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Weird problem, solid looking fog? https://www.quake3world.com/forum/viewtopic.php?f=10&t=53778 |
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Author: | Hipshot [ 01-28-2018 02:11 AM ] |
Post subject: | Re: Weird problem, solid looking fog? |
Probably just a leak somewhere, like, the fog needs to be enclosed in other structural brushes, all but once face. Here it would be below and all sides. |
Author: | Dirge Inferno [ 01-28-2018 03:50 AM ] |
Post subject: | Re: Weird problem, solid looking fog? |
Ah okay, I had a side exposed to the void I figured it wouldn't need to be covered. Thanks. |
Author: | seremtan [ 01-28-2018 01:30 PM ] |
Post subject: | Re: Weird problem, solid looking fog? |
looks like you're wading through Irn Bru is this map Scottish-themed? |
Author: | obsidian [ 01-29-2018 05:24 PM ] |
Post subject: | Re: Weird problem, solid looking fog? |
Nice looking map there, I miss the old Q3 gothic theme (though I agree the swastika is out of place). Those pillars in the 4th screenshot look like they're floating/structurally unsound - especially the one on the roof. The textures on the columns in the last screenshot could be retextured with maybe 2 different textures instead of the 5 or 6 that it is currently using. Hard to tell gameplay from screenshots, but the last screenshot room (which I assume is the same as the 4th screenshot) looks rather large and boxy. |
Author: | Obsessed [ 01-30-2018 02:59 AM ] |
Post subject: | Re: Weird problem, solid looking fog? |
@ Dirge Inferno, +1, you may place these rooms on different height or even above each other, to make gameplay more vertical. Or place some of them, being connected diagonally. P.S. 6-th screenshot looks the most promising. |
Author: | Obsessed [ 02-05-2018 07:59 AM ] |
Post subject: | Re: Weird problem, solid looking fog? |
@ Dirge Inferno, I'd generally bother only not to leave dead ends and large open areas for accidental rail fire. That's why I'm interested, if this long corridor (upper-left corner of your drawing) has no ways to escape, I'd add something there. For example, a jumppad, launching a player to another room (onto this "square with pink symbol in the center"). If it's possible and reasonable, surely. P.S. Sloppiness is normal, as for me. |
Author: | Dirge Inferno [ 02-23-2018 11:54 AM ] |
Post subject: | Re: Weird problem, solid looking fog? |
Test level: http://www.mediafire.com/file/7c6lwvw4i ... eGloom.pk3 |
Author: | Dirge Inferno [ 03-06-2018 02:38 PM ] |
Post subject: | Re: Weird problem, solid looking fog? |
I've made some major changes in the past few hours for better gameplay: https://imgur.com/a/HjUiI https://imgur.com/a/VXz6Z https://imgur.com/a/MLgRh |
Author: | CZghost [ 03-10-2018 08:24 AM ] |
Post subject: | Re: Weird problem, solid looking fog? |
Holy cow, this looks great! Even using default textures. I must say that for a 13 year old cub you had really good imagination Keep up |
Author: | Dirge Inferno [ 03-10-2018 10:51 AM ] |
Post subject: | Re: Weird problem, solid looking fog? |
CZghost wrote: Holy cow, this looks great! Even using default textures. I must say that for a 13 year old cub you had really good imagination Keep up Thanks, almost 21 now . I fixed the issue with the portal leading to the quad room, but I have an issue with the lights-- instead of using caulk I used nodrawnonsolid texture, but each time I compile the map there's certain lights you'd be able to walk through while others won't and it changes each time I compile the map. I repeatedly checked the lights and I don't even know what is happening. |
Author: | obsidian [ 03-13-2018 09:33 AM ] |
Post subject: | Re: Weird problem, solid looking fog? |
If a brush is covered with shaders with different surfaceparms, there is a conflict. For example, half the brush is textured with a solid shader, other half is textured with a noclip shader. Which shader properties does the brush use? The compiler takes whatever shader it reads first for that brush and uses that, which order can change when you save your map. Solutions: Create a copy of the shader and modify it for use, or clip off the lights with playerclip. |
Author: | Dirge Inferno [ 03-13-2018 06:31 PM ] |
Post subject: | Re: Weird problem, solid looking fog? |
I tried making a copy of the shaders with transparent and nonsolid properties, it still randomly chose to compile certain lights as solid and others as nonsolid. I'll try clipping the walls or the lights. |
Author: | Dirge Inferno [ 03-13-2018 08:14 PM ] |
Post subject: | Re: Weird problem, solid looking fog? |
Ok, I clipped all the lights. Here's a video: https://www.youtube.com/watch?v=t_epZyv2xoo |
Author: | Dirge Inferno [ 03-15-2018 01:16 AM ] |
Post subject: | Re: Weird problem, solid looking fog? |
Also does anyone know how to make a one shot sound at the start of a match in the map? Like in q3tourney5? |
Author: | Eraser [ 03-15-2018 03:37 AM ] |
Post subject: | Re: Weird problem, solid looking fog? |
use a trigger_always entity and make it target a target_speaker entity. |
Author: | Dirge Inferno [ 03-15-2018 04:51 AM ] |
Post subject: | Re: Weird problem, solid looking fog? |
Thanks, now I think I have pretty much got the map sensible enough for gameplay except for item and weapon placement. Does anyone want to test it? |
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