Show Decals: Decals are the marks left on surfaces such as bullet holes and energy scorch marks. Has no impact on performance.Īuto Weapon Switch: Setting this option to Yes means that if your player runs over a higher-powered weapon than the one he is currently holding, he will automatically switch to it. Has no performance impact, set to your personal taste.Īuto Weapon Reload: If set to Yes, whenever your current weapon has fired its last bullet/charge your character will automatically reload it. If set to No, moving the mouse back and forward will not make your character look up or down, it will make him walk back or forward.
QUAKE 4 TEXTURE MOD HOW TO
Go through all four sections and set the controls according to your taste, none of them have any performance impacts (except perhaps Smooth Mouse).Īlso see the Advanced Tweaking section for more details of how to use the bind command to create your own custom control bindings.įree Look: When set to Yes, this allows you to use the mouse around to change your character's view direction. The procedure to change any of the control bindings is simple: left-click on the key/button currently assigned to a control, then press the relevant mouse button or key you wish to assign to that control setting. I think at least 16 people are on that list now from various departments we try to help as best we can and as quickly as possible.This section has four separate categories for player control options you can change: Movement, Weapons, Attack/Look and Other. The official raven forums probably need a massive overhaul if they're going to be much use, but if you have any major questions that asking around the community gives you trouble with, hit us up with an e-mail at the contact address we have listed at. Keep in mind the effect that plays when you hit the jumppad comes from the entity's origin, so moving that around might give better results. The func_statics are just for visuals and are usually left nonsolid to keep any weird movement around them. mtr with a new entry using the "largeshotclip" key.Īnswer to additional: There's a specific func_jumppad entity to use for this target the apex point from that. You can also add this key to custom materials, so if a texture doesn't have it that you think should, just make a new. A couple entities have variants with _mp at the end, but ignore those - the game switches them out automatically when running in MP mode.Īnswer to 3: There's a large shot clip texture that blocks the bigger projectiles (those with "clipmask_largeshot" set to "1"). I can't find itĪnswer to 2: All done automatically. How do you make them? I have the func_static model and the jumppad that's the target for the apex of the jump, but I need the actual boost upwards. I do have an additional question: Jumppads. My third question: After looking some more I did find a great grate transparent texture (pun intended ) but can you have it so that machinegunrounds go through but nothing thicker, like plasma balls or rocket launchers.
Perhaps (like in UT) it's all just 1 single entity and you control what needs to be spawn in the entity, but which entity?! My second question seems to be solved aswell if I read the replies, however, will the end user experience any trouble? And how do I get multiplayer style ammo, weapons, health. To my first question, about the lights: Key/value doesn't work, but as been suggested the light editor did do the trick very nicely!
Thanks for the answers, they're very helpful, I do have some more.
Whew, replies are fast in here compared to Raven's own forums, to their credit they don't really have any seperate dedicated mapping subforum though.