Ah, lol, think I know what I did, seems okay :p
Non-solid Train
#11149 posted by negke on 2011/06/05 13:26:23
I had this idea for slime trap involving a non-solid mover, and unsuccessfully spent the last two hours trying to make it work.
I used the modelindex trick from <a href=http://celephais.net/board/view_thread.php?id=4&start=5099&end=5099">here</a>. I must have done something wrong, because I couldn't get the thing to appear and/or move. A door would have been problematic for coop anyway, so I tried it with a train. Still no success.
What do I need to set the info_notnull's think field to? SUB_regen?
From Here
#11150 posted by negke on 2011/06/05 13:27:09
Rger
#11151 posted by dfg on 2011/06/06 20:45:57
regearg
Rger
#11152 posted by dfg on 2011/06/06 20:45:59
regearg
Reger
#11153 posted by rgaerg on 2011/06/06 20:46:23
gregrgerg
Sticky Thumb
#11154 posted by madfox on 2011/06/07 06:45:40
I'm trying to get my textures aligned, but the viewer from Quark has the nasty habbit to keep hanging.
Some metal4_4 recktangle walls are clear, but the corners give a blurry appearance.
Hard to trace the texture itself.
Triggering A Func_plat
#11155 posted by jt_ on 2011/06/07 19:25:11
Lets say i have a func_plat that i want to stay in it's unextended position until all the monsters in an area are gone. Would i use a trigger_count for this? Just have the monsters target the trigger_count or vice versa?
I should probably just look at the code.
If You Want It To Be In The Up Position Then You Can Use
#11156 posted by RickyT33 on 2011/06/07 19:35:17
a func_plat.
BUT
If you want it to start in the down position then you have to use a toggle door, with a trigger_multiple at the bottom and the top of the platform.
ANOTHER PROBLEM BECOMES APPARENT:
"You can't stand on the platform without it triggering, but dont want to have to put bars around the bottom of it to prevent the player from travelling up before the desired time/event"
SO
You could try making an invisible button which is positioned underneath the platform, and the button travels down when pressed. The top of the button is maybe 2 or 4 units higher than the top of the platform. On top of it is an invisible door. When you want to activate the lift, you send the invisible door permanently 'open', where it travels down to below the level of the button and platform. Have the button target the trigger_multiple at the top of the lift, rather then the platform directly. This way when you get to the top of the elevator you will not trigger the platform to move straight back down again. Give both the button and the trigger_multiple a generous "delay before reset" key.
But
#11157 posted by ijed on 2011/06/07 20:02:51
I thoguht func_plats didn't do anything until triggered if they have a targetname.
And the LOW_TRIRGGER spawnflag starts them in their down position.
I think thats how it works, maybe I'm wrong.
Low_trigger Eh?
#11158 posted by RickyT33 on 2011/06/07 20:33:24
Sounds a hell of a lot simpler than the way I would have done it/tried to do it.
Yeah, That Will Work.
#11159 posted by Drew on 2011/06/07 21:17:02
Ijed is right. Ricky is very creative tho, hahaha
PLAT_LOW_TRIGGER
#11160 posted by negke on 2011/06/07 22:11:03
What is actually does is placing the trigger volume of the plat at its base instead of making it span over the the whole height. Use this if you don't want the lift to come up when you stand on top of it or jump down the shaft.
I'm not sure if a negative height value would achieve what you want. A door with corresponding triggers (if necessary the activating trigger hack) is probably a safer bet.
#11161 posted by necros on 2011/06/08 01:01:11
honestly, func_door should have been named func_mover it's THAT multi-purpose.
Arches
#11162 posted by jt_ on 2011/06/08 03:47:42
So, what's the easiest way to make an arch without wanting to kill myself? :p I've been trying to make an arch with karch2tr from knave.wad for about an hour and it's been this biggest pain in the ass I've ever experienced while mapping..
#11163 posted by Zwiffle on 2011/06/08 06:39:06
I can send you a map that someone made (gibbie?) with a bunch of different arches at 3-sides and 6-sides. Pretty quick and easy.
Jt_
#11164 posted by JPL on 2011/06/08 08:01:41
Some editors have built-in function that allow to create arches from a cube (e.g: QuArK). You just have to select the arch built-in function, and apply parameters such here: http://quark.sourceforge.net/infobase/maped.builders.archcap.html
Well, I don't know whether other editors have this kind of "prefab" features....
... And Also ...
#11165 posted by JPL on 2011/06/08 08:03:30
Zwiffle
#11166 posted by jt_ on 2011/06/08 14:09:21
That would be great. My email is in my profile.
Jpl: yeah, wc has a arch maker, but its PITA too. :p
I always make a cylinder, fit the top to the gap for the arch, snap the vertices to their nearest grid points and then fit cubes to the outline of the cylinder :E
I'll Try That Later
#11168 posted by jt_ on 2011/06/08 14:58:37
I thought about doing that, actually. Will try when i get home.
#11169 posted by kaffikopp on 2011/06/08 15:00:22
Yeah if you're going to make an arch that's just dug into a wall, the way I do it is like ZQF said: make a cylinder and cut it in half at the middle or just fit the top part at the gap, snap vertices to grid, and then with the brush I want to turn into an arch I just cut it vertically at the vertices of the cylinder and then use vertex manipulation to adjust the individual brushes to the vertices of the cylinder.
If you want an arch that is extruded from a wall and not just dug into it, it's a bit trickier. I believe WC has an arch maker, but I've never used WC so I don't know how much it differs from the one in Hammer. But if I want an arch that's gonna cover an opening that's, say, 128 units wide and with the arch gap 64 units high, I make a brush with the arch maker that's 160x160 units and with whatever values for amount of vertices and brush width that applies to the situation (usually 16 vertices/16 width), and make it cover 360 degrees. Then I just delete the lower half and place it over the gap.
At least that's about how I do it when mapping for Half-Life, never used it for Quake so it might not work there, dunno.
Arches Dude
#11170 posted by RickyT33 on 2011/06/08 15:16:10
Here:
http://www.quakewiki.net/wp-content/uploads/2010/12/c_fig07.gif
And more importantly, here:
http://www.quakewiki.net/articles/curves-for-quake-tips-and-tricks/
That top picture is how I make most curves. Just make a bunch of random cuboids usually, and use vertex manipluation to position the corners.
Useful for lining up textures: - for the angled bits - rotations of +/- 26.5 degrees and +/-63.5 degrees, stretch the texture so that it's height is 1.06
#11171 posted by gb on 2011/06/08 16:17:31
http://kneedeepinthedoomed.wordpress.com/tutorials/
scroll way down, there is a series of images that show the making of arches. Didn't get to writing the blurbs yet, but the pics should be self explaining.
Personally I think the czg curves aren't round enough. This is just my opinion of course.
I Agree GB, Sort Of
#11172 posted by Drew on 2011/06/08 17:00:35
and he doesn't really explain in his tutorial how to extrapolate for curvier curves, which is too bad.
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