#1040 posted by damage_inc on 2016/10/29 13:19:53
.fgd and .def files are simple text files. Drop one on any text editor to view. But it's how the editor(s) make use of these files that counts.
I believe that would be where the changes would have you occur that you desire, in the editors(source)?
IF I am understanding you correctly.
Damage_inc Is Right
These are simple text files that you can edit in notepad or wordpad. Shouldn't be super hard to figure out, Worldcraft and Jackhammer might have slightly different terms for displaying models I think?
I initially did the fgd support on the team before Sock took over and fully redid it, if memory serves Ionous was the only person on the team using worldcraft and was mapping by copy pasting or maybe even typing up the entities??...
Lmao This Is My Kinda Thread
#1042 posted by ayy lmao on 2016/10/29 14:35:42
#1019 (dwere)
Though something tells me I can get away with more because I'm not Mugwump.
"...but bear with me as I do an amazing impression of him..."
What I Still Don't Understand Is
#1043 posted by dwere on 2016/10/29 15:04:50
Why would someone as obvious need an account?
Pritchard
#1044 posted by mjb on 2016/10/29 15:22:50
For TB2, check the help section.
Under Advanced Topics, the Displaying Models for Entities should provide you with information on how to create those improved previews yourself!
#1045 posted by PRITCHARD on 2016/10/29 15:26:50
So they could make their name into some bright, garish colour, like "255" red, or "toxic lime" green.
I'm no moderator but I feel like this discussion belongs either in the "beef" thread or General Abuse...
Hey Meme Face
#1046 posted by anonymous user on 2016/10/29 15:29:48
Are you the specific Tor-powered troll account of someone else here, who is too high up to afford risking his reputation by showing what he's really like ? Or just a basic bitch ?
To Smash Pots
#1047 posted by nine on 2016/10/29 16:00:13
you could make a dummy enemy with 1hp no movetype, no addition to monster count that takes a model like misc_model.
but I hesitate to suggest anything that delays shipping.
because I want it shipped.
FGD Woes
Be aware that if you want to beef up the FGD for TB2's advanced model syntax, that this syntax is going to change in the next beta release. For simple cases, TB2 is compatible with J.A.C.K. / Worldcraft / Hammer model syntax.
Pot Smashing
Is a thing that was being worked on just before 1.0 if I remember rightly.
It would be a neat addition imo. Could hide bits n bob's in them, also we might end up with some zelda maps ;)
Footstep Sound Revamp
#1050 posted by killpixel on 2016/10/29 18:59:17
I think the player footstep sounds could use a little TLC. My suggestions:
1. Randomize the sounds
I think there are 4 currently, perhaps have 5 or 6. Since we're trying to avoid obvious patterns, It might be best to make it so when a sound is played, 2 other sounds have to play before it can be played again.
2. Reduce volume, use a more subtle sound effect
The current sounds are rather "cloppy", perhaps use a more subtle sound that's little more ubiquitous. Something that would be passable on brick, dirt, wood, etc.
Better Yet
You could make a function for a volume similar to water that can be placed above the floor.
Give it selectable styles so that you can pick what kind of footstep sound you want.
"marsh", "metal", "stone", "wood", "carpet", "gravel / bones"
Yeah, That Crossed My Mind
#1052 posted by killpixel on 2016/10/29 19:24:24
Might be more trouble than it's worth for the mapper. I think something like q3's surfaceparms would be better, but even then, probably more trouble than it's worth.
Don't get me wrong, I'd like different sound sets for different surfaces, I just don't see it happening.
#1053 posted by dwere on 2016/10/29 19:53:07
Randomizing the sounds is a good idea, as right now the pattern is way too easy to recognize and remember. Patterns even, as it also concerns monsters.
I don't think I have a problem with the sounds themselves. Nothing beats vanilla Doom 3 in this regard. By far the worst set of footstep sounds I've encountered.
Having Multiple Unlockable Teleport Doors?
#1054 posted by Newhouse on 2016/10/29 20:28:26
I was wondering whether or not it is possible to unlock the locked teleport map doors by finishing them one by one? That way making sure player will never ruin their progression by ruining or removing save files or something like that, and also giving easy access to earlier maps if player wishes to play them again.
Different Sound Sets For Different Surfaces
#1055 posted by Mugwump on 2016/10/29 22:24:55
is something that Seven does in his SMC without the need for extra brushwork. Might be worth looking into it.
+1 randomization
SMC
#1056 posted by Qmaster on 2016/10/30 14:32:13
Uses DP which has a traceline function that returns the string texture name of the surface hit. This is how it deetermines the type of footstep sound. Unless other engines support this then it would only be a DP feature.
#1057 posted by Spike on 2016/10/31 10:09:50
QSS+FTE+DP all support the getsurface* builtins, and should all be able to use SMC's existing code.
So yeah, other engines can support that.
That said, hard-coding some huge list of texture names is going to suck quite a bit. Lets hope those texture names all contain 'METAL'/etc substrings where appropriate...
surfaceparms would be better, but q1bsp kinda sucks for that.
Yup
#1058 posted by Qmaster on 2016/10/31 17:41:43
What Spike said. That and manually adding footstep volumes into a map is tedious and not worth it (well maybe).
#1059 posted by Rick on 2016/10/31 19:15:41
Excluding monsters, one of the few things I don't much like about Arcane Dimensions is the footsteps. To me it often sounds more like tap-dancing or a fast shuffle than someone deliberately taking steps. Maybe I should turn "always run" off.
Maybe I Should Turn Always Run Off
#1060 posted by Qmaster on 2016/10/31 21:15:20
Ya no that's the way it's meant to be played (except for ITS mod).
Impulse 120
Turns off footstep sounds
The Delights Of Dual Standards!
#1062 posted by sock on 2016/11/03 13:02:24
I was messing around with switching between the .fgd and .def files for AD in TrenchBroom2 today, and I found myself wishing that I could have the functionality of both in just the one. Is that possible?
Both formats have benefits, the FGD has really cool base function for repeating chunks of entity keys and the DEF format has the perfect idea for dumping huge amounts of detail text on entities without GUI restrictions. Both AD editor files has model keys and I believe TB2 can work with both formats.
I personally use the DEF editor file, so it will have the most information on all keys because that is where they are tested and updated. I do convert all entities to the FGD file, but it certainly lacks the extra details because the format really does not support it. There is just no ideal solution to this tbh. if you have ideas or suggestions on how to improve the situation then pester the editor coders for help. If enough people ask for changes, its more likely they will be adopted.
Tiptoe Around The Place
#1063 posted by sock on 2016/11/03 13:19:50
I think the player footstep sounds could use a little TLC
I think something like q3's surfaceparms would be better
I'd like different sound sets for different surfaces.
I personally love the idea of footsteps in Quake, to hear a Shambler stomping around close by and I don't know exactly where it is. To hear zombies scrapping their legs along the ground and the misleading sound of tiny feet/claws as I am surprised when a fiend leaps out at me!
Playing Quake WITHOUT foot steps is just weird to me, the silent movement of monsters is like they are floating all the time.
The idea of using surface inspection to find out the surface name and then guessing what surface type it is, well its not a good idea. There is no standard to texture names (even id had issues) so its just guess work. The real solution is surface flags for brushwork, but that is not going to happen, too many things would need to change (editor, compiler and engine)
I totally agree that the current AD footstep sounds are not very good, they are from RMQ and really should be replaced with something else. Now if only someone would create a cool collection of footstep sounds that could be used in AD! :P
@sock
Why couldn't you make a floor brush as a func_wall or func_detail and have a _footstep "bleh.wav" value.
Would that not be a progs only solution?
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