Help on a few questions....


(hhhmmmmm) #1

Ok so my map is near the end :slight_smile:
I got 1 shader problem, and a noob question.
First question, how do i add the sound to a door i tried type: lab and noise lab still nothing , do i need to use the actual numbers ie: lab=3???

here’s my shader , it was fine till i tried to add a moving banner? ( last 2 shader’s)

textures/deep_water/dw_panel_1
{
	surfaceparm metalsteps
	implicitMap -
}
textures/deep_water/dw_panel_1_vent
{
	surfaceparm metalsteps
	implicitMap -
}
textures/deep_water/dw_panel_1_fan
{
	surfaceparm metalsteps
	implicitMap -
}
textures/deep_water/dw_panel_1_grid
{
	surfaceparm metalsteps
	implicitMap -
}
textures/deep_water/dw_panel_2
{
	surfaceparm metalsteps
	implicitMap -
}
textures/deep_water/dw_dirt3
{
	surfaceparm grasssteps
      surfaceparm landmine
	implicitMap -
}

textures/deep_water/dw_door_metal_1a
{
	surfaceparm metalsteps
	implicitMap -
}
textures/deep_water/dw_door_metal_1b
{
	surfaceparm metalsteps
	implicitMap -
}
textures/deep_water/dw_door_metal_1c
{
	surfaceparm metalsteps
	implicitMap -
}

textures/deep_water/dw_door_metal_2
{
	surfaceparm metalsteps
	implicitMap -
}
textures/deep_water/dw_metal
{
	surfaceparm metalsteps
	implicitMap -
}
textures/deep_water/dw_metal_panel_3
{
	surfaceparm metalsteps
	implicitMap -
}
textures/deep_water/dw_wood_floor
{
	surfaceparm woodsteps
	implicitMap -
}
textures/deep_water/dw_metal_panel_4
{
	surfaceparm metalsteps
	implicitMap -
}

textures/deep_water/dw_metal_panel_4a
{
	surfaceparm metalsteps
	implicitMap -
}
textures/deep_water/dw_metal_panel_4b
{
	surfaceparm metalsteps
	implicitMap -
}
textures/deep_water/dw_metal_panel_4c
{
	surfaceparm metalsteps
	implicitMap -
}
textures/deep_water/dw_metal_panel_5
{
	surfaceparm metalsteps
	implicitMap -
}



textures/deep_water/dw_water
{
	qer_editorimage textures/liquids_sd/siwa_water.tga
	qer_trans .5
	q3map_globaltexture
	cull disable
	nocompress
	nofog
	surfaceparm nomarks
	surfaceparm nonsolid
	surfaceparm trans
	surfaceparm water
	waterfogvars ( 0.11 0.13 0.15 ) 0.2
	nopicmip

}

	

//

textures/deep_water/dw_trim_grt
{
	surfaceparm metalsteps
      implicitMap -
	}
textures/deep_water/dw_trim_panel2
{
	surfaceparm metalsteps
	implicitMap -
	
}
//
textures/deep_water/dw_tfloorhex_
{
	surfaceparm metalsteps
      implicitMap -
	}
	
textures/deep_water/dw_tech2
{
	surfaceparm metalsteps
      implicitMap -
	}
		
	textures/deep_water/dw_drkwall
{
	surfaceparm metalsteps
      implicitMap -
	}
	textures/deep_water/dw_tech_drkwall_cutl
{
	surfaceparm metalsteps
      implicitMap -
	}
	textures/deep_water/dw_tech_drkwall_cutr
{

	surfaceparm metalsteps
      implicitMap -
	}
textures/deep_water/rock3aa_3
{
	surfaceparm nolightmap
      implicitMap -
	q3map_novertexshadows
	q3map_forcesunlight	
}

	textures/deep_water/fog
{
	qer_editorimage textures/sfx/fog_grey1.tga
	
	surfaceparm nodraw
	surfaceparm nonsolid
	surfaceparm trans
	surfaceparm fog
	
	fogparms ( 0.09411 0.09803 0.12549 ) 1900
}

	textures/deep_water/dw_allied_l
{
	surfaceparm metalsteps
      implicitMap -
	}
		
	textures/deep_water/dw_allied_r
{
	surfaceparm metalsteps
      implicitMap -
	}


	textures/deep_water/dw_axis_l
{
	surfaceparm metalsteps
      implicitMap -
	}
	textures/deep_water/dw_axis_r
{
	surfaceparm metalsteps
      implicitMap -
	}

	textures/deep_water/dw_health_l

{
	surfaceparm metalsteps
      implicitMap -
	}

	textures/deep_water/dw_health_r

{
	surfaceparm metalsteps
      implicitMap -
	}

textures/deep_water/dw_axis_b 
{ 
surfaceparm alphashadow 
deformVertexes wave 10 sin 0 2 0 .2 
cull twosided 
{ 
map textures/deep_water/dw_axis_b.tga
alphafunc ge128 
rgbGen vertex 
} 
{ 
map $lightmap 
blendfunc gl_zero gl_one 
rgbgen identity 
depthfunc equal 
} 

}
textures/deep_water/dw_allied_b 
{ 
surfaceparm alphashadow 
deformVertexes wave 10 sin 0 2 0 .2 
cull twosided 
{ 
map textures/deep_water/dw_allied_b.tga 
alphafunc ge128 
rgbGen vertex 
} 
{ 
map $lightmap 
blendfunc gl_zero gl_one 
rgbgen identity 
depthfunc equal 
} 

}


(HairyPlums) #2

The door noise is a part of the door entity, assuming you are meaning the sound when it opens. Just select the door entity, press N to bring up the keys and you’ll see something like this (this is RtCW, ET will be similar):


(MadMaximus) #3

with et, not all the door sounds are there… even though they are listed as being there in radiant… the jail sound is there, good for gates, the wood also… and one more i think… best thing to try is make a simple map with a pile of doors and put each door sound on them, and see which ones work… ive been meaning to do this but just havent found the time.


(hhhmmmmm) #4

nah tried that there’s no sund still.

how do i add the sound to a door i tried type: lab and noise lab still nothing , do i need to use the actual numbers ie: lab=3

should there be a speaker near by or maybe lab doesnt work???


(HairyPlums) #5

Damn. Well, a quick look in the pak0.pk3 file in sound/movers/doors shows quite a few .wav files. This leads me to wonder if the door sounds are generated by triggers and not built-into the game. So maybe have a look at triggers?


(MadMaximus) #6

yeah, lab does not work… wood or for steel doors i use the jail sound.


(HairyPlums) #7

Just to be 100% clear, are you entering a key/value pair?

i.e.

type 5

…for iron/jail. Forgive me if you are!


(MadMaximus) #8

yeah, key value… i tried a few different ones, some work, some don’t


(Drakir) #9

If u want to use custom sounds just use a target_speaker and target it from the door. This is the best way to be sure of what sound the door makes.


(hhhmmmmm) #10

Yeh to be clear i’m actual typing the text like so key: type value: lab <— which now looks bad :slight_smile:
I’ll try key: type
value: 3
And let ya know.
i’ll also try the target speaker thing too .
TNX


(hhhmmmmm) #11

Now just for this shader whats up here?

textures/deep_water/dw_axis_b 
{ 
surfaceparm alphashadow 
deformVertexes wave 10 sin 0 2 0 .2 
cull twosided 
{ 
map textures/deep_water/dw_axis_b.tga 
alphafunc ge128 
rgbGen vertex 
} 
{ 
map $lightmap 
blendfunc gl_zero gl_one 
rgbgen identity 
depthfunc equal 
} 

} 
textures/deep_water/dw_allied_b 
{ 
surfaceparm alphashadow 
deformVertexes wave 10 sin 0 2 0 .2 
cull twosided 
{ 
map textures/deep_water/dw_allied_b.tga 
alphafunc ge128 
rgbGen vertex 
} 
{ 
map $lightmap 
blendfunc gl_zero gl_one 
rgbgen identity 
depthfunc equal 
} 


(Detoeni) #12

“cull twosided”

cull means “to remove”

the game defaults to “cull back”

I think what your after is “cull disable”, which is nothing removed.


(hhhmmmmm) #13

Tnx btw , yeh the cull disabled worked :wink: , @ firefly i used yer shader so dont know if you havin probs but that caused it for me, :slight_smile:
I actualy didnt like the look of the banners i found, so have dropped them from my map :slight_smile:
also sorted out my sound prob like mad said some type’s work, some dont, i went with type: 5 to be safe :slight_smile:


(Drakir) #14

cull <cullType>
Controls the culling of the polygon. Every surface in Quake3 has a front and back. Normally, if the back of a surface is facing the player then the polygon is discarded. The process of discarding polygons according to their orientation is known as culling. Possible values for cullType include:

front
Cull the polygon when the front is showing (default).

back
Cull the polygon when the back is showing (default).

backsided
Unknown. Probably the same as “back”

disable
Turn off culling for this surface, meaning booth sides will be visible.

none
Turn off culling for this surface, meaning booth sides will be visible.

twosided
Unknown. Probably the same as “disable/none”.


This is what i have picked up on culling sofar.