#15630 posted by lpowell on 2015/12/10 22:43:00
Thanks Daz. There are in the original text file, not sure why they weren't copied over. Here's a link:
https://www.dropbox.com/s/g084c06f6di9yt1/compile.bat?dl=0
(hi, btw! Love you maps and Youtube channel!)
#15631 posted by ericw on 2015/12/10 22:46:43
The bat file is looking for tyrutils in a directory called "-mapping", I'm assuming the hyphen there is a typo?
#15632 posted by lpowell on 2015/12/10 23:03:49
Ah yes, I fixed it and it worked! Silly mistake on my part--been trying to compile some test maps for a couple days now, all of which didn't work due to some things I ended up figuring out--but in the process I moved/renamed some folders and didn't fix all the settings in the GUI. Now I can see my efforts in all their janky glory.
Thanks ericw!
#15633 posted by adib on 2015/12/11 02:37:21
Well, now I wanna play your maps.
#15634 posted by adib on 2015/12/11 02:37:22
Well, now I wanna play your maps.
Monster Clip?
#15635 posted by DeeDoubleU on 2015/12/12 20:09:28
Noobish question, but how can I make one?
I can create func_wall covered with skip texture and owner:1, but that would block everything (except player), not only monsters.
I tried to duplicate random texture in wad and rename it with few variations of "monster_clip", "clip_monster". That didn't work.
I don't know how to put this to you DW. There's no easy way to say it.... so, I'll just say it.
I'm afraid you can't.
#15637 posted by Lunaran on 2015/12/12 20:36:35
Monsters don't cross holes in the floor. It's usually a bug that needs to be fixed by the mapper by covering it with skipwalls or some other hack, but if you're willing to put in some stylish vents where you want to stop monsters they'll refuse to path over it, which is nearly the same thing.
#15638 posted by metlslime on 2015/12/12 20:39:36
That Might Just Work
#15639 posted by DeeDoubleU on 2015/12/12 20:46:49
Thank you.
I assume everything deeper than stepheight would be enough, correct?
That linked image confuses me a little. Wouldn't monsters try to cross using that thin bridges?
Maybe there is minimum floor size they can use for navigation?
Infinity Walls / BSPs
#15640 posted by Sjonsson on 2015/12/12 21:23:09
Hey guys!
I just started using Trenchbroom and I'm having some problems when I'm cooking/baking the map. Just for testing I created this one room with just an enemy some lighting and pickups as well as a player spawn. It cookes/bakes well and when I load it in-game the bsps seem to be invisible, so I can look out in the infinity. Yet I can still see the enemy and the pickups.
Anyone know how to solve this?
Cheers,
/ Stefan
^
#15641 posted by Blitz on 2015/12/13 00:49:04
1) post a link to the .map because it could be a number of things
2) you don't need to sign your posts
DWU
#15642 posted by ijed on 2015/12/13 01:39:29
It's to do with navigation - they won't cross a gap they think they can't.
In order to make it invisible to the player you can put a func_illusionary in the gap.
One You 2 Many
#15643 posted by ijed on 2015/12/13 01:40:33
#15644 posted by metlslime on 2015/12/13 02:05:54
That linked image confuses me a little. Wouldn't monsters try to cross using that thin bridges?
Maybe there is minimum floor size they can use for navigation?
The way monsters navigate is mostly by blindly moving towards their enemy, turning randomly whenever they hit a wall or cliff. So technically they could cross those narrow beams but it's very unlikely . So if you want 100% impassible you probably need an unbroken gap with a func illusionary to fill in if desired.
Monster Clip
#15647 posted by Preach on 2015/12/13 11:19:20
Bonus Hack
#15648 posted by Preach on 2015/12/13 11:21:21
If you don't care that it won't work in COOP mode, you can hack monster clip by making a func_wall with clip brushes as described in the blog post above. Then add to that func_wall the key
"owner" "1"
#15649 posted by necros on 2015/12/13 15:36:29
I don't think monsters could path over those thin beams as the monster would be considered partially in the air due to some corners of its bbox being off the floor. AI won't willingly move to this state.
#15650 posted by metlslime on 2015/12/13 22:06:03
Ah, so it tests all 4 corners for ground contact? Then I agree
4096+
#15651 posted by DeeDoubleU on 2015/12/17 23:06:23
My current map exceeds safe limit and I have HOM effect starting at 4096 (only size warnings in log, no leaks).
In this case I'll move few rooms to fit, but was wondering is it possible at all to make a map which is larger than 4096?
Why editor shows grid up to 65536 if I can't use it?
#15652 posted by ericw on 2015/12/17 23:20:20
It's a network protocol limit. You can make maps larger than +-4096 but they will only work in engines with a protocol that supports it, like darkplaces.
Why Are Leaks So EVIL
#15653 posted by madfox on 2015/12/18 00:10:37
It might be explained a thousands times, but every time it breaks me up.
Why does a map start leaking while there is no common explain for it?
A kinky brush, a wrecked up detail, an unusual corner.
All I see is a red line that leads me to a *.prt file making me guess there will be a bad brush.
When I deteckt the bad brush and delete it another one shrimps up like a balloon pressure.
I can block them off with a cube and precise the dilemma, but I just don't understand the meaning of it.
Give me a looking box and I can tell when there's no hole to look in but.., aargh!
#15654 posted by JneeraZ on 2015/12/18 00:17:28
Because math.
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