Daniel Nilsson Posted January 14, 2015 Report Posted January 14, 2015 So I'm messing around with the original Quake (with the Trenchbroom editor) and I'm planning to do a single player map, will soon start a WiP thread here I think. But as I were experimenting with a trap room I ran into some troubles. I have a wall that starts to move in to crush the player. There's a hole in the wall so the player needs to fit into to avoid being crushed, after that there's a second wall and finally the roof also comes down. The moving wall starts next to a not moving wall so no light hits it backside. As the player makes it through she/he the wall will appear completely black is there a way around this? I suspect the same problem can happen with the underside of elevators and moving platforms. A bit surprised that light is baked onto non-static objects. But I guess the advantage is more consistent light. Quote
Lajron Posted January 14, 2015 Report Posted January 14, 2015 (edited) I never used Quake engine but it's similar to GoldSrc i suppose. I'm not sure what entities you are using for the moving ceiling but in GoldSrc you would either use func_train or func_door. 1.Func_train You would probably make a room with similar lighting to the one where it should be. You are gonna place it at that room and teleport it later where you want it to be. 2.Func_door In goldsrc there is a flag for "Starts open" You would move the wall where it would fall and make it "Starts open" which means it would return to the ceiling and when activated it would go down to it's original state. I can't give you more details since i don't know quake engine that well and i also don't know which entities you are using. I hope you understand what i mean also sorry about my english : Edited January 14, 2015 by Lajron Daniel Nilsson 1 Quote
Daniel Nilsson Posted January 14, 2015 Author Report Posted January 14, 2015 (edited) Ah thanks! Will try out the func_train thing tomorrow, the starts open spawn flag will probably not help as that end position will cover the other side of the wall. Mapping in Q1 is a bit crazy So many haxx. I already have unreachable boxes in space with enemies to teleport into the level as, to my knowledge, there isn't a way to spawn enemies Edited January 14, 2015 by Daniel Nilsson Quote
Bl1tz Posted January 15, 2015 Report Posted January 15, 2015 Ah thanks! Will try out the func_train thing tomorrow, the starts open spawn flag will probably not help as that end position will cover the other side of the wall. Mapping in Q1 is a bit crazy So many haxx. I already have unreachable boxes in space with enemies to teleport into the level as, to my knowledge, there isn't a way to spawn enemies The "Mapping Help" thread on func_msgboard is a great resource for Quake specific level design questions. You might try asking there if you don't find a solution (and it's a good resource in case you run into anything in the future) http://celephais.net/board/view_thread.php?id=4&start=14675 Daniel Nilsson 1 Quote
Daniel Nilsson Posted January 15, 2015 Author Report Posted January 15, 2015 The func train method worked wonders! Thanks! Quote
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