 Mid Map Spawning
#18495 posted by Preach on 2017/05/19 20:34:38
People always link to the logic gate one but that's massively overkill a lot of the time. They mean to link to this tutorial:
https://tomeofpreach.wordpress.com/2012/11/18/mid-map-entity-spawning/
Important editorial note, this tutorial includes a prank! The first example of spawning an ogre doesn't work, it just crashes your map. Perhaps I should have started with an example that works, then moved on to one that doesn't, oh well. The point is that you can delay spawn a trigger using the method in this article, which does exactly what you need for your hallway example.
This works for a variety of entities, but triggers are certainly the best case. Monsters don't work, but you can use teleporters there. If you try this trick on a particular entity and it doesn't work, just say and I'll see if I can find a trick...
 @preach Is The Man
Thanks. I hope the original poster is able to use this. I will try it out too.
 The Man Indeed!
#18497 posted by anonymous user on 2017/05/20 01:23:51
The method in that article is dead simple and works perfectly, thanks a ton! Haven't experimented with many other entity types yet but it works fine for the hallway example from above- I cobbled together a quick example map (.bsp and .map included) for anyone browsing in the future who can't quite figure it out.
#18498 posted by PRITCHARD on 2017/05/20 09:19:55
When I'm distributing my map, is it alright to include my own folder that becomes part of the mod the map is for?
My map uses AD, but I have a small set of custom models I need to include with my map. To keep things organized, right now I have them stored in a separate folder from where models are usually stored in AD (progs/), which is simply named "pritchard".
Is this the right way to include custom models with my map?
 Yes
In fact it's the correct way of avoiding any filename conflicts.
 Right Otp
#18500 posted by mfx on 2017/05/20 21:58:21
All you want is to avoid any conflicts between assets.
Do follow these simple guidelines.
/progs/ is for .mdl and .mdl only!
/maps/your_folder_here/ is for anything .bsp.
For example all breakable rubble models you make should go into maps/your_folder_here/ (if they are bsp, but i assume nobody makes rubble .mdls these days)
Bsp models are the easier way to have external custom content.
 Darkplaces And Trenchbroom
#18501 posted by Pectabyte on 2017/05/20 23:54:10
Hey guys!
Long time Quake fan, first time poster. I've been playing a lot of Darkplaces Mod for Q1 recently and decided to look into mapping for it. I'm familiar with GTKRadiant as I used to make Jedi Knight 2 and Quake 3 maps but after some googling I found Trenbroom and decided I wanted to use it.
Is it possible to use Trenchbroom to make levels for Quake 1 Darkplaces? I can't find a tutorial on how to setup Trenchbroom to do it. Does anyone have one? I keep getting the error "cannot find: (filepath)"
#18502 posted by Baker on 2017/05/21 06:36:57
 Ericw Surface Light Prefab?
#18503 posted by megaman on 2017/05/27 19:52:18
Does somebody have a prefab map that predefines all surface lights as light entities for ericw's light?
 Re:surface Lights
#18504 posted by megaman on 2017/05/27 19:58:16
Is it normal that they're very bright with very low light values?
E.g. I use -surflight_subdivide 8 -bounce 4 and light=2 is already kinda bright
#18505 posted by ericw on 2017/05/27 20:11:56
I don't have an example map handy, but the surface lights feature is pretty dumb (was one of the first things I wrote when learning lighting). it's just automated copy/paste of the template entity, and with "-surflight_subdivide 8" they'll be duplicated every 8x8 units, which will create a ton of lights. There's no scaling of brightness to compensate for the subdivision size.
 Megaman
Unless ericw has changed it, bounce values above 1 do nothing. It's binary, on or off.
 Im Back!
#18507 posted by Bullitt93 on 2017/05/28 07:09:44
Hows everyone doing? I'm back this time i bought Quake 3 from steam, downloaded it and gtkradiant and now when i try to make a map it shows "shader image missing" on 99% of the textures? Can anyone please help????!
 @ #18507
#18508 posted by Redfield on 2017/05/30 09:20:32
Have you specified the correct path-name for the location of the shaders? Check this link: https://jkhub.org/topic/2800-shader-image-missing/
Otherwise I have no idea, might have better luck on a Q3 dedicated or Radiant forum.
Redfield
 A Good Old Hipnotic Rotator Question.
#18509 posted by Redfield on 2017/05/30 09:28:08
Hi everyone, there is a lot of information about rotating brushes available, but its a complex thing depending on what one is building. I haven't been able to find anything concrete.
I have built a rotating bridge in a map for Arcane Dimensions using the standard Hipnotic entities with A.D. The bridge works fine, is lit, and has collision, the problem is the bridge is so large I have to use "a million" func_movewalls for the collision.
I found a post by Preach hinting that you can use Hipnotic rotation and add "solid" to the shell without using func_movewalls. I have no idea what this means or if its possible without changing the code. As it is, the bridge works fine I'm just wondering if someone can help me simplify the func_movewalls issue.
Thanks, Redfield
 @ #18507
Just a stab in the dark here but have you un-pak'd the textures?
Another possible helpful link: https://ws.q3df.org/level_design/editors/
 Redfield
#18511 posted by negke on 2017/05/30 20:25:52
I think that's the very reason the Hipnotic rotation code is considered such as massive hack and extremely awkward to use.
No idea what Preach said or hinted at, nor what your bridge looks like and how it's supposed to work, but just to throw in a random idea for a workaround: perhaps you could block the player from crossing the bridge until the rotation has finished? And only use the movewalls for the floor parts and spawn an invisible func_wall afterwards to make sure everything clips correctly once the bridge is in its final position?
 On Rotate_object
#18512 posted by Qmaster on 2017/05/30 22:31:31
Give key of "solid" and value of "4".
Don't know what will happen once it rotates but good luck.
#18513 posted by Spike on 2017/05/31 00:06:26
support for rotating SOLID_BSP entities depends upon the engine in question.
hipnotic rotation is a massive hack because it works around the engine not supporting rotation for physics, and that it does so by using so many entities.
unfortunately many engines still do not offer a better alternative, and frankly, hull size limitations will always be an issue with true rotation anyway.
#18514 posted by PRITCHARD on 2017/05/31 03:05:05
Players can walk across moderately sized gaps without incident, can't they? Depending on who will be using your bridge, perhaps you could just chop bits out of your func_movewall hell to reduce the entity count. Be careful, as the gaps will have to be conservative, and if monsters need to cross while it's in motion it probably won't work very well.
You could also incorporate the latter part of negke's suggestion into this to make it work better when it's stationary.
 Its Coming Together...
#18515 posted by Redfield on 2017/05/31 10:24:53
Thanks for the tips everyone. I did make some adjustments to the func_movewalls and now there is less of them and it works more fluidly. The problem was they weren't square brushes along the axis of rotation and so were being displaced in one direction or the other. I made them the same length and width and now they move more fluidly with the rotate_object.
I made a cheesy video of it that can be seen here: https://www.youtube.com/watch?v=uWMlfJ4cFfQ The movewalls are made visible in the video. If anyone wants to take a look and give some suggestions I'd appreciate it.
I did try adding a solid key with value 4. It had no effect I could see. The brushes were non solid and I couldn't walk on the bridge. I could also try negke's suggestion and simply have some func_walls that are invisible and toggle based on the switch, but as it is the movewalls are doing an ok job.
This was a real puzzle. I initially had the func_movewalls as a grouped entity and nothing worked. It drove me nuts trying to figure out what was wrong.
 Cool
#18516 posted by Qmaster on 2017/05/31 18:27:30
I was picturing a drawbridge but that is even better.
 It's Kind Of Like The End Of Episode 2.
#18517 posted by brassbite on 2017/05/31 22:09:57
 Shifted Clip Hull On Train?
#18518 posted by megaman on 2017/06/02 09:50:35
I seem to have two trains here that have a shifted cliphull (or draw surfaces?)
any idea on that?
#18519 posted by negke on 2017/06/02 10:23:38
See if you accidentally gave them an angle field.
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