Jump to content

NAB622

Members
  • Posts

    555
  • Joined

  • Last visited

Posts posted by NAB622

  1. If I understand what you're doing correctly....

    You are correct in using the clipper tool. You can do two point or three point clips.

    After making your points, you can press enter to accept the change, ctrl+enter to change which side of the points to clip, or shift+enter to slice the brushes through without removing anything. I believe shift+enter is what you want, yes?

  2. There are two decent solutions here:

    Use -bounce on your light compile. It will give you the exact effect you are looking for (Light bouncing from surface to surface), but it will cost extra time to render. 3-4 bounces should do it.

    A quicker solution is just adding more light sources to the room.

     

    If you want the fastest (Although worst looking) solution, you can use _minlight on the brushwork below the x-wing to prevent any harsh shadows (Make it a func_group first). A value like 25-30 will probably work fine.

  3. ...After some careful thought, I think this might just be possible.

    Create a massive trigger_multiple that encompasses your entire map, target it at a target_scriptrunner with the runonactivator flag, and have it check for which weapon is equipped. If the thermal detonator is equipped, change a SET_PARM value on the NPC/Player that triggered the script.

    From there, you'll need to transfer the value from the player's SET_PARMs to a global variable, but there are many easy tricks to do that, depending on how your level is set up, assuming this is single player.

    The downside to this is that it might slow the game down, so you'll want to activate the trigger only when needed, and deactivate it as soon as it has served it's purpose.

  4. I don't know about the -patchmeta flag, but I can tell you that there has to be at least one brush in the map for the conversion to work.

    If you don't have one, then just make a tiny brush that is textured with all caulking in the center of the map. Retry your conversion and it should work fine, despite the added brush being useless.

  5. Trigger_multiple can be used by the player, so just use that. It'll make everything simpler going forward.

    The doors cannot function like a train without a script, and scripts are not compatible with the team key. So if you want anything fancier than two teamed doors, you'll have to script it from start to finish.

  6. Yes. Make two separate doors, one moving in each direction like you want. On both doors, add:

    Key: team

    Value: <make up a name>

    You may have to use a trigger_multiple to fire one of the doors (not both). If you do, make sure you give it a wait time so it doesn't rapid-fire the doors.

     

    If all goes well, the doors will always move together, including when blocked and when reversing.

  7. What kind of door are you looking to create? Func_door can handle basic back-and-forth movement, and if I recall correctly, using the angles key you can set the movement to anywhere on all three axes at once (Or just angle for a single direction).

    If you're looking for a swinging or rotating door, or anything with more than a single motion, you'll need a script for that.

  8. 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.

    OCD2 likes this
  9. 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.

    10 minutes ago, Lwkill said:

    if i remember correctly there is the original map file of that mission somewhere here on jkhub

    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.

    Lwkill, ooeJack and OCD2 like this
  10. 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 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.

  11. 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.

  12. 1 hour ago, Circa said:

    Are they in a folder or in a PK3? I've had the issue of textures not loading straight from a folder in base, I actually had to put them in a PK3.

    I believe /sv_pure 0 in the game console before loading the map will fix that. Not sure, it's been a while.

    3 hours ago, Aldro Koon said:

    "progressive encoding" ... (whatever that means, I just recall that fixing a few texture issues).

    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.

    3 hours ago, Naht00 said:

    I get a bright gray and white surface instead

    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.

    ooeJack and Aldro Koon like this
×
×
  • Create New...