But That's An And Gate
#15726 posted by SleepwalkR on 2016/01/05 14:20:19
He wants an or gate.
Yep, Need OR Gate
#15727 posted by Catalyst on 2016/01/05 15:40:42
Yep, two doors will work as an AND gate. I need OR. But will definitely try to experiment with the spikes tonight.
Can Use 1 Door
#15728 posted by Catalyst on 2016/01/05 15:42:33
Maybe I could set the triggers to open just one door? That should work as an OR gate
I believe preach had a map hack for this which removes any delay in the triggers
You Could Do The Same Spike Trap Setup As An OR Gate
You need two spike traps firing at the trigger, and two doors. Just offset them at different angles so it works.
A NOT gate would be trickier but doable as well. Have a door block the path of the nails when triggered by the undesirable trigger.
OR Gate
#15731 posted by Cocerello on 2016/01/05 19:07:30
Your idea is almost there, Shamblernaut: For that to work completely you have to do it so each door blocks the other door's path of the spikes, so it doesn't work as AND too and only as OR.
So you end up with:
Rest: 1 trigg 2nd trigg. both trigg.
� � � � � � � �
� - � - - � - �
- � - - � -
� �
T T T T T T T T
Forgot To Preview It
#15732 posted by Cocerello on 2016/01/05 19:28:09
I repeat it:
Rest pos.....first trigg...2nd trigg...both trigg.
������������������������������'�������
��-����''�������-���'���-������'''���-��
-������'�������-���'���-������''�����-
t�t����''�����t�t���''���t�t����''���t�t
I am hating the fact that kerning is only applied to the posted post and not when writing. Took me a while to make the columns to stay aligned.
Detail Brushes Considered Harmful Lol
#15733 posted by Lunaran on 2016/01/05 20:56:21
http://lunaran.com/files/visdetailtest.zip
(see celephais.net/board/view_thread.php?id=61207&start=184 )
Thanks Lun
#15734 posted by Kinn on 2016/01/05 21:24:02
R.I.P. vis in natural cave type maps I guess.
Logic Gates
#15735 posted by Preach on 2016/01/05 21:25:30
Here's the pair of articles on how to do "instant activation" logic gates:
https://tomeofpreach.wordpress.com/2013/05/13/new-logic-gate-design/
https://tomeofpreach.wordpress.com/2013/05/15/new-logic-gates-part-two/
There's some bonus content added today in the latter post: I've added the template .map files for the gates, only 32 months late!
Lun, Kinn
#15736 posted by necros on 2016/01/05 21:49:35
This is only if the detail brush seals the world face away. If the detail brushes are simply floating inside a world cube, this should still block vis?
Vis would see past the detail but stop once it reaches the box behind it?
#15737 posted by JneeraZ on 2016/01/05 22:01:38
If it's not cutting into the structural brushes, it shouldn't be any problem at all. It's only when a detail brush completely covers and eliminates a structural poly that you run into trouble.
#15738 posted by Lunaran on 2016/01/05 22:27:01
Yeah. And that fudgy sliver space can be skip textured so you don't waste triangles and lightmap space (if that's a concern to you).
Still seems like a counterintuitive workflow, though, having to leave a gap where a gap would be totally the wrong thing to do in all other cases.
For big cave walls and such I'd prefer to have a vis table that properly treats giant func_walls as spanning multiple leaves, so there's no danger of them flickering or vanishing from the wrong vantage points.
Cocerello
#15739 posted by SleepwalkR on 2016/01/05 23:26:42
From your description, what you're proposing is an xor gate (either, or, but not both). I think the original question mentioned that the trigger should also be activated when both conditions are satisfied.
Lun
#15740 posted by ericw on 2016/01/06 00:16:10
thanks, that is great. Which tools did you use? I think tyrutils-ericw, original tyrutils, and rebb's txqbsp all have the same behaviour for detail.
For big cave walls and such I'd prefer to have a vis table that properly treats giant func_walls as spanning multiple leaves, so there's no danger of them flickering or vanishing from the wrong vantage points.
Yeah, that's purely up to the engine, since the table of leafs an entity is spanning is calculated and updated at runtime, in the server.
The original (problematic) behaviour was, if an entity spans more than 16 leafs, only the first 16 of those are used to compute visibility. I think most engines nowadays extend that table size and/or handle exceeding the table size by making the entity always visible (QS does this), but it is something to keep in mind.
#15741 posted by - on 2016/01/06 00:25:46
I recommend some folks check out jam6_scampie or ad_necrokeep with "r_showtris 1" and "notarget"... the way vis seems broken in this map is that certain brush entities (func_wall and func_illusionary and some func_doors) are visible at all times throughout the map. I suspect it's detail brushes which are the culprit, but I'm not exactly sure how!
Nono Scampo
#15742 posted by mfy on 2016/01/06 00:43:21
those bmodels just stretch over 16 leafs, and therefore get drawn all the time.
Scampie
#15743 posted by ericw on 2016/01/06 00:50:17
I just looked at ad_necrokeep, I see what you mean in Quakespasm - that's a side effect of the flickering prevention fix.
If you load the map in fitz085 with r_showtris, those entities won't show up when you're not in their PVS, but they are probably in > 16 leafs so there is a chance they will flicker in fitz.
So - the map itself is probably fine.
#15744 posted by - on 2016/01/06 01:03:29
oh. ok yay :D
Ericw
#15745 posted by Lunaran on 2016/01/06 03:37:21
txqbsp_xt.exe 1.13.
I detail-brushed ad_necrokeep pretty aggressively (all the slanted brushes in every archway, lots of stairs ... the entire central spiral stairway and tower is one giant func_detail) without knowing about this limitation. I didn't do any of the cave walls, solely because I'd already gotten vis times low enough to make me happy. Good thing I stopped there, I guess.
SleepwalkR
#15746 posted by Cocerello on 2016/01/06 08:27:22
Yeah, i confused OR with XOR.
Can't Understand Cocerello's Table
#15747 posted by Catalyst on 2016/01/06 08:44:43
Cocerello, I don't understand what your table is showing. Is it some kind of input-output state for the gate? Can you explain it to me? Thx!
Catalyst
#15748 posted by Cocerello on 2016/01/06 08:52:09
OK
The ''-'' are the doors, the ''�'' are the spikes flying downwards to the triggers, which are the ''t''. Ignore the rest of symbols, are just fillers to make the columns align.
There is two columns because there is two spike-shooters and two triggers.
Tried The Spikes, Door Won't Stay Open
#15749 posted by Catalyst on 2016/01/07 22:55:12
I've finally set up a test with spikes shooting a button. When the spikes keep shooting the button the door triggered by the button (let's call it the main door) keeps opening and closing like if the button was toggling it. In its parameters the toggle flag is off.
Does It Need To Be Closed Again?
#15750 posted by anonymous user on 2016/01/08 00:03:18
then the toggle flag and triggering how often you want it is the way to go i'd say.
If not set wait to -1 on the door and remove flag 4.
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