.boundingradius = mymdl.mdl.boundingradius * 4
This is multiplying the scale by 4, vary the value as required.
Thanks guys, you just keep helping out, no matter what I keep throwing at ya', AND always in a timely manner, might I add! :)
And for your information Preach, I used your script on a newer Python version 3.6.4.
Adjusting Mdl Centerpoint
I'm guessing it's model dependent, but I noticed that the larger I made the helipad, the further away the model diverged from the model entity (or is it in this case just a handle?) in Trenchbroom. Is there a centerpoint in the mdl I should adjust? Can it be done with qmdl or should I use something else?
One of the quirks of the mdl format is that the model keeps the bottom left corner fixed when you rescale it, rather than the centre. If you add a line like
mymdl.mdl.origin = (-64 -64 -64)
after the mymdl.mdl.boundingradius line in the script from the previous point, you can specify the coordinates you'd like the bottom-left point to be at. Play around with the values!
I figured it would be something like that. Thanks a heap for going through the trouble of helping me out! :)
It's cool to see someone using it, I worried that it being a python module was a bit off-putting
How to make train move through four path_corners? I named each correspondingly and gave paths corresponding direction.
I made a sample map linked below. It's pretty easy to do as you'll see.
I made 4 path_corners. t1 - t4 make sure the target/targetnames are correct and that they close a "loop" - that's the part that people mess up on the most.
I don't think you need to specify a direction. I didn't in this case. Sorry for the weird name. Also you can use Quake101.wad or q.wad for the textures in this map.
Thank you for your help! watched your tutorial on tuesday so thaks for that as well!
You're very welcome. LMK if you have any requests for tutorials. :)
New to mapping (thanks @dumptruck_ds) and wondering where everyone gets their textures?
For the moment I'm just looking for the default Q1 textures, but it'd be good to know where to get custom textures come from too.
Here's A Start.
will let you open a map/bsp and save as a wad
Does TexMex have a homepage somewhere? Or is it just floating around, no longer developed.
Looks Like Floating Out There
Looks Like Floating Out There
Guessing this one is the one people are using