News | Forum | People | FAQ | Links | Search | Register | Log in
Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
First | Previous | Next | Last
It Is All In AD 1.81 Mod 
and ad_1_8.fgd bundled entities enabled in TB 
In Additiom Qbsp Log String 
---- LoadMapFile ----
line 27: Unrecognised string escape - \m

and this string is:
"mdl" "progs\misc_bonepile.mdl" 
Oh! It Is Wrong Slash \ In Path! 
instead of /
God damn! 
CV: 
Hah, that’s what I was going to ask about :) 
Passive Enemy 
it seems a bit antithetical to the kill count to do this, but if I wanted to decorate a part of my map like a scene and have a passive Fiend just standing there, could I easily do this? I am basically looking for a way to make an enemy unaware of a player, as if they are notarget'd. thanks! 
 
If you're mapping for a mod, cleanest way is to just use misc_model. For vanilla there are a couple of hacky ways.
One is to use a func_illusionary point entity and set its "model" to "progs/demon.mdl", and then "frame" to the desired frame ("53" for a dead fiend). However you'll need to precache the model by using another live fiend somewhere else, and you won't be able to rotate the model.
Another way is to add a regular fiend and set its "nextthink" to "99999999" (see also). It will be frozen in its first frame and will contribute to the killcount, but won't be shootable.
Finally, you can just add a fiend and surround it with a func_wall made of skip. 
Vodsel: 
also check out this thread for many map hack techniques: https://www.celephais.net/board/view_thread.php?id=37116&end=25 
Clever Ideas! 
thank you both!! 
Vodsel 
I just made a passive spawnflag for enemies in progs_dump (unreleased at the moment) but I didn't take into account kill count. This post is a good reminder I need to address this. You can see the commit here if you are curious.

https://github.com/dumptruckDS/progs_dump_qc/commit/9250f5c0a1de645f6ec8a3767d8c2f2e8e117016

And I do agree that a misc_model is the way to go for mods that support it. The current version of progs_dump has misc_model. https://www.quaketastic.com/files/single_player/mods/progs_dump_devkit_v200.zip 
Glass Pane 
Hi, everyone,

I'm new to the forum and haven't found a search function here, so please excuse me if my question and request have been asked many times.

Can you tell me how I can make a pane of glass in Q1? saw this on a map ... also have a texture for it but i don't know how to use it. simply covering a brush with it does not work because the pane is then not transparent.

Thanks in advance for your help.

Regards

Vanisch 
 
Make it a func_wall or func_illusionary and add "alpha" "0.5", tweak from there. 
Wecome, Vanisch! 
Like the previous poster said, you can add "alpha" key to any entity. One caveat that this is not supported in vanilla engines, but pretty much all modern sourceports support it.

We do have a search function, it's in the row of links at the top of the page. 
 
Thanks so much to anonymous and metlslime.

Oh my god ... completely overlooked the search button up there. Sorry ... 
Message Entity Key 
In the Steam rerelease's Kex engine, entity key messages stay on the screen for several seconds, quite a long time. In Quakespasm Spiked messages are lightning fast. Is it possible to make messages stay on the screen for longer? 
Yes In QSS At Least 
scr_centertime X default is 2 
Jug.wad 
Anyone know where jug.wad came from? It says the file was created on 10/18/1999. I can't find any information about it but I want to use its textures. It has a uniquely 90s techno-factory feel that reminds me of System Shock. 
 
Those textures may be from the unofficial Quake II add-on, Juggernaut. Have a look around for some screenshots and gameplay videos, to see if those are the same ones.

https://www.mobygames.com/game/juggernaut-the-new-story-for-quake-ii 
 
That was it. Thank you. 
 
There doesn't happen to be a Halo mod hidden in the annals of the past, is there? I ask because I think the halo enemies would make sick quake enemies. 
6 posts not shown on this page because they were spam
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.