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Setting up and using Radiant

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  • talisa
    replied
    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?

    Leave a comment:


  • MadGypsy
    replied
    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, 08:42 AM.

    Leave a comment:


  • talisa
    replied
    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

    Leave a comment:


  • golden_boy
    replied
    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).

    Leave a comment:


  • talisa
    replied
    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)

    Leave a comment:


  • golden_boy
    replied
    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.

    Leave a comment:


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

    EDIT: whoops wrong thread about the map-release

    Leave a comment:


  • MadGypsy
    replied
    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

    Leave a comment:


  • talisa
    replied
    @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, 09:24 AM.

    Leave a comment:


  • MadGypsy
    replied
    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)

    Leave a comment:


  • talisa
    replied
    hum..... i has a lil question....

    im making a map, and im using textures from more then one wad.
    how do i get the map to show properly in-game?

    cuz i cant figure out how to make the map show up with all textures used in-game,
    when i compile it it shows only the textures from one of the wads i used textures from

    Leave a comment:


  • MadGypsy
    replied
    What you need is an ent. for Drake. That is a daunting task. Maybe you should contact "Drake" (lol) and see if he would share his ent with you.

    Also the QC package i uploaded last night in JDSTONERs qc thread, has the ent and everything for rotation.

    Leave a comment:


  • golden_boy
    replied
    Quoth: Mapping Tutorial

    Here's a tutorial.

    I remember I found this a little confusing, so if you happen to have any questions after reading that, feel free to ask.

    Leave a comment:


  • talisa
    replied
    sure, would be great
    would love to be able to have swinging doors and such in my maps, instead of only sliding doors

    i think i might prefer hipnotic rotating brushes though, cuz its compatible with any engine
    and not just only a few specific engines like the entities method


    can has help on how to do these in my maps?


    @GB
    about drake...would this perhaps be what you mean? its one of the QC files of drake
    oh, also another question.... anybody has or could make me game-setttings to be able to make maps for drake?
    Attached Files
    Last edited by talisa; 05-01-2013, 12:56 PM.

    Leave a comment:


  • MadGypsy
    replied
    method 2 is available in my QC, Talisa (hl_doors.qc). I can give you the .ent definition for it if you need it.

    Leave a comment:

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