That seem to be the right solution, they all roll now.
void() vibro1_start =
local float r;
if (self.pain_finished > time)
self.pain_finished = time + 1;
void() info_vibro =
self.solid = SOLID_BBOX;
self.movetype = MOVETYPE_NONE;
setmodel (self, "progs/vibro04.mdl");
setsize (self, '-4 -4 -4', '4 4 24');
self.use = vibro1_start;
For my humble request, the same macro is used by the turnwall. But it needs to start and stop.
How can I make it toggable?
create two functions vibro1_toggle_on, and vibro1_toggle_off
The "off" function needs to set nextthink to -1, and set "use" to vibro1_toggle_on
The "on" function needs to set nextthink to time + 0.1, and set "use" to vibro1_toggle_off
Finally, you need to add a line to vibro1_start which sets "use" to vibro1_toggle_off.
Damn, you trying the recreate chasm levels inside quake? I don't think the chasm levels are that good, only thing worth salvaging are the monster and weapon models.
I'm starting to believe my own lies, yes that's the way to do it.
Now I can spin down the fans at commands. Really thanks for the hint.
Usually I get cramped by warnings but this time the algebacary is on my site.
yeh1, the levels may not be that good, but what if I use the buttom to go under to furnish the refinary and jump in a fan tunnel?
Chasm monsters deserve a well arrayed terratory.
I wish I could lay my hand on that alfa_mask texture. I'm using static fences
, as they are the only way for me to obtain transparancy.
I like the theme behind Chasm maps, but they are too tiny (you don't have space to run/maneuver) and, like old doom maps, they aren't 3D (you don't have vertical action).
Would be better if you stick with the theme, but not with the old limitations/architecture. Think of it more like a remix than a remake.
I'm trying to give Stratos a quakey apearance with chasm effect.
So I attached the scrag attack to its needs and changed the w_spike into a circle sprite.
It is shooting round sprites now, but the positioning is a little out of centre.
Also it shoots them one after another, nor at the same time.
If I recall correctly, that huge robot from AD fires two rockets at the same time, as does the centroid from mission pack 1, couldn't you look at their code?
I could take a look at the soa.qc.
For now I'm puzzled by the shooting range of the scrag which comes in a v shape from the scrag towards the player.
Stratos fires exact in the opposite way.
The V shape is an illusion created by the particle effect on the scrag spit model. If you replace w_spike.mdl with the rocket model you'll see how the smoke particles give a clearer indication of the way the spike moves. It's really just a single object moving in a straight line from scrag to player.
That's the same outcome when I use a sprite in stead of the w_spike.
My intention is to make it look more like the Stratos attack, ie. starting at the same time on both sides.
I've got the idea the sprite won't come up for nine frames, only the first one
is used. That doesn't give it the facet look like a sequence of rings.
The railgun from dr shadowborg uses this sequence, I just don't know how to intergrate it.
I'm trying to convert the Chasm weapons to quake.
For the shotgun I just used the w_rifle.mdl for the shotgun.
Now I'm trying the double shotgun and it works in the same way.
There is just one thing I can't understand, when I try to use the g_rifle in stead of the g_shot for static it falls just below the surface.
I can heighten the static in the map or in the origin of the mdl, the thing just falls in ground.
What can be the reason of it?
I used v_shot in stead of g_shot.
Kinda Rusty But
check your bounding box's minimum? could be the min_z is 0 not -24.
I solved the shooting vector by changing Wiz_Start_Fast statements :
missile.nextthink = time + 0.6;
0.6 and 0.8 into the same counts.
And in Wiz_FastFire
dst = self.enemy.origin - 13*self.movedir;
dst = self.enemy.origin;
The two launch lasers come from both sides to the player without crossing.
Another thing is wondering me. While working on the Chasm_Rift models I keep the skin texture of 64x960. This odd format makes me play the mod only in Quakespasm. Fitzquake and other engines just won't start.
What would be the easiest way to convert this skin 64 x 960 to a more commen format?
Something with UV filters, I tried Noesis but I can't find a way to get to the skinfile.
AFAIK there is no limit on skin width. If that's the case, the easiest way is to just swap U and V. Here's
a quick'n'dirty script that should do the job. Make sure you test everything though, as it doesn't take stuff like on-seam offset into account at all.
It's also possible to move UVs around arbitrarily, then just re-project the skin texture, but it would be somewhat tricky to keep the pixels intact.
My computer is incompatible with the program.
I could try yo use it in Python, but Python doesn't like me.P:
Yes, thanks chedap.
That was just the thing I was looking for!
now I have my skinfile from :
height=960 x width=64
height=64 x width = 960.
If I'm not mistaken the maximum height = 300, the size of the width isn't that important I'm told.
When I make a try-out of the resized skins in Fitzquake085 it just shuts down. Maybe Mark V will do, but I was wondering how to reorder the skinfile back to a commen quake format.
Well yeah, that's what I said it'd do: switch width and height. Weird that it shuts down. I know Nehahra had 1500px+ width skins, but that's Nehahra.
I'll try things out myself, give me a couple of days. Previously I just tested if it loaded in QME.
First skinfile I know is 300x200. Later on it changed to other formats as engines become more advanced, but it seems to be a prior limit.
I know there is a way to hussle with the UV map, but I never succeeded in doing so.
Probably Something Else
So first off, h_gross.mdl is reported as invalid by most programs (regular Quakespasm, QME 3.0, Blender importer). The version is reported as 'RAPO' instead of 'IDPO' though that tells me little. Curiously, it opens fine in QME 3.1, but re-saving it doesn't fix the issue. It's probably easier for you to re-convert it properly than for me to poke blindly at it.
Now then, h_gross aside (replaced it with another h_grunt), the good news is that this actually runs just fine in regular Quakespasm, QSS, FTE, BJP and even in WinQuake
. On DOSQuake it won't run on account of 200 height limit (fan.mdl skin is 616x252 and can't be packed tighter, short of remaking the thing from scratch).
So I don't think the issue's in the skins (or in my script).
FitzQuake and GLQuake both crash though. Well, the map does, can load to vanilla maps fine. Maybe there's some other weird limit it's hitting - I wouldn't know. Try a simpler map.
A slightly safer version
of the script that now accepts entire folders. Still barebones, ignores on-seam etc - I went through the models and none of them seem negatively affected (for comparison try putting fan.mdl through this and check the resulting UVs).
So I don't think the issue's in the skins
I can't see another reason.
The error of the h_gross comes in like a bug somewhere.
If I would have simply copied it I could see a reason for a hidden flag that gives that recall.
But I made the h_model myself, just like all the others.
When I have the one last stand frame of an entity and I clipp off all, except the head, where can be the flag that's says I come from Hexen2?
Another thing, the fan model I made myself so it's easy to clip that skin file back to 200x300.
I think it are that irratic 960 x 64 seize that make account.
Sometimes, i make some edits in a model and quakespasm-spiked refuses to load it, and shows that message about it being in a hexen2 format.
To solve this, open the model in QME, go to "Utilities/Remove Dangling Vertices" and "Utilities/Remove Degenerate Triangles". Save the model.
It works for me.
- As of devkit2.27, it runs on DarkPlaces, DirectQ, FTE, QSS and QbismSuper8
- If I swap UV, it also runs on MarkV(DX), Quakespasm, TyrQuake(GL/SW), vkQuake and WinQuake
- If I then also crush the height of the fan skins, it runs on DOSQuake
- If I then replace joker.mdl, it also runs in FitzQuake and MarkV(SW)
- If I then replace fense.mdl, it also finally runs in GLQuake
- If I then recompile with 256x128 sky2, it will show up in DarkPlaces
I haven't done anything with h_gross (skin height 512), and it still runs even in DOSQuake. That means it's possibly not the only one waiting to cause problems.
joker.mdl has artifacts in QS
and in vkQ
. Looks fine in other ports. Probably some broken geometry.
fense.mdl just has too many vertices.
Sky textures have a specific size and both halves are supposed to tile independently.