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InsideQC Forums • View topic - Having problems using clip

Having problems using clip

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Having problems using clip

Postby UFIA » Thu Oct 21, 2010 11:37 am

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Postby Spirit » Thu Oct 21, 2010 11:55 am

Please tell us what you tried, then it is easier to see what went wrong.
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Postby UFIA » Thu Oct 21, 2010 12:04 pm

I just put the rungs sticking out of the wall and I put 4 or 5 rung-shaped brushes out a little farther and put the clip tex on it. I'm clueless as this is my first map. I also tried a solid brush up the side of the wall. Thanks for your help.
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Postby ceriux » Thu Oct 21, 2010 12:10 pm

vannilla quake does not support ladders or rotating doors. there is some qc which kind of changes that... im not sure if you need a more advanced engine though.
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Postby UFIA » Thu Oct 21, 2010 12:15 pm

Oh then that's my problem then. I was just testing my map with glquake. I'll try it with something else, thanks.
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Postby mh » Thu Oct 21, 2010 12:21 pm

You really shouldn't be using GLQuake for anything. If you want to use a vanilla Quake engine, you should be using one of the software Quakes instead. There are just so many problems with GLQuake, and a map produced for GLQuake, and that has only ever been tested in GLQuake, will likely look very different even in vanilla software Quake.
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Postby UFIA » Thu Oct 21, 2010 12:24 pm

I tried loading it with ezquake but there's a lot of screen artifacts, so bad that I can't see anything. I know I have everything installed correctly...
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Postby frag.machine » Thu Oct 21, 2010 12:31 pm

An engine closer to original GLQuake but with lots of bugfixes and used a lot by the mappers at func_msgboard.com is FitzQuake.
Other fine option is, of course, mh's DirectQ.
Also, I highly recommend you to use Bengt Jardrup's ports of QBSP, VIS and LIGHT utils.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby mh » Thu Oct 21, 2010 12:41 pm

I'd personally recommend FitzQuake over DirectQ for mapping work. Fitz has features specifically designed to assist mappers, whereas DirectQ tends to be aimed more at players (the only advantage it has over Fitz for mappers that I can think of is unlimited particle support - handy for pointfiles).
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Postby avirox » Thu Oct 21, 2010 1:34 pm

Hi UFIA, it's xavior...

Regular quake, as mentioned, does not support ladders as such. However, I assume you were looking to make one for megatf coop? If so, what you need to do is surround your "ladder" with a trigger called "func_lader".

Basically to do this (in worldcraft) you need to surround your ladder with a box using the block creation tool, making sure you have the "trigger" texture selected. After that, select your created block and click entity=>to world (which is somewhere on the right-hand side in my wc install) and call the classname "func_ladder".

I suggest you grab the latest mtf coop to test this using a local server. MVDSV XE can be downloaded and the latest megatf coop can be downloaded .
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Postby UFIA » Thu Oct 21, 2010 4:22 pm

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Postby UFIA » Thu Oct 21, 2010 5:07 pm

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Postby goldenboy » Thu Oct 21, 2010 5:09 pm

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Postby UFIA » Thu Oct 21, 2010 5:28 pm

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Postby goldenboy » Thu Oct 21, 2010 5:34 pm

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