mikem
Quake 2 Mapping Club
Posts: 324
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Post by mikem on Oct 5, 2021 9:28:56 GMT -5
Is it possible to adjust degrees on the pivot axis (45, 75, ...) of rotating doors? I want all generator doors to open separately. Currently I paired 3 doors with one axis. But the result isn't that nice. Mayby kmquake2 could handle it in the future?
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Post by knightmare on Oct 5, 2021 11:23:03 GMT -5
Not currently. I would have to add an option to allow manual setting of the movedir, probably via move_angles (with normalized pitch/yaw/roll values- e.g. {0.5, 0, 0.5}). Right now it is zeroed on spawn and can only be set via the spawnflags.
I will need a copy of that map area (or something similar) in a format that's compatible with Radiant to experiment with.
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mikem
Quake 2 Mapping Club
Posts: 324
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Post by mikem on Oct 5, 2021 14:28:07 GMT -5
Since I work with Quark, I don't know if the map files will work in radiant. To test you can arrange 8 blocks in a circle and these should open separately in a star shape.
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Post by knightmare on Oct 5, 2021 14:53:18 GMT -5
You have 2 different 12-sided setups there that are a bit more complicated than 8-sided. That will affect the axis vectors needed.
Does Quark have an export function for normal Q2 .map format? The last test map you sent was in 220 format and not compatible with Radiant.
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mikem
Quake 2 Mapping Club
Posts: 324
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Post by mikem on Oct 5, 2021 15:38:09 GMT -5
Tomorrow I will send you a new test map. Thank you knightmare.
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Post by grieve[Q2C] on Oct 6, 2021 1:20:59 GMT -5
The maps exported by quark also do not work in Trenchbroom. But one way is to decompile the bsp - file with WinBSPC, the resulting map file should work for each editor.
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Post by knightmare on Oct 7, 2021 13:23:52 GMT -5
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mikem
Quake 2 Mapping Club
Posts: 324
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Post by mikem on Oct 7, 2021 23:36:59 GMT -5
This is great, thank you
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Post by Guggenheim on Oct 9, 2021 6:46:20 GMT -5
How did you make such shapes? Is it even possible in Radiant? Maybe some plugins?
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mikem
Quake 2 Mapping Club
Posts: 324
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Post by mikem on Oct 9, 2021 16:01:39 GMT -5
I use Quark.
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Post by knightmare on Oct 9, 2021 21:17:42 GMT -5
The only problem with Quark is that it uses float plane coords for brushes. Converting a Quark map for any other editor misaligns brushes and makes the map leak like a sieve. I had to build a box around that small test map to get it to compile from Radiant.
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Post by Guggenheim on Oct 12, 2021 7:37:27 GMT -5
The only problem with Quark is that it uses float plane coords for brushes. Converting a Quark map for any other editor misaligns brushes and makes the map leak like a sieve. I had to build a box around that small test map to get it to compile from Radiant. So the coords are stored as integers? For example, if i make some brushmodel (some computer panel or just a box) and rotate it, the coords will be rounded to integers?
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Post by Guggenheim on Oct 12, 2021 7:45:44 GMT -5
Not currently. I would have to add an option to allow manual setting of the movedir, probably via move_angles (with normalized pitch/yaw/roll values- e.g. {0.5, 0, 0.5}). Right now it is zeroed on spawn and can only be set via the spawnflags. I will need a copy of that map area (or something similar) in a format that's compatible with Radiant to experiment with. Do you plan to add such options for func_door too? It would be useful.
For a long time I wanted to make 3-piece door like this (a bit similar to that 3-piece door in e3u3 folder, which appears in Hangar unit):
Probably it looks weird yet, I have to find or draw a suitable texture.
The lower part should move down (I can use just -2 angle), and other two upper parts should move by 45 degrees, just like arrows shows. Currently it's not availible. I've attached a .map file, if you would have a look.
Attachments:gugg_door.map (26.8 KB)
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mikem
Quake 2 Mapping Club
Posts: 324
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Post by mikem on Oct 12, 2021 9:39:50 GMT -5
Mayby you can use func_train?
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Post by Guggenheim on Oct 12, 2021 9:54:01 GMT -5
Mayby you can use func_train?
I would, but I want my door to be used each time when triggered. If this door only opened once, that would do a thing.
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