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Quoth - Part 2
Finally. Quoth Part 2, the base-oriented update.

http://kell.quaddicted.com

Note: the mapping tutorial is only half done. We've decided to release anyway, because it's taking too long, plus there are maps already finished that use this content and surely some more will follow.

Map sources for all the Quoth maps, including the previous pak0 maps, are downloadable from the tutorial page.

Have at it.

[edit: fixed URL]
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Func_setproperty Maybe? 
Have you guys thought about adding a new entity class that would allow the properties of an entity to be changed? I'm thinking of an entity that, when triggered, would perform a particular operation on a given field of its target entity ("operation" could be set, add, multiply, etc.)

This could enable a mapper to, say, dynamically change an ent's alpha value, or move it, or add health, take away ammo, etc...

Something like this:

{
"classname" "func_<whatever>"
"target" "scrag1"
"targetfield" "alpha"
"op" "1" /* --> add following argument to scrag1's .alpha */
"arg" "0.1"
}

or

{
"classname" "func_<whatever>"
"target" "tele1"
"targetfield" "target"
"op" "0" /* --> set value of tele1's .target to following argument */
"arg" "teledest2"
}

It seems to me [someone who doesn't map, and has a very minimal understanding of QC ;-) ] that it could be useful 
That Would Be Pretty Useful! 
I like the idea! 
So... 
there's an official FGD, that means someone can now make a .def!!!!!!1 
SOURCE 
WHEN 
C_shot2 
I think c_shot2.mdl is a bit gimpy? I noticed it while playing sm149_drew - there's a yellow strip at each side of the base of the barrel.

I opened the model in QME (Lite v3.1), and the tri at that spot seems to be in the wrong place on the skin. It's the most evident in frame 4.

See:
http://www.quaketastic.com/upload/files/screen_shots/c_shot2.png 
Arrgh 
Yeah, good catch! I'll have to fix that for future releases. 
Oh Wow 
That must mean that the entire pack must be quarantined and eliminated immediately! Shame on you Kell, Necros and Preach! SHAME!!!


I'm kidding. 
Speaking Of Gimpy... 
The skin in the shot I posted is how it appeared in QME that day. Today, there are almost twice as many tris. Weird.

Is there a more stable modeling app out there? What do you use?

Zwiffle: It's shocking, I know. Almost like these guys are mortal or something. ;) 
Modelling Tools 
My personal approach is to do as little in QMe as possible. So I use gmax to make my model, animate and skin it. Then I export it to MD3 format, and convert it from MD3 to MDL. There are two paths I know of to make that final conversion. Either you can use quark, if you can set it up correctly, but that is a bit of a pain. The alternative is a command line program which I wrote for the purpose.

Once you go down the path of creating your models in MD3 format and converting them to MDL, a lot of options open up because MD3 is a much more popular format. Most major 3d modelling packages have an export to it (3dmax, maya, blender to name 3). The only difficulty is knowing what you can't do in MDL but can do in MD3 - eg MD3 supports multiple skins but MDL doesn't. 
Don't You Miss Sajt's Awesome 
Tubelights 
There is a typo in the official Quoth 2 FGD that causes tubelights not to load.

@PointClass size(-8 -8 -8, 8 8 8) base(Light, Target, Targetname, Static) = light_tubelight : "Tube light"
[
spawnflags(Flags) = [ 1 : "Initially dark" : 0 ]
color(choices) : "Colour of light object" : 0 =
[
0 : "Yellow-white"
1 : "Blue-white"
2 : "Red"
]
]

Also, I am having no luck with the other color options. I get yellow-white every time. (Same for postlights.) The greying out works, however. 
Typology 
Sorry for the typo, will go fix it on my copy.

As for the color issue, you aren't having the same problem as
http://www.celephais.net/board/view_thread.php?id=60173&start=344
are you? 
Yes 
I changed "color" to "skin" in the FGD for light_postlight and light_tubelight, and all was good.

Thanks! :) 
 
of all the threads the bot could have posted on... 
 
I'm hoping it's pertinent because Quoth Part 3 is about to be released ... ? 
Fix For Stars Skybox 
The JPEG artifacts in the otherwise great "stars" skybox were bugging me, so here is a fixed version where I filtered them out using GIMP:

http://www.quaketastic.com/upload/files/misc/stars2.zip 
Func_door_button 
how to use that? 
 
Never mind, found the earlier posts. 
Please Fix: 
Knight melee attack range (should be when it hit the player, not from miles away).

Drole melee attack range (ditto)

Grenade Enforcer shotgun attack speed (should be less than instantaneous)

Bob Model (this is Quake not kiddie robot TV show).

...these are all broken / bugged. Everything else seems to work. Kthxbye. 
 
would break balance on existing maps. 
Meh 
I guess I agree re drole/knight melee

but fuck, leave Bob alone. 
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