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Post by giftmacher on Oct 29, 2014 7:37:23 GMT -5
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Post by giftmacher on Oct 29, 2014 7:09:44 GMT -5
That's strange, my trigger_elevator does not have a pathtarget to enter, only targetname and target. (I'm using quark), In game I get "elevator used with no pathtarget". I will investigate further..
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Post by giftmacher on Oct 28, 2014 16:30:25 GMT -5
Thank you for the help, I will tinker with this later this week!
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Post by giftmacher on Oct 28, 2014 4:31:28 GMT -5
Hello
I was just wondering if anyone could explain elevators/platforms and how they work with func_button in quark.
I have 1 elevator, targetname: elev1
I have 2 func_button, both target: elev1
One button at the upper floor and one button on the lower floor. I thought this would be enough to make the elevator only trigger when pressing one of the buttons.
This is what happens: Elevator starts in raised positon and is not triggered by my approach (good!), when I press the lower button the elevator comes down (good!), however, after this the elevator behaves just like a normal elevator, now responding to my approach. Do I have to use a func_train instead of a func_plat to make this work? I want only the buttons to operate the elevator, because otherwise the player can't come down from the top floor because elevator starts to move up if you try to jump down when it is lowered.
Thanks
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Post by giftmacher on Oct 27, 2014 3:40:15 GMT -5
Ok thank you for that info knightmare, I was feeling bad for him. BTW I see that you have done some serious work for this community, I'm about 8 years late, I'm looking at your KMQuake2 engine mod and it looks aweseome. I was wondering, if I use your engine/mapping functions to produce maps, can they still be played in original quake 2 v3.20 or how does this work? (I have no knowledge of coding)
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Post by giftmacher on Oct 26, 2014 3:42:01 GMT -5
Glad you liked this one, it took about 5 days to build (long hours!), I got the idea for the map when I was learning the func_train entitity, building the cooling pump in a prefab map. I'm still tweaking it, after some 10 playthroughs I realized the railgun, even though its a secret, is waaay too strong, because the tanks in the reactor room are so easy to kill with it! and all the newly spawned enemies as well.. So I think I will change the items in that secret to Megahealth and some rocket ammo, making the rocket launcher the top tier weapon for the level. Also did you play it on hard? I forgot to mention there were difficult settings, I made changes to easy, normal and hard! On hard, all "tanks" are suppose to be tank_commanders instead of normal ones, I realized this wasn't the case for this release so I have fixed that now Only 1 tank/tank_commander will spawn in the water/big_fan room and not 2 hehe, but it will be a tank_commander if its on hard. Also both tanks in the reactor room will be tank_commanders on hard of course. Thank you for playing it xian! Some questions/thoughts for changes * I made 2 medics spawn after the cooling pumps are activated, I didn't use target_spawner, instead I placed them and used "trigger spawn", I then gave them some path_corners so they would patrol and "ressurect" any dead enemies lying around. But they didn't use the path_corners, they did resurrect enemies though if they happened to be close enough. Any suggestions what I can do to tweak them? * Is there a tutorial for how to bend pipes/prisms in Quark, I did it but it wasn't flawless, I'm sure there is a "correct" way of doing it. I will mess around a bit more with it today, maybe I can figure it out. * Detail on underwater floors/walls, they look a little bland compared to the above water stuff, but I couldn't come up with good floor trim, except for drains, might add 1 for each water pool. Diggers seem to mess up water if they touch it so hard to use underwater right? Again, any feedback is appreciated! Edit: Tweaked (some more detail and monsters work a little better throughout all difficulties), I updated the link. BTW Did I happen to remove your comments xian or what happened?? Can't see them anymore.
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Post by giftmacher on Oct 25, 2014 5:53:13 GMT -5
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Post by giftmacher on Oct 21, 2014 11:41:00 GMT -5
Hey glad you liked it Xian, I'm already working on another SP map, still learning but I feel things are getting better fast. I am looking a lot at the classic Id SP levels for inspiration, this time trying to catch that "consistent" feel of their levels, like on Pumping Station 1 & 2, it really feels like your in one of those facilities. Really cool what they managed to accomplish back then..
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Post by giftmacher on Oct 21, 2014 4:39:56 GMT -5
Thanks for the warm welcome! And thank you knightmare for the feedback, I guess the secrets were a bit too obvious, especially the first one On the second one, if the elevator was in raised position and it's slightly darker to the left it could work better, but I'm moving on to the next now, trying to be more consistent with the environment. I will try some of the things you said there, like blowing up a wall, haven't tried that yet.
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Post by giftmacher on Oct 20, 2014 5:18:33 GMT -5
Hi Q2Café I just recently got into mapping, I was thinking about Unreal and how I used to make some boxes and corridors for that game back when I was like 12 Anyway I picked up my old Quake 2 game and started messing around with Quark, before long I was completely hooked and spent hours, days even, doing nothing but drink coffe and reading old Q2 map tutorials. After several weeks of trial and error I managed to complete this map (many maps before this one went in the bin ). It is a learning process map, because of this some rooms are a little weird and stressed while others are.. better So it is not the most consistent map but I'm sure what I've learned from doing this one will help me in the next one. I understand that I'm a bit late though as I see the action have dropped quite significantly here in 2014 but this still feels like a friendly place to share some Q2 stuff so why not? About the map: I got areaportals to work (woho!) on most doors but there are still some crazy epoly spikes here and there, I saw up to 8000 in the more stacked areas, not sure how to avoid this because the portals keeps the wpoly count down but epoly seems to be rendered differently, at least around corners and walls? Is this where Hint brushes comes into play? I have not attempted to work with those yet but I will try them in the next map. Feel free to give me feedback on what I can improve and spot any beginner misstakes that can be eliminated. I will try and make a more consistent map next time where it feels more like a complete "environment" and not just a bunch of rooms Also this map took ages to build because I was learning at the same time. Here are some pics: Here is a link to the file (hopefully google drive works) drive.google.com/file/d/0B4sO-9thmVw8c0xHVEFFWXNIZjg/view?usp=sharingCheers! Giftmacher
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