#20659 posted by Joel B on 2021/01/03 23:17:05
Nice to have.
There's a useless Export step in the compile configuration he's showing there, but things will still work as long as you're not using the new Omit From Export feature on layers.
#20660 posted by Joel B on 2021/01/03 23:21:34
Probably I should add a bit more detail...
If you're going to Export, then the exported map should be the one you compile. That example does an export but then just compiles the original map.
If your tools then force you to end up with a bsp name you don't like, e.g. "mymap-compile.bsp" rather then "mymap.bsp", you can add a final Copy Files action to copy the bsp to the name you want.
 Using Q3map2 For Godot
#20661 posted by k20abcu on 2021/01/08 15:57:18
has anyone used q3map2 for godot? I'm using:
q3map2 -convert -format obj map.bsp
but I don't get the textures or the lightmaps.
Hi @k20abcu. I am using Godot, but I'm not using q3map2 for it. I use Trenchbroom and qodot. Link related https://github.com/Shfty/qodot-plugin
Might be worth a look for your project. I've used it a bit for some Godot prototypes and it's quite useful, and lets me place entities in Trenchbroom that will be converted accordingly over in Godot.
 Can't Make Entity Rotate.
#20663 posted by DeeDoubleU on 2021/01/13 23:29:57
Checked few maps and saw simple setup of rotate_object linked/pointing to info_rotate. Trying to reproduce, but it doesn't move.
When I run ad_test3 all rotating stuff works as expected: fans, vault door, giant hatch, valve.
Best result I got was using func_rotate_entity - it rotates in game, but ignores info_rotate and moves around world center instead.
What am I doing wrong?
https://drive.google.com/file/d/193eW0C24NiSXcwvHyrsssqnZIRpFRI3A/view?usp=sharing
gtkradiant 1.6
trenchbroom 2020.2
ericw-tools 0.18.1
quakespazm 0.93.1
arcane dimensions 1.80p1
 Some Progress.
#20664 posted by DeeDoubleU on 2021/01/17 13:11:31
Rotation only happens if I link rotate_object to func_rotate_entity.
info_rotate clearly affects it, but it is not treated as pivot.
https://youtu.be/qJUzrr7eeCk
 ENT Question
Is it possible to have one exit for two maps and solve this via .ent?
Example:
One map (let's call it "origin") leads to another called "target1". Now there is a patch and "target1" gets renamed for some reason to "target2". However, I would like the .ent file written for "origin" to work in both cases.
Is there a way to write an .ent file for "origin" that works like "if there is a map named target1, use that one, otherwise target2"?
 Question About The Patches
#20666 posted by Preach on 2021/01/20 00:42:37
I'm pretty sure that this won't be possible, but I'm trying to understand what's going on with these patches - I don't understand why you don't just rename target2 back to target1?
#20667 posted by metlslime on 2021/01/20 01:24:19
I think this is the solution, if I understand your problem:
original release (pak0.pak) has 2 maps: origin.bsp, target1.bsp. And origin.bsp's changelevel entity points to target1.
then you release a patch (pak1.pak) which contains target2.bsp, and also contains origin.ent which updates the changelevel entity to point to target2.
The solution you proposed is not possible AFAIK. QuakeC could have a modified changelevel entity that takes two different mapnames, but doesn't have a way to check if they exist on disk.
 That's The Way It Is
It is as I thought, then. The problem is that there are two versions of the same origin map, each leading to the same target level, but with different names.
It would have been easy if I didn't have to include a patch for the origin map as well, forcing me to decide which target level should be the "chosen one". That really leaves no option other than to include the target map itself to make sure everybody gets the same result. I had hoped I wouldn't have to include an entire map for this, but apparently it's the only way.
 Probably
 #4196
I can't get this to work and I don't know what I'm missing.
// entity 175
{
"classname" "info_notnull"
"think" "InitTrigger"
"nextthink" "5"
"touch" "health_touch"
"healamount" "1"
"use" "SUB_regen"
"targetname" "heal1"
"target" "heal1reset"
// brush 0
(blah blah blah)
// entity 176
{
"classname" "trigger_relay"
"origin" "1742 320 1214"
"targetname" "heal1reset"
"target" "heal1"
"wait" "1"
}
 Hurp Purp
#20676 posted by negke on 2021/02/14 09:40:39
What you're missing is that regular medkits (healtype 0 and 1) only heal the player if he's below 100. Use healtype 2 to go above. And unless it serves a special purpose, the relay isn't needed (wait doesn't work on it anyway); the trigger can fire itself after a delay.
 That Did It
Thanks ne🅱️ke.
 New Maps Should Be Rendered Without Light Effects Until Lit By Mapper?
#20678 posted by EARP on 2021/02/27 23:16:17
when building a quake map the area is supposed to be fully dark where the mapper sets all the lighting. i have done re installs of my tools and even changed the compile tools used. right now i am working with trenchbroom and i had been working with worldcraft. anyway, whenever i start working on a new map the floor and even additional brushes are lit up as if i have set lighting and i haven't. when in trenchbroom i do not see any values set for anything in worldspawn for light, _sunlight etc. i am not sure if my settings are messed up in darkplaces as far as lighting goes. my gamma is set to 1 though as i have noticed that just that setting alone can cause issues. i have tweaked settings before where the map rendered dark with no lighting effects going on and will revisit that through trial and error. does anyone know what is causing this?
EARP
#20679 posted by metlslime on 2021/02/28 00:10:55
If you have no lights placed in your level (or don't run light.exe), I think it will render fullbright in the engine.
#20680 posted by EARP on 2021/02/28 02:30:46
i am running a version of light.exe but i do not have any lights placed on the map and no values were placed in the world spawn. i read about _sunlight that is located in worldspawn but there is another tag named light as well there (there isn't enough info on these for me to understand how they work). anyway, it is lighting up fullbright despite this fact. maybe i will place an actual light as far as quake goes to see if it becomes dark. i guess it could be my darkplaces settings but that are fudged up.
#20681 posted by muk on 2021/02/28 02:50:54
m8, if you have no lights in your map it renders fullbright, as metl said
#20682 posted by EARP on 2021/02/28 05:08:14
yes thanks @metlslime @muk
something else is going on but i will take a look at it, adding took care of most of the issue
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