Added remaining missing images to Quake4 articles
Only guied_ansi.jpg and guied_symbol.jpg of Adding_Fonts_to_use_in_Quake_4_GUIs are still missing (and Doom3/skins_imp.png), but so far no one seems to have them
16
README.md
|
@ -12,18 +12,4 @@ The following is missing:
|
|||
- `Doom3/downloads/testbox_textures.zip` (of https://iddevnet.dhewm3.org/doom3/modelexport_3dsmax.html)
|
||||
this one might never have been available: https://web.archive.org/web/20060720042901/http://www.iddevnet.com/doom3/downloads/testbox_textures.zip
|
||||
- `Doom3/skins_imp.png` (of https://iddevnet.dhewm3.org/doom3/skins.html)
|
||||
- Quake 4 Animation Examples: `animations.zip` (of https://iddevnet.dhewm3.org/quake4/AnimationExamples.html)
|
||||
- Lots of images in Quake4 Articles:
|
||||
- [Adding_Fonts_to_use_in_Quake_4_GUIs](https://iddevnet.dhewm3.org/quake4/Adding_Fonts_to_use_in_Quake_4_GUIs.html): `guied_ansi.jpg`, `guied_symbol.jpg`
|
||||
- [ArtReference_CreatingTextures](https://iddevnet.dhewm3.org/quake4/ArtReference_CreatingTextures.html): `tex_01.jpg` - `tex_09.jpg` (all of them)
|
||||
- [ArtReference_Q4Shaders_AnimatedStrips](https://iddevnet.dhewm3.org/quake4/ArtReference_Q4Shaders_AnimatedStrips.html): `shader_stripimage1.jpg` `shader_stripimage2.jpg`
|
||||
- [Basic_FX_file_structure](https://iddevnet.dhewm3.org/quake4/Basic_FX_file_structure.html): `fx_check.jpg` `fx_sortorder.jpg`
|
||||
- [BasicScriptTutorial](https://iddevnet.dhewm3.org/quake4/BasicScriptTutorial.html): `basicscripttutorial4.png`
|
||||
- [DefinitionFileExamples](https://iddevnet.dhewm3.org/quake4/DefinitionFileExamples.html): `monster_strogg_marine_rocket.jpg`
|
||||
- [Effects_Performance](https://iddevnet.dhewm3.org/quake4/Effects_Performance.html): `fx_overdraw_bad.jpg` `fx_overdraw_good.jpg`
|
||||
- [Entity_MonsterBerserker](https://iddevnet.dhewm3.org/quake4/Entity_MonsterBerserker.html): `monster_berserker.jpg`
|
||||
- [FX_Entity_Editor](https://iddevnet.dhewm3.org/quake4/FX_Entity_Editor.html): `fx_enteditor.jpg`
|
||||
- [LevelEditor_BasicRoom](https://iddevnet.dhewm3.org/quake4/LevelEditor_BasicRoom.html): `image01.jpg` - `image12.jpg` (all of them)
|
||||
- [Notes_about_Origins](https://iddevnet.dhewm3.org/quake4/Notes_about_Origins.html): `fx_origins.jpg`
|
||||
- [Sounds_SoundPlacement](https://iddevnet.dhewm3.org/quake4/Sounds_SoundPlacement.html): `image1.jpg`, `image2.jpg`
|
||||
- [The_Properties_of_a_segment](https://iddevnet.dhewm3.org/quake4/The_Properties_of_a_segment.html): `fx_lock.jpg`
|
||||
- `guied_ansi.jpg`, `guied_symbol.jpg` (of [Adding_Fonts_to_use_in_Quake_4_GUIs](https://iddevnet.dhewm3.org/quake4/Adding_Fonts_to_use_in_Quake_4_GUIs.html))
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||||
|
|
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@ -91,13 +91,6 @@ function actionsMenuInit(title) {
|
|||
<link rel="Start" href="./Quake4SDK.html">
|
||||
<link rel="Alternate" title="Wiki Markup" href="./BasicScriptTutorial?action=raw">
|
||||
<link rel="Alternate" media="print" title="Print View" href="./BasicScriptTutorial?action=print">
|
||||
<link rel="Appendix" title="basicscripttutorial1.png" href="./BasicScriptTutorial?action=AttachFile&do=view&target=basicscripttutorial1.png">
|
||||
<link rel="Appendix" title="basicscripttutorial2.png" href="./BasicScriptTutorial?action=AttachFile&do=view&target=basicscripttutorial2.png">
|
||||
<link rel="Appendix" title="basicscripttutorial3.png" href="./BasicScriptTutorial?action=AttachFile&do=view&target=basicscripttutorial3.png">
|
||||
<link rel="Appendix" title="basicscripttutorial4.png" href="./BasicScriptTutorial?action=AttachFile&do=view&target=basicscripttutorial4.png">
|
||||
<link rel="Appendix" title="basicscripttutorial5.png" href="./BasicScriptTutorial?action=AttachFile&do=view&target=basicscripttutorial5.png">
|
||||
<link rel="Appendix" title="basicscripttutorial6.png" href="./BasicScriptTutorial?action=AttachFile&do=view&target=basicscripttutorial6.png">
|
||||
<link rel="Appendix" title="basicscripttutorial7.png" href="./BasicScriptTutorial?action=AttachFile&do=view&target=basicscripttutorial7.png">
|
||||
<link rel="Search" href="./FindPage.html">
|
||||
<link rel="Index" href="./TitleIndex.html">
|
||||
<link rel="Glossary" href="./WordIndex.html">
|
||||
|
|
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@ -191,7 +191,7 @@ actionsMenuInit('More Actions:');
|
|||
<span class="anchor" id="line-1"></span><p class="line867">
|
||||
<h1 id="head-9e8e84c85b131c25a882b52c1e94f9ef0c9b74ea">Example Definition Files</h1>
|
||||
<span class="anchor" id="line-2"></span><span class="anchor" id="line-3"></span><p class="line867"><br />
|
||||
<img class="attachment" src="./DefinitionFileExamples?action=AttachFile&do=get&target=monster_strogg_marine_rocket.jpg" title="attachment:monster_strogg_marine_rocket.jpg" />
|
||||
<img class="attachment" src="./monster_strogg_marine_rocket.jpg" title="attachment:monster_strogg_marine_rocket.jpg" />
|
||||
<span class="anchor" id="line-4"></span><span class="anchor" id="line-5"></span><p class="line867"><br />
|
||||
The following two files are examples of how to bring 'new' monsters into the game using only <a href="./DefinitionFile.html">def</a> files.
|
||||
Each displays how to incorporate a new attack behavior to an existing monster using their existing AI and just a few numerical and path tweaks on the entityDef itself.
|
||||
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@ -191,7 +191,7 @@ actionsMenuInit('More Actions:');
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|||
<h2 id="head-420e8e00558abb3a7a7b390f3c342fb3a7a3127a">Segment count</h2>
|
||||
<span class="anchor" id="line-6"></span><span class="anchor" id="line-7"></span><p class="line874">Less segments are cheaper. Instead of 4 segments each with 10 particles, can you accomplish the same effect with 2 segments of 20 particles each? Every segment is a separate draw call to your video card and another set of particles for the game to process. Try unchecking segments of a complex effect and see if you notice a different. Many times a layered effect can have a segment or two removed that are just not noticeable within the big picture. <span class="anchor" id="line-8"></span><span class="anchor" id="line-9"></span><p class="line867">
|
||||
<h2 id="head-2546098bdf1b336c7aa4933ad38da11c9ba16a27">Overdraw</h2>
|
||||
<span class="anchor" id="line-10"></span><span class="anchor" id="line-11"></span><p class="line862">Overdraw is how many layers of shaders are in a scene. This can be turned on with <strong>r_showoverdraw 1</strong> at the console or by going to <strong>View>Show>Show Overdraw</strong> in the <a href="./FXEditor.html">FXEditor</a>. The range of color represents the severity of overdraw. From least overdraw to most overdraw: <strong>Blue -> Green -> Yellow -> Orange -> Red -> Purple</strong>. <span class="anchor" id="line-12"></span><span class="anchor" id="line-13"></span><p class="line867"><img class="attachment" src="./Effects_Performance?action=AttachFile&do=get&target=fx_overdraw_bad.jpg" title="attachment:fx_overdraw_bad.jpg" /> <span class="anchor" id="line-14"></span><span class="anchor" id="line-15"></span><p class="line867"><img class="attachment" src="./Effects_Performance?action=AttachFile&do=get&target=fx_overdraw_good.jpg" title="attachment:fx_overdraw_good.jpg" /> <span class="anchor" id="line-16"></span><span class="anchor" id="line-17"></span><p class="line867"><a href="./FXEditor_Tab_-_Sprite.html">Sprites</a> can be very expensive when viewed in a line like a rocket trail. In some cases you might want to try using <a href="./FXEditor_Tab_-_Sprite.html">line segments</a> instead of <a href="./FXEditor_Tab_-_Sprite.html">sprites</a>. Since they always rotate to face the user, they can have much less overdraw than <a href="./FXEditor_Tab_-_Sprite.html">sprites</a>. <span class="anchor" id="line-18"></span><span class="anchor" id="line-19"></span><p class="line867">
|
||||
<span class="anchor" id="line-10"></span><span class="anchor" id="line-11"></span><p class="line862">Overdraw is how many layers of shaders are in a scene. This can be turned on with <strong>r_showoverdraw 1</strong> at the console or by going to <strong>View>Show>Show Overdraw</strong> in the <a href="./FXEditor.html">FXEditor</a>. The range of color represents the severity of overdraw. From least overdraw to most overdraw: <strong>Blue -> Green -> Yellow -> Orange -> Red -> Purple</strong>. <span class="anchor" id="line-12"></span><span class="anchor" id="line-13"></span><p class="line867"><img class="attachment" src="./fx_overdraw_bad.jpg" title="attachment:fx_overdraw_bad.jpg" /> <span class="anchor" id="line-14"></span><span class="anchor" id="line-15"></span><p class="line867"><img class="attachment" src="./fx_overdraw_good.jpg" title="attachment:fx_overdraw_good.jpg" /> <span class="anchor" id="line-16"></span><span class="anchor" id="line-17"></span><p class="line867"><a href="./FXEditor_Tab_-_Sprite.html">Sprites</a> can be very expensive when viewed in a line like a rocket trail. In some cases you might want to try using <a href="./FXEditor_Tab_-_Sprite.html">line segments</a> instead of <a href="./FXEditor_Tab_-_Sprite.html">sprites</a>. Since they always rotate to face the user, they can have much less overdraw than <a href="./FXEditor_Tab_-_Sprite.html">sprites</a>. <span class="anchor" id="line-18"></span><span class="anchor" id="line-19"></span><p class="line867">
|
||||
<h2 id="head-65cdf23e8fb9c2e135668e1daeff744d9166c91e">Physics</h2>
|
||||
<span class="anchor" id="line-20"></span><span class="anchor" id="line-21"></span><p class="line874">Physics on segments is very, very expensive. If you must apply physics, consider applying it to only 1 of a few segments instead of all. An example of this would be if you have rock chunks fly out of a wall when shot. Make 2 rock chunk segments, one with physics and 3 particles and another without physics that has 9 particles. When the whole effect is played, seeing the 3 rock chunks bounce adds to the effect without being as expensive as 12 particles with physics. <span class="anchor" id="line-22"></span><span class="anchor" id="line-23"></span><p class="line867">
|
||||
<h2 id="head-76c0789664393f14dcff02c112b870753d8501b9">Particle Count</h2>
|
||||
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@ -188,7 +188,7 @@ actionsMenuInit('More Actions:');
|
|||
<div dir="ltr" id="content" lang="en"><span class="anchor" id="top"></span>
|
||||
<span class="anchor" id="line-1"></span><p class="line867">
|
||||
<h1 id="head-e378debc40847a813288e33c6a339a303648321e">monster_berserker</h1>
|
||||
<span class="anchor" id="line-2"></span><span class="anchor" id="line-3"></span><p class="line867"><img class="attachment" src="./Entity_MonsterBerserker?action=AttachFile&do=get&target=monster_berserker.jpg" title="attachment:monster_berserker.jpg" /> <span class="anchor" id="line-4"></span><span class="anchor" id="line-5"></span><p class="line867"><strong><a href="./LevelEditor.html">LevelEditor</a> Info:</strong> <span class="anchor" id="line-6"></span><ul><li><p class="line862">Inherits from <a href="./Entity_ActorDefault.html">actor_default</a>. <span class="anchor" id="line-7"></span><span class="anchor" id="line-8"></span></li></ul><p class="line867"><strong>Additional Information:</strong> <span class="anchor" id="line-9"></span><span class="anchor" id="line-10"></span><p class="line874">Strogg melee unit. <span class="anchor" id="line-11"></span><ul><li>Supports scripted jump functionality. <span class="anchor" id="line-12"></span><span class="anchor" id="line-13"></span></li></ul><p class="line867"><strong>Variations:</strong> <span class="anchor" id="line-14"></span><ul><li>waste_monster_berserker - includes animations intended for use in game/waste.map. <span class="anchor" id="line-15"></span><span class="anchor" id="line-16"></span></li></ul><p class="line862">Back to <a href="./LevelEditor_EntityReference.html">Entities</a>. <span class="anchor" id="line-17"></span><span class="anchor" id="bottom"></span></div><p id="pageinfo" class="info" lang="en" dir="ltr">Entity MonsterBerserker (last edited 2005-12-08 20:26:18 by <span title="AndrewWeldon @ 24-240-36-51.dhcp.mdsn.wi.charter.com[24.240.36.51]"><a class="nonexistent" href="./AndrewWeldon.html" title="AndrewWeldon @ 24-240-36-51.dhcp.mdsn.wi.charter.com[24.240.36.51]">AndrewWeldon</a></span>)</p>
|
||||
<span class="anchor" id="line-2"></span><span class="anchor" id="line-3"></span><p class="line867"><img class="attachment" src="./monster_berserker.jpg" title="attachment:monster_berserker.jpg" /> <span class="anchor" id="line-4"></span><span class="anchor" id="line-5"></span><p class="line867"><strong><a href="./LevelEditor.html">LevelEditor</a> Info:</strong> <span class="anchor" id="line-6"></span><ul><li><p class="line862">Inherits from <a href="./Entity_ActorDefault.html">actor_default</a>. <span class="anchor" id="line-7"></span><span class="anchor" id="line-8"></span></li></ul><p class="line867"><strong>Additional Information:</strong> <span class="anchor" id="line-9"></span><span class="anchor" id="line-10"></span><p class="line874">Strogg melee unit. <span class="anchor" id="line-11"></span><ul><li>Supports scripted jump functionality. <span class="anchor" id="line-12"></span><span class="anchor" id="line-13"></span></li></ul><p class="line867"><strong>Variations:</strong> <span class="anchor" id="line-14"></span><ul><li>waste_monster_berserker - includes animations intended for use in game/waste.map. <span class="anchor" id="line-15"></span><span class="anchor" id="line-16"></span></li></ul><p class="line862">Back to <a href="./LevelEditor_EntityReference.html">Entities</a>. <span class="anchor" id="line-17"></span><span class="anchor" id="bottom"></span></div><p id="pageinfo" class="info" lang="en" dir="ltr">Entity MonsterBerserker (last edited 2005-12-08 20:26:18 by <span title="AndrewWeldon @ 24-240-36-51.dhcp.mdsn.wi.charter.com[24.240.36.51]"><a class="nonexistent" href="./AndrewWeldon.html" title="AndrewWeldon @ 24-240-36-51.dhcp.mdsn.wi.charter.com[24.240.36.51]">AndrewWeldon</a></span>)</p>
|
||||
|
||||
<div id="pagebottom"></div>
|
||||
</div>
|
||||
|
|
|
@ -186,7 +186,7 @@ actionsMenuInit('More Actions:');
|
|||
|
||||
<div id="page" lang="en" dir="ltr">
|
||||
<div dir="ltr" id="content" lang="en"><span class="anchor" id="top"></span>
|
||||
<span class="anchor" id="line-1"></span><p class="line862">The FX Entity Editor allows placement and modification of <a href="./Entity_FuncFX.html">func_fx</a> <a href="./LevelEditor_EntityReference.html">entities</a> within maps created by the <a href="./LevelEditor.html">LevelEditor</a>. <span class="anchor" id="line-2"></span><span class="anchor" id="line-3"></span><p class="line862">This editor can be launched by going to <strong>View > Entity Editor</strong> within the <a href="./FXEditor.html">FXEditor</a>. <span class="anchor" id="line-4"></span><span class="anchor" id="line-5"></span><p class="line867"><hr /><p class="line874"> <span class="anchor" id="line-6"></span><span class="anchor" id="line-7"></span><p class="line867"><img class="attachment" src="./FX_Entity_Editor?action=AttachFile&do=get&target=fx_enteditor.jpg" title="attachment:fx_enteditor.jpg" /> <span class="anchor" id="line-8"></span><span class="anchor" id="line-9"></span><p class="line867"><hr /><p class="line874"> <span class="anchor" id="line-10"></span><span class="anchor" id="line-11"></span><p class="line867">
|
||||
<span class="anchor" id="line-1"></span><p class="line862">The FX Entity Editor allows placement and modification of <a href="./Entity_FuncFX.html">func_fx</a> <a href="./LevelEditor_EntityReference.html">entities</a> within maps created by the <a href="./LevelEditor.html">LevelEditor</a>. <span class="anchor" id="line-2"></span><span class="anchor" id="line-3"></span><p class="line862">This editor can be launched by going to <strong>View > Entity Editor</strong> within the <a href="./FXEditor.html">FXEditor</a>. <span class="anchor" id="line-4"></span><span class="anchor" id="line-5"></span><p class="line867"><hr /><p class="line874"> <span class="anchor" id="line-6"></span><span class="anchor" id="line-7"></span><p class="line867"><img class="attachment" src="./fx_enteditor.jpg" title="attachment:fx_enteditor.jpg" /> <span class="anchor" id="line-8"></span><span class="anchor" id="line-9"></span><p class="line867"><hr /><p class="line874"> <span class="anchor" id="line-10"></span><span class="anchor" id="line-11"></span><p class="line867">
|
||||
<h2 id="head-8304b979465fa08b06f9e296ea6ebfd01484c7da">Placing an effect</h2>
|
||||
<span class="anchor" id="line-12"></span><span class="anchor" id="line-13"></span><p class="line862">To place an effect in a level, press the <strong>New</strong> button. This will generate a new <a href="./Entity_FuncFX.html">func_fx</a> <a href="./LevelEditor_EntityReference.html">entity</a> underneath your cursor. If you are close enough to a wall/surface, the editor will place the effect on the normal of the surface and aim the direction based off this normal. If you are farther from a wall/surface, the editor will place the effect file in front of your cursor and aim the normal of the effect in the direction you are pointing. This normal is represented by the yellow arrow, which always shows the direction of <strong>Forward</strong>. <span class="anchor" id="line-14"></span><span class="anchor" id="line-15"></span><p class="line862">Once you've placed a <a href="./Entity_FuncFX.html">func_fx</a> <a href="./LevelEditor_EntityReference.html">entity</a>, you need to link an effect file to it. You can either press the <strong>" ... "</strong> button to open the Find Effect browser, or press the <strong>" < "</strong> to place the currently selected effect inside the <a href="./FXEditor.html">FXEditor</a> into the <a href="./Entity_FuncFX.html">func_fx</a> <a href="./LevelEditor_EntityReference.html">entity</a> <span class="anchor" id="line-16"></span><span class="anchor" id="line-17"></span><p class="line862">To select a new effect, place your cursor over it and click the attack button (mouse1 by default). When done editing effects files, press <strong>Save Map</strong> at the bottom to save your changes. <span class="anchor" id="line-18"></span><hr /><p class="line874"> <span class="anchor" id="line-19"></span><span class="anchor" id="line-20"></span><p class="line867">
|
||||
<h2 id="head-9cf7b55872bc4ab1c6a007ed9ebc0c905290b3a0">Moving an effect</h2>
|
||||
|
|
BIN
quake4/LevelEditor_BasicRoom_01.jpg
Normal file
After Width: | Height: | Size: 47 KiB |
BIN
quake4/LevelEditor_BasicRoom_02.jpg
Normal file
After Width: | Height: | Size: 22 KiB |
BIN
quake4/LevelEditor_BasicRoom_03.jpg
Normal file
After Width: | Height: | Size: 19 KiB |
BIN
quake4/LevelEditor_BasicRoom_04.jpg
Normal file
After Width: | Height: | Size: 20 KiB |
BIN
quake4/LevelEditor_BasicRoom_05.jpg
Normal file
After Width: | Height: | Size: 16 KiB |
BIN
quake4/LevelEditor_BasicRoom_06.jpg
Normal file
After Width: | Height: | Size: 23 KiB |
BIN
quake4/LevelEditor_BasicRoom_07.jpg
Normal file
After Width: | Height: | Size: 22 KiB |
BIN
quake4/LevelEditor_BasicRoom_08.jpg
Normal file
After Width: | Height: | Size: 21 KiB |
BIN
quake4/LevelEditor_BasicRoom_09.jpg
Normal file
After Width: | Height: | Size: 22 KiB |
BIN
quake4/LevelEditor_BasicRoom_10.jpg
Normal file
After Width: | Height: | Size: 21 KiB |
BIN
quake4/LevelEditor_BasicRoom_11.jpg
Normal file
After Width: | Height: | Size: 21 KiB |
BIN
quake4/LevelEditor_BasicRoom_12.jpg
Normal file
After Width: | Height: | Size: 22 KiB |
|
@ -223,7 +223,7 @@ actionsMenuInit('More Actions:');
|
|||
<tr> <td><span class="anchor" id="line-30"></span><p class="line862">Up min/max</td>
|
||||
<td><p class="line891"><strong>-0.1/0.1</strong></td>
|
||||
</tr>
|
||||
</tbody></table></div><span class="anchor" id="line-31"></span><p class="line867"><img class="attachment" src="./Notes_about_Origins?action=AttachFile&do=get&target=fx_origins.jpg" title="attachment:fx_origins.jpg" /> <span class="anchor" id="line-32"></span><span class="anchor" id="bottom"></span></div><p id="pageinfo" class="info" lang="en" dir="ltr">Notes about Origins (last edited 2005-11-04 00:01:28 by <span title="MattVainio @ 67.129.250.254[67.129.250.254]"><a class="nonexistent" href="./MattVainio.html" title="MattVainio @ 67.129.250.254[67.129.250.254]">MattVainio</a></span>)</p>
|
||||
</tbody></table></div><span class="anchor" id="line-31"></span><p class="line867"><img class="attachment" src="./fx_origins.jpg" title="attachment:fx_origins.jpg" /> <span class="anchor" id="line-32"></span><span class="anchor" id="bottom"></span></div><p id="pageinfo" class="info" lang="en" dir="ltr">Notes about Origins (last edited 2005-11-04 00:01:28 by <span title="MattVainio @ 67.129.250.254[67.129.250.254]"><a class="nonexistent" href="./MattVainio.html" title="MattVainio @ 67.129.250.254[67.129.250.254]">MattVainio</a></span>)</p>
|
||||
|
||||
<div id="pagebottom"></div>
|
||||
</div>
|
||||
|
|
|
@ -191,7 +191,7 @@ actionsMenuInit('More Actions:');
|
|||
<h1 id="head-00f8f014c3d5a3568fb9283187f83b9d90eede59">Quake 4 Sound Placement</h1>
|
||||
<span class="anchor" id="line-2"></span><span class="anchor" id="line-3"></span><p class="line867">
|
||||
<h2 id="head-1303067f6a6a8105664f8e9ce404d227c1c1d809">Ambient Sounds:</h2>
|
||||
<span class="anchor" id="line-4"></span><p class="line874">When you place ambient sounds and edit reverb data in Quake 4, it is all done in real-time while the game is actually running. The following screeshot is what all of the audio tools looks like while you’re placing them in the game environment. <span class="anchor" id="line-5"></span><span class="anchor" id="line-6"></span><p class="line867"><img class="attachment" src="./Sounds_SoundPlacement?action=AttachFile&do=get&target=image1.jpg" title="attachment:image1.jpg" /> <span class="anchor" id="line-7"></span><span class="anchor" id="line-8"></span><ol type="1"><li>This is the audio editor. This is the place where you edit the majority of speaker data in the game. <span class="anchor" id="line-9"></span></li><li>This is the actual game running in windowed mode <span class="anchor" id="line-10"></span></li><li>This is the reverb editor for OpenAL use. <span class="anchor" id="line-11"></span><span class="anchor" id="line-12"></span></li></ol><p class="line874">Ready to get going? Good! Start the game and run in windowed mode (r_fullscreen 0, then vidrestart), load the map you wish to start placing ambient sounds in. You might want to kill all the monsters in the level by bringing the console down and typing “killmonsters” and going invulnerable by typing “god”. That way you will be able to go through the level without being bothered. You might also want to bind a key to “noclip” so you can get to hard to reach spaces easily. <span class="anchor" id="line-13"></span><span class="anchor" id="line-14"></span><p class="line862">Now bring down the console and type “editsounds”. This will open up the sound editor that allows you to preview and place ambient sounds throughout the level. It will analyze the shader file for all of the sound’s attributes (meaning volume & radius settings), but you can make changes to each individual speaker that you place in the world. <span class="anchor" id="line-15"></span><span class="anchor" id="line-16"></span><p class="line867"><img class="attachment" src="./Sounds_SoundPlacement?action=AttachFile&do=get&target=image2.jpg" title="attachment:image2.jpg" /> <span class="anchor" id="line-17"></span><span class="anchor" id="line-18"></span><p class="line874">As you can see, the majority of the tool itself is self-explanatory. If you wish to select a specific speaker while playing, just click on the speaker like you’re shooting it in the game environment. You can also choose certain speakers from the pulldown menu. You might want to make sure you’re in “noclip” mode though. If you choose a speaker that is up in the sky, the player will fall to his/her demise. <span class="anchor" id="line-19"></span><span class="anchor" id="line-20"></span><p class="line874">It’s always a good idea to immediately play through the level like normal after you finish placing ambient sounds. This makes sure that your ambient sounds aren’t too overpowering. <span class="anchor" id="line-21"></span><span class="anchor" id="line-22"></span><span class="anchor" id="line-23"></span><p class="line867">
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<span class="anchor" id="line-4"></span><p class="line874">When you place ambient sounds and edit reverb data in Quake 4, it is all done in real-time while the game is actually running. The following screeshot is what all of the audio tools looks like while you’re placing them in the game environment. <span class="anchor" id="line-5"></span><span class="anchor" id="line-6"></span><p class="line867"><img class="attachment" src="./Sounds_SoundPlacement1.jpg" title="attachment:image1.jpg" /> <span class="anchor" id="line-7"></span><span class="anchor" id="line-8"></span><ol type="1"><li>This is the audio editor. This is the place where you edit the majority of speaker data in the game. <span class="anchor" id="line-9"></span></li><li>This is the actual game running in windowed mode <span class="anchor" id="line-10"></span></li><li>This is the reverb editor for OpenAL use. <span class="anchor" id="line-11"></span><span class="anchor" id="line-12"></span></li></ol><p class="line874">Ready to get going? Good! Start the game and run in windowed mode (r_fullscreen 0, then vidrestart), load the map you wish to start placing ambient sounds in. You might want to kill all the monsters in the level by bringing the console down and typing “killmonsters” and going invulnerable by typing “god”. That way you will be able to go through the level without being bothered. You might also want to bind a key to “noclip” so you can get to hard to reach spaces easily. <span class="anchor" id="line-13"></span><span class="anchor" id="line-14"></span><p class="line862">Now bring down the console and type “editsounds”. This will open up the sound editor that allows you to preview and place ambient sounds throughout the level. It will analyze the shader file for all of the sound’s attributes (meaning volume & radius settings), but you can make changes to each individual speaker that you place in the world. <span class="anchor" id="line-15"></span><span class="anchor" id="line-16"></span><p class="line867"><img class="attachment" src="./Sounds_SoundPlacement2.jpg" title="attachment:image2.jpg" /> <span class="anchor" id="line-17"></span><span class="anchor" id="line-18"></span><p class="line874">As you can see, the majority of the tool itself is self-explanatory. If you wish to select a specific speaker while playing, just click on the speaker like you’re shooting it in the game environment. You can also choose certain speakers from the pulldown menu. You might want to make sure you’re in “noclip” mode though. If you choose a speaker that is up in the sky, the player will fall to his/her demise. <span class="anchor" id="line-19"></span><span class="anchor" id="line-20"></span><p class="line874">It’s always a good idea to immediately play through the level like normal after you finish placing ambient sounds. This makes sure that your ambient sounds aren’t too overpowering. <span class="anchor" id="line-21"></span><span class="anchor" id="line-22"></span><span class="anchor" id="line-23"></span><p class="line867">
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<h2 id="head-32f8110bfe6b8d66ae167da4e6a38eee79ab0ee2">Editing Reverb:</h2>
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<span class="anchor" id="line-24"></span><p class="line874">If you are running the game in OpenAL, then you can edit reverb settings in your maps as well by typing “editreverb” on the console. The reverb data is derived from portal data in your map, so if you update the portal data, you MUST updated the reverb information. Generally, the reverb-pass should be the last thing you do before you call the map “final”. <span class="anchor" id="line-25"></span><span class="anchor" id="line-26"></span><span class="anchor" id="line-27"></span><p class="line867">
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<h2 id="head-bae5fdba4cea9e58a58bf4558ec9cc3e8b0ebccb">World Objects and Animations:</h2>
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@ -186,7 +186,7 @@ actionsMenuInit('More Actions:');
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<div id="page" lang="en" dir="ltr">
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<div dir="ltr" id="content" lang="en"><span class="anchor" id="top"></span>
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<span class="anchor" id="line-1"></span><p class="line874">Every segment has a set of properties controlled by the properties window. These properties generally have a min and a max value. These min and max values control a range that the value could be. The wider the range, the more random the number chosen will be. Press the Lock Icon to use a constant number instead of a min/max range. <span class="anchor" id="line-2"></span><span class="anchor" id="line-3"></span><p class="line867"><img class="attachment" src="./The_Properties_of_a_segment?action=AttachFile&do=get&target=fx_lock.jpg" title="attachment:fx_lock.jpg" /> <span class="anchor" id="line-4"></span><span class="anchor" id="line-5"></span><p class="line874">There are different properties for different types of segments, however most share some common properties. Below is a complete list of all segment property tabs: <span class="anchor" id="line-6"></span><span class="anchor" id="line-7"></span><div><table style="width: 100%"><tbody><tr> <td><p class="line891"><a href="./FXEditor_Tab_-_Emitter.html">Emitter</a></td>
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<span class="anchor" id="line-1"></span><p class="line874">Every segment has a set of properties controlled by the properties window. These properties generally have a min and a max value. These min and max values control a range that the value could be. The wider the range, the more random the number chosen will be. Press the Lock Icon to use a constant number instead of a min/max range. <span class="anchor" id="line-2"></span><span class="anchor" id="line-3"></span><p class="line867"><img class="attachment" src="./fx_lock.jpg" title="attachment:fx_lock.jpg" /> <span class="anchor" id="line-4"></span><span class="anchor" id="line-5"></span><p class="line874">There are different properties for different types of segments, however most share some common properties. Below is a complete list of all segment property tabs: <span class="anchor" id="line-6"></span><span class="anchor" id="line-7"></span><div><table style="width: 100%"><tbody><tr> <td><p class="line891"><a href="./FXEditor_Tab_-_Emitter.html">Emitter</a></td>
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<td><p class="line862">This tab controls the start time, count, attenuation and general segment properties. </td>
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</tr>
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<tr> <td style="width: 20%"><span class="anchor" id="line-8"></span><p class="line891"><a href="./FXEditor_Tab_-_Sprite.html">Sprite</a></td>
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