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  • if you are using hmap2 to compile, separate your wads with a semicolon in the radiant WAD: field

    WAD: wad1.wad; wad2.wad; wad3.wad; etc.wad

    and make sure all your wads are in the same folder as the wad that works. (ID1 or a custom game folder if you told radiant to use one)
    http://www.nextgenquake.com

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    • @gypsy
      no im using treeQBSP since im using standard quake bsp format and not Q3bsp

      or does hmap2 also support outputting standard quake bsp?
      Last edited by talisa; 06-04-2013, 08:24 AM.
      .
      are you curious about what all there is out there in terms of HD content for quake?
      > then make sure to check out my 'definitive' HD replacement content thread! <
      everything that is out there for quake and both mission-packs, compiled into one massive thread

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      • I can't help you on that info. Hmap2 makes maps that work in Quake engines. I have no idea what format it is actually spitting out. You could always try the semicolon thing with your compiler, maybe TQBSP has that feature too.

        Alternately you could use TexMex (or a similar program) to combine all the wads
        http://www.nextgenquake.com

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        • tried it and treeQBSP supports the semicolon method too
          thanx for the help

          EDIT: whoops wrong thread about the map-release
          .
          are you curious about what all there is out there in terms of HD content for quake?
          > then make sure to check out my 'definitive' HD replacement content thread! <
          everything that is out there for quake and both mission-packs, compiled into one massive thread

          Comment


          • hmap2 also supports quake1bsp.

            It's a bit stingy sometimes in what it thinks is a valid thing for a mapper to do and what isn't though.

            Most people I know use txqbsp or Tyrann's new versions of tyrutils because they support detail brushes etc.
            Scout's Journey
            Rune of Earth Magic

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            • got another quick question.... was just making a block-platform which rises out of the ground and was trying to add sounds to it. tried different numbers but it seems only 1 and 2 add sound? and 1 is this tack-tack heavy-chain sound and 2 makes it have zoomy tech-sounds.

              is there a way to make it use the same sounds like the doors in E1M3 use? that grinding-stone movement sound and that hollow 'bom' stop-sound instead of those sound-sets it normally uses?

              .

              also, could you make a list of sound-sets available for doors&lifts and such,
              and make a tut on how to add different sounds then the standard sets? (if thats possible in quake)
              .
              are you curious about what all there is out there in terms of HD content for quake?
              > then make sure to check out my 'definitive' HD replacement content thread! <
              everything that is out there for quake and both mission-packs, compiled into one massive thread

              Comment


              • On func_door, these sounds should work according to the qc:

                0) no sound
                1) stone
                2) base
                3) stone chain
                4) screechy metal

                Hacking the map to get different sounds from them might be hard because those would also need to be precached.

                QuakeC is the best way to get new and different sounds into a map.

                If you want a readymade mod that allows you to play any sound when triggered, try ExtrasR4 or Quoth (and probably custents as well).
                Scout's Journey
                Rune of Earth Magic

                Comment


                • ok thanx.

                  how about teleporting enemies, how exactly do you set that up? i know it involves putting the enemy in an area outside the map and make trigger a teleport on them, but how exactly do you do that?

                  could you make a short tut on how to do that?

                  cuz id like to have enemies teleport in in my map
                  .
                  are you curious about what all there is out there in terms of HD content for quake?
                  > then make sure to check out my 'definitive' HD replacement content thread! <
                  everything that is out there for quake and both mission-packs, compiled into one massive thread

                  Comment


                  • 1) make some non-accessible room in your map
                    2) place your monsters in it
                    3) cover the floor in a trigger teleport brush
                    4) give it a targetname and a target
                    5) put an info_teleport_destination somewhere and give it a targetname that matches the "target" that you gave the trigger teleport
                    6) put a trigger, butoon (edit: or a button lol), whatever you want, somewhere and give it a "target" that matches the targetname of the info teleport destination.

                    ____

                    1) trigger_teleport - covers the floor where the monster is
                    target: tele_dest1
                    targetname: teleport1

                    2) info_teleport_destination - where the monster will spawn
                    targetname: tele_dest1

                    3)some kind of trigger or button - activates the trigger_teleport
                    target: teleport1

                    the player touches 3 which activates 1 and sends the enemy to 2. Note that 3 can be anything. You could give a door a target of "teleport1" and as soon as you use that door, it will do the teleport.

                    ____________________

                    It's for worldcraft and it doesn't tell you everything, but this link tells you how to make just about everything. The worldcraft part only matters in a menu sense. Rigging map entities in worldcraft is identical to rigging them in radiant. It has to be, no matter what you are still mapping for the same QC.

                    ____________________

                    extra note: to teleport a player, get rid of 3 ( and it's targetname in 1) put 1 somewhere that the player can touch it.

                    ____________________

                    extra extra note: For multiple monsters you will have to make multiple rooms with multiple 1's and have multiple 2's to match. Otherwise - telefrag. You can have one button set them all off. Just make a bunch of 1's with "target" that go to new 2's, but do not change the "targetname" (of the 1's). This way one button can "target" all trigger teleports.

                    ____________________

                    extra extra extra note: for flying monsters you may want to fill the volume of the room with the trigger_teleport, instead of just covering the floor or make the room so short the monster is forced to fly on the ground.

                    ____________________


                    extra extra extra extra note: touch bunzzzzzzzzzzzzzz
                    Last edited by MadGypsy; 06-05-2013, 07:42 AM.
                    http://www.nextgenquake.com

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                    • ah gotcha... so basically, if i got it right, it comes down to this?

                      make a teleporter, put a monster in the teleport brush, and make the teleport brush be triggered by something?
                      .
                      are you curious about what all there is out there in terms of HD content for quake?
                      > then make sure to check out my 'definitive' HD replacement content thread! <
                      everything that is out there for quake and both mission-packs, compiled into one massive thread

                      Comment


                      • yup that''s it, but it basically boils down to that for EVERYTHING in the map. Let me teach you some logic.

                        If something has a "targetname" it will not be used until something with a matching "target" is activated. This means that anytime you need one thing to lead to another - target(name) is where you need to start.

                        The second part is understanding what an entity does, what it's main function is. If you have that knowledge, you can create a target(name) chain to do just about anything.

                        door - with targetname, will not open til the "target" is used

                        triggers with targetname will not do shit til their "target" is used - with the exception of teleporting a monster, you really never want to put a targetname on a trigger, cause the whole purpose of a trigger is to have an invisible button. I believe one other exception is trigger_count. If I remember correctly, you have to give a trigger_count a targetname and everything you want it to count a matching target.

                        button with targetname would be stupid, it would be a button you cant press, you would have to press some other button (or do some other thing) to set it off (lol)

                        info brushes do nothing. They just "are". Info_teleport_destination does NOTHING but mark an origin to teleport to.

                        I think that covers the function brushes. Of course targeting a monster isn't going to do anything (maybe wake it up). Monsters are probably the only entity that can't be targeted (for any good reason). But monsters can target other things (upon death)

                        _____

                        actually lets play with what we know. Lets say that we start with your teleporter and also say that it will teleport 5 monsters. Let's give all of those monsters a target of "monster_count". Now, lets make a door and give it a targetname of "monster_door", finally let's make a trigger_count and give it a targetname of "monster_count" a target of "monster_door" and a count of 5.

                        Now lets look at what would happen.

                        You do something and 5 monsters appear, you kill 2 and a message appears "3 more to go", you kill the final 3 and "monster_door" opens.

                        You see? You can extend these chains into infinity...

                        The door opening could target a lift to come down, which could target another door to open or more monsters to spawn or really anything you can imagine. Then, when you die and all the facts of you are established you will see that you used words derived from "target" up to 400% more often than any of the other most used words in your vocabulary. Isn't that rad?
                        Last edited by MadGypsy; 06-05-2013, 08:59 AM.
                        http://www.nextgenquake.com

                        Comment


                        • ah nice. i actually was about to ask how to do something like that, having to kill a set of monsters before a door opens or such
                          its like you read my mind on that i was gonna ask that.


                          another question... how about adding a delay after killing a group of monsters before the door opens? how would i do that?

                          if id make the monsters target a door outside of the map instead and make that door target the actual door i want to open, will it trigger the door inside the map when it finished opening?
                          .
                          are you curious about what all there is out there in terms of HD content for quake?
                          > then make sure to check out my 'definitive' HD replacement content thread! <
                          everything that is out there for quake and both mission-packs, compiled into one massive thread

                          Comment


                          • thanx again gypsy, i tried both using a counter to open a door and another one which triggers a monster to teleport in, and did both succesfully in one try with your instructions

                            thanx a lot for the short tuts!
                            .
                            are you curious about what all there is out there in terms of HD content for quake?
                            > then make sure to check out my 'definitive' HD replacement content thread! <
                            everything that is out there for quake and both mission-packs, compiled into one massive thread

                            Comment


                            • nvm about the question about how to do a delayed trigger, already found out i had to use a trigger_relay for that myself after looking at the names of available triggers and seeing that one which caught my eye


                              neat, ill be able to use all of those in my invasion-map and can sorta replicate the skulltag invasion-mode with triggers and such, without having to use custom QC
                              .
                              are you curious about what all there is out there in terms of HD content for quake?
                              > then make sure to check out my 'definitive' HD replacement content thread! <
                              everything that is out there for quake and both mission-packs, compiled into one massive thread

                              Comment


                              • glad to help

                                you can just add key:delay value2? to your trigger_count.

                                actually you can add that to any entity that uses "target" and it will delay before firing the target.
                                Last edited by MadGypsy; 06-05-2013, 03:20 PM.
                                http://www.nextgenquake.com

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