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NAB622

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  1. No coding is required. To do it you would have to place the spawn points in a secluded area, with a trigger to instantly teleport players. The biggest risk here is lots and lots of telefrags. And this is also assuming you can teleport players to the location of a moving func_train anyhow. Add in the aforementioned physics issues, and personally I don't think it's worth it. You're much better off just faking it visually. And honestly you can probably make it look better that way too.
  2. Entities cannot be attached to each other in that manner, with only one exception that I know of (Misc_model). Because of this, and because of the way in-game physics work, it is always better to simulate the movement of the train. I would use func_train and scrolling textures outside all windows to simulate buildings and scenery passing by. Also, it may not be visible in your entity configuration, but you can use target_screenshake to give a rumble here and there to help simulate movement. That said, if you really really need to move the cars, you'll need to override the spawn system and teleport players to the train, assuming trigger_teleport or target_teleport can send players to the location of a moving func_train. t1_rail_sample.map is actually included in Radiant. That said, fullkevlar didn't specify single player or multiplayer, but the entities used in t1_rail are single player specific.
  3. If you mean a fire effect, you need an fx_runner. I don't know what the fire effects' names are off-hand, but if you check kor1_sample.map, you should find plenty of examples.
  4. First off, make sure your vador folder is inside the gamedata/base folder, not the gamedata folder. The game always looks for assets starting in the base folder. Second, your texture path needs to be relative to the base folder. You cannot have an absolute path (For instance, starting at your C drive). So, change the texture path to vador\models\map_objects\v2\Concgren.jpg. As long as you moved the vador folder as mentioned above, it should work.
  5. What is the full texture path the ASE file is looking for?
  6. I can say from experience that music files above 128 Kbps frequently fail to load, at least when created with Audacity and the LAME encoding library. Not sure why.
  7. Just another thought - make sure each secret area is using a unique trigger_once. Triggers can have multiple brushes, and if you accidentally put both brushes in the same trigger, only the first secret you hit will work.
  8. I'm assuming by "Version 4" you mean Radiant 1.4. From your description, @mrwonko's answer is correct. Make sure the paths are all configured correctly. If Radiant can't see the game, it can't load any textures or shaders.
  9. What exactly isn't working about the secret area? What is it doing wrong? What is it supposed to do?
  10. Music is easy. Put one (Or two for intro/loop music) stereo MP3 file (128 kbps constant bit rate works, I don't know about any other bit rates) in music/<mapname>, then in the worldspawn entity of your map, add this: key: music Value: <path to intro file> <path to loop file> If you aren't using an intro file, just give it a single path. Be aware that MP3 files do not loop correctly, there will be a ~0.026 second gap at the beginning of playback on each file. Edit wisely. Intro files can help with this. For shaders, exactly what are you trying to do? It's easier to explain with an example.
  11. We need more information. Are you having problems with all textures loading? Or just some of them? Exactly what version of Radiant are you running? What OS are you on? And most importantly..... When exactly did the issue start?
  12. Is the console in Radiant throwing any errors? Are there shaders for these textures, or are they just plain textures?
  13. I believe /sv_pure 0 in the game console before loading the map will fix that. Not sure, it's been a while. Progressive JPEGs are encoded in several passes at multiple quality levels, each level increasing the quality. This is intended for web pages, so if you have slow internet you can at least see something as the image loads. Obviously, this would royally screw up Quake, which is likely using an old JPG library and has no idea what multiple passes are good for. Check the game console for errors. It will throw one every time you see the gray and white squares, although it's probably buried in the rest of the loading messages.
  14. If that is the path that is listed in Radiant, it is giving you the wrong path. It needs to be relative to the base folder. Here's an example sound from a trigger_multiple entity: key: noise value: sound/movers/switches/switch2.mp3 If you change your path accordingly, the sound file should load.
  15. Interesting. What is the exact path of the sound, as listed in Radiant? Or, better yet, do you have a test PK3 I could look at?
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