Index | FAQ | Search | Memberlist | Usergroups | Profile | Log in to check your private messages | Log in | Register

add custom entities to map? Goto page 1, 2 Next

| Inside3d Forums Forum Index -> Mapping

View previous topic :: View next topic
Author | Message
--- | ---
Freemanoid Joined: 16 Jun 2008 Posts: 52 Location: BELARUS |

Posted: Thu May 14, 2009 12:49 pm Post subject: add custom entities to map? |

How can I add custom entities to my map? Maybe I need to modify engine code of map editor? Or I have another way? It's all going to be happening in original quake for ppc.

Back to top |

scar3crow Inside3D Staff Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV

Posted: Thu May 14, 2009 2:31 pm Post subject: |

It depends on the map editor you're using, I'm only familiar with GTKRadiant, in that case you're adding an existing entity, and then going into the properties and changing the entity name, and its fields. _________________ ...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.

Back to top |

Freemanoid Joined: 16 Jun 2008 Posts: 52 Location: BELARUS |

Posted: Thu May 14, 2009 5:15 pm Post subject: |

Ok, so i need a gtkradiant? I can use any map editor. If you know how to add new entity in gtkradiant, can you tell me how? _________________ ^O,..,o^

Back to top |

ceriux Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA |

Posted: Thu May 14, 2009 5:26 pm Post subject: |

in worldcraft all u do is open the fgd and add it. (after you've coded it) _________________ QuakeDB - Quake ModDB Group

Back to top |

MeTcHsteekle Joined: 15 May 2008 Posts: 397 Location: its a secret |

Posted: Thu May 14, 2009 5:28 pm Post subject: |

i do the same with QuArK just drop in, say a monster_wizard if its a flying enemy, go to is options or it might be called sicifics and so there should be something in somewhere [eh?] where it has a read out if its flags nad name and shit like that, you just change the name from monster_wizard to monster_moncodename and blammo! it will be there [giving that you have the progs.dat and etc there
...im sure this made no sense possibly
..edit: just listen to Cerv hes worldcraftian i guess
_________________
bah

Back to top |

ceriux Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA |

Posted: Thu May 14, 2009 5:31 pm Post subject: |

MeTcHsteekle wrote:
i do the same with QuArK just drop in, say a monster_wizard if its a flying enemy, go to is options or it might be called sicifics and so there should be something in somewhere [eh?] where it has a read out if its flags nad name and shit like that, you just change the name from monster_wizard to monster_moncodename and blammo! it will be there [giving that you have the progs.dat and etc there
...im sure this made no sense possibly
..edit: just listen to Cerv hes worldcraftian i guess

same thing ur sayin man. it should all work the same if not similar. just code your entity then compile your mod. add it to the fgd load up your editor and it should be in your entity list.
_________________
QuakeDB - Quake ModDB Group

Back to top |

Freemanoid Joined: 16 Jun 2008 Posts: 52 Location: BELARUS |

Posted: Fri May 15, 2009 7:58 am Post subject: |

Ok. But what is fgd? Progs.dat? Or something else? _________________ ^O,..,o^

Back to top |

Spirit Joined: 20 Nov 2004 Posts: 476 |

Posted: Fri May 15, 2009 8:05 am Post subject: |

fgd is the file some editor (I guess Worldcraft) gets the entity information from. You can use custom entities with ANY decent editor I know of, without having to go through such strains. What editor do you use? _________________ Quake Maps

Back to top |

avirox Joined: 16 Aug 2006 Posts: 109 |

Posted: Fri May 15, 2009 11:38 am Post subject: |

EntEd (full version) will do the trick fairly well if you don't need to actually see your map while editing stuff.

Back to top |

MauveBib Joined: 04 Nov 2004 Posts: 602 |

Posted: Fri May 15, 2009 3:56 pm Post subject: |

All map editors allow you to edit the fields of an entity, in order to set spawnflags, targets etc. Just place any old entity then edit the "classname" field to whatever custom entity you want to use. _________________ Apathy Now!

Back to top |

Freemanoid Joined: 16 Jun 2008 Posts: 52 Location: BELARUS |

Posted: Fri May 15, 2009 4:32 pm Post subject: |

Ok, Thanks I use Quark _________________ ^O,..,o^

Back to top |

Freemanoid Joined: 16 Jun 2008 Posts: 52 Location: BELARUS |

Posted: Sat May 16, 2009 1:59 pm Post subject: |

damn, it doesn't working. Maby I doing something wrong? Ok, here is my code for object computer : void() SpawnComputer = { local entity computer;
computer = spawn();
computer.classname = "object_computer";
computer.think = ObjectComputer;
computer.nextthink = time + 0.1;
};
void() ObjectComputer =
{
precache_model ("progs/computer.mdl");
setmodel(self, "progs/computer.mdl");
setorigin(self, self.origin);
self.solid = SOLID_NOT;
setsize (self, '-16 -16 0', '16 32 40');
};
In field "classname" I past "object_computer" (in Quark).
Then I compile map. And when I run it in quake, there is no such object.
_________________
^O,..,o^

Back to top |

c0burn Joined: 05 Nov 2004 Posts: 158 Location: Liverpool, England |

Posted: Sat May 16, 2009 2:04 pm Post subject: |

Well you haven't coded anything called "object_computer". SOLID_NOT is probably a problem too. You probably don't need to reinvent the wheel too much, use the handy StartItem code already in items.qc! Try putting this at the bottom of items.qc, and removing your code so far...
void() computer_touch =
{
if (!other.flags & FL_CLIENT)
return;
if (time < self.radtime)
return;
self.radtime = time + 1;
sprint(other, "What's up bitches!\n");
};
void() object_computer =
{
self.touch = computer_touch;
precache_model ("progs/computer.mdl");
setmodel (self, "progs/computer.mdl");
setsize (self, '-16 -16 0', '16 32 40');
StartItem ();
};

Back to top |

frag.machine Joined: 25 Nov 2006 Posts: 728 |

Posted: Sat May 16, 2009 4:58 pm Post subject: |

The custom entity "classname" value in the map MUST match EXACTLY the entity spawn function in your QC. So, either rename the entity spawn function to "object_computer" OR change the "classname" value to "ObjectComputer" and things must work as expected.
_________________
frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/

Back to top |

Freemanoid Joined: 16 Jun 2008 Posts: 52 Location: BELARUS |

Posted: Sat May 16, 2009 5:43 pm Post subject: |

Yipeee! It's working now! BIG THANK's to frag.machine and other's But now I have some problems with model - I can walk trough it . _________________ ^O,..,o^

Back to top |

Display posts from previous:

| Inside3d Forums Forum Index -> Mapping | All times are GMT Goto page 1, 2 Next
Page 1 of 2

Jump to:

You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum

Powered by phpBB © 2004 phpBB Group