Just
#15555 posted by madfox on 2015/11/14 09:43:47
installed Radiant to see.
It should be: press shift + left mouse surround.
Then both controllpoints move smoothly.
Breezeep_
#15556 posted by Kinn on 2015/11/14 11:41:29
Yeah it looks gash, but what you are trying to get radiant to do is undefined.
Radiant does not create new planes or split brushes automatically in order to maintain brush validity after vertex manipulation, so in order to keep the brush valid it must move other plane points - and the results are about as useful as you would imagine.
Trenchbroom is a bit smarter in that it creates new faces as required. To be honest though I'm a diehard Radiant fanboy and get by with the clipper and edge manipulation, using vertex manip only on certain shapes where I know the results will
Wtf It Ate The Result Of My Post
#15557 posted by Kinn on 2015/11/14 11:44:41
"...where I know the results will be predictable"
Clip Only Brush Entities
#15558 posted by Preach on 2015/11/17 23:26:47
If you build an entity entirely from clip brushes it doesn't usually work - I remember it being something to do with the bounding box not being enlarged by clip brushes. The workaround at the time I learnt this was to sandwich the clip brushes between thin regular brushes on opposite sides, so the clip lived within the boundaries they formed. Is this still state-of-the-art when it comes to making clip brush models, or is there some new compiler which corrects this automatically?
It's An Engine Thing
#15559 posted by necros on 2015/11/17 23:28:33
Doesn't check collision outside of visible area
#15560 posted by mankrip on 2015/11/17 23:41:56
Is it possible to spawn a zombie that's laying on the ground by default, and that only wakes up when we touch a trigger, without changing the QC code?
No
The best you can hope for in id1 is to emulate it, like E4M3 did.
#15562 posted by Rick on 2015/11/18 00:16:22
What necros said. I remember pushing some scrags with clip brushes once, but they had to be part of an entity made by visible brushes and had to be within the bounding box of the visible brushes.
#15563 posted by - on 2015/11/18 00:31:14
If you don't mind it blocking weapon fire, just do a skip textured brush model?
#15564 posted by ericw on 2015/11/18 00:33:48
Would an entity made of just skip brushes work better?
Prog Hacks
#15565 posted by DeeDoubleU on 2015/11/18 00:48:37
Trying to understand prog hacks and experimenting with different stuff.
Have few questions.
1. Is there any lists of appropriate functions for 'use', 'think' and 'touch'?
I found .qc files, but how can I know which function can be used where?
2. If I create trigger_multiple and then manually change its classname to info_notnull or InitTrigger it doesn't work.
If I create info_notnull from the beginning, change class to InitTrigger and use same keys and values - it works, but I can't change its size.
Inside map file I can see that first example doesn't have any brush information, only origin which I suspect is wrong anyway - "-64 0 0" while true-info_notnull right next to it has "-1248 352 -288".
Can anyone explain the process of creating "big" point entity?
Using GTKRadiant 1.6.
3. Is it possible to create say healing or other custom/hacked trigger that uses angle(only works when I'm facing specific direction)?
#15566 posted by PuLSaR on 2015/11/18 00:52:02
Would an entity made of just skip brushes work better?
Yes
#15558
#15567 posted by metlslime on 2015/11/18 01:17:32
qbsp is supposed to calculate the physics bounds of each brush model. The engine fix for this bug would be to ignore the bounds in the .bsp and calculate your own. The tools fix is to calculate bounds correctly in qbsp. The mapper fix is to add a visible brush at opposite corners, hopefully inside other geometry so you don't see them.
Skip That
#15568 posted by Preach on 2015/11/18 01:18:13
No, I want the effect of clip for what I have in mind. Visibility isn't a problem because I can turn that off with QC, but I want attacks and traces to pass through and only large entities to be blocked.
Prog Hacks
#15569 posted by Preach on 2015/11/18 01:20:32
Hi DW, I have a collection of posts on my site which answer several of your questions
https://tomeofpreach.wordpress.com/category/map-hacks/
In particular, the following post is a guide to which functions you can/should use:
https://tomeofpreach.wordpress.com/2012/11/18/mid-map-entity-spawning/
and this one deals with building triggers:
https://tomeofpreach.wordpress.com/2013/05/13/build-your-own-trigger/
Which Function 2015
#15570 posted by Preach on 2015/11/18 01:28:17
Revisiting that first post, it actually doesn't say as much as I thought it did about which functions you can use.
In a technical sense any QC function can be used. However, if the function takes parameters they will end up uninitialised, which rarely works well, so usually those functions should be avoided.
Which ones are useful is a bit more of a different matter - it's really down to what you're trying to accomplish. The following post has a bit of a guide on how I go about locating a useful function in the code and turning it into a functioning hack:
https://tomeofpreach.wordpress.com/2014/10/07/nightmare-skill-detection/
#15571 posted by necros on 2015/11/18 02:28:49
sorry, what i said is not entirely correct. the engine only calculates collision within the bounding box.
so as metl is saying, it can be either side's fault.
the engine is a little lazy on how it decides to calculate collision, but the tool is just wrong in calculating the bounding box.
CAGE FIGHT!
#15572 posted by metlslime on 2015/11/18 04:13:50
i don't think it's lazy to trust the data coming from the map compiler. It just turns out to be wrong.
#15573 posted by ericw on 2015/11/18 04:45:52
I can take a shot at fixing this in tyrutils-ericw, or at least add it to the todo list. It might be something that is easy to fix, given a test case.
Dynamic Light Maphack
#15574 posted by Text_Fish on 2015/11/18 11:06:34
Is there a maphack I can do to turn on a dynamic light (much like the power-up glow or weapon flashing) attached to the player, that gets triggered during play and lasts until triggered again or until the end of the map?
I'm mapping for Quoth btw. I know there's a torch powerup available but I'd prefer a pool of light to a spotlight, and I don't want the player to be able to turn it off himself.
Prog Hacks
#15575 posted by DeeDoubleU on 2015/11/18 11:20:30
I found your site while searching for info, Preach. Read most of the map hacks articles. I especially liked sad story of info_notnull that thought it is a real shambler 8)
Great info, even though at least half of it is too advanced for me at the moment. Another thing that makes my life harder is editor behavior.
For example, I tried to recreate activated door from Dynamic Entity Spawning and it didn't work (as I described in 2nd question). Well technically it worked, but not in a way it supposed to - activator-button opened door and activated trigger ignored me.
Today I opened my test map and same setup works as it should without me changing anything.
Few other things happened.
All entities with info_notnull and InitTrigger classnames had their position and size reset. Remember I wrote about suspicious "-64 0 0" origin? Well, now it is correct since entity crawled to the center of the world over the night.
As for what I'm trying to accomplish, I had that weird idea of trigger_push that pushes player only while he is facing specific direction. Realized that movement and view direction both use 'angle'. Got confused and tried to make something simpler.
So far I can recreate trigger_push behavior and trigger_multiple with angle, but not mixed together.
Some Combo
#15576 posted by Preach on 2015/11/19 00:07:19
I think that might be a difficult combo to create. One of the barriers is that the "movedir" field is used by both type of entities to determine the direction of travel/activation. The bigger one is that the code which decides if you are facing the correct way to activate a trigger doesn't really depend on any other properties of the entity - it's hard-coded to call multi_trigger.
So if my heart was set on it, I'd probably accept I need to just have a conventional "facing trigger" activating some kind of hacked entity which pushes the player, and can be toggled on and off. I've never seen anyone create a trigger which can be switched on and off an arbitrary number of times before, the "spawn a trigger" was a state-of-the-art trick, but only good for one shot. But now I wonder if there might be a way...
The idea would be to create a moving trigger! I think the door functions are the best bet for this. An important detail is that we get actual instant teleportation if we make set the speed high enough, which will probably save us worries about movetype. Then you have a position far outside the map for the trigger to sit idle, and a target position for it to jump to when triggered. Use the door TOGGLE spawnflag value (32) so it doesn't auto-return and it might just work.
This is just a theoretical plan right now, but if it works then it's a really huge hack idea with a wide number of applications. So when I get a chance tomorrow I'll try to see if it can be made to work.
#15577 posted by necros on 2015/11/19 01:08:27
hmm, will a trigger generate a touch if it teleports over an entity? (eg: with setorigin) i think you need force retouch?
Some Combo
#15578 posted by DeeDoubleU on 2015/11/19 10:38:02
"movedir". Yeah, that's what confused me too.
Maybe it still possible if we accept that this trick will always push and trigger using same direction?
I tried to activate different variations of pushing entity and failed. Maybe I'm doing something wrong (still a noob), but it looks like push trigger only works directly and does nothing when triggered by anything except for player.
#15579 posted by khreathor on 2015/11/19 13:44:48
It's good to take a look at QC sources to figure out why something is not working.
For example "counter trigger" won't message "Only 3 more to go..." etc. when the activator is not player...
if (activator.classname == "player" && (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
Now I'm looking for some workaround, so monster killing each other can "fire" message in counter.
|