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Question:
#157 posted by metlslime on 2003/04/17 14:35:45
since qbsp doesn`t know what a func_group is, it will create an actual entity which the game will claim has no spawn function. Does anybody`s map converter push func_group brushes into the worldspawn?
Metlslime
Yes, SleepwalkR's does resolve func_groups, you just have to put '-groups' as a command line parameter. Go download it and read the included readme.txt for further information.
http://rem.fov120.com/?show=projects&action=display_project&id=12
#159 posted by Vodka on 2003/04/17 21:19:17
or u can bother manually ungrouping all the stuff once map is done :/
Hmmm........I Feel Like A Lepper With 2 Left Feet.........
#160 posted by Abyss on 2003/04/17 22:16:27
anyway, since there is discussion on how to remove/revert the func_group back to worldspawn etc, I think it is reasonable to assume you also know how to get func_group to work in the first place, anyone care to enlighten me?
anyone?
anyone?
anyone?
:(
Nevermind, I Have It......
#161 posted by Abyss on 2003/04/17 22:45:07
:)
You Do..?
#162 posted by Kell on 2003/04/17 22:52:30
care to share?
No !!
#163 posted by Abyss on 2003/04/17 23:01:43
:)
Only Kidding,
#164 posted by Abyss on 2003/04/17 23:43:37
Now, this is how I got it to work, there is most likely a better way to do parts of it, especially selecting the group after it has been made, but at this time I do not know it.
First you got to copy the "funk_group" section from your Quake3 "entities.def" file which gets installed with GTK, just paste that into your quake.def file. (This, as I mentioned above, is what I thought I had read.) Then when you are in GTK, you just select the brushes you wish to group together, then either right click and select funk/func_group, or, hit the N key and bring up the entities dodad, select func_group from the list, double click it.
Then to select it, hit the L key to bring up the entities list, expand func_group, select it, click select, and it will be selected for you to work with. (If you have multiple func_groups, you could give each a name or something to identify them, I just put "name" in the key feild and then call it whatever the "value" feild, Then you can identify them individually in the entities list (L key) window). I do not know why I can not just select the group by selecting 1 brush, but I do not seem to be able to do it that way
When you want to change it back you just select one of the brushes in the group/or the group itself, right click, select "ungroup entity" and the brushes will be changed back to worldspawn. Or you could use the java version of sleepwalkers map converter and do it as mentioned above. I use the old non java mapcon which does not have the -groups switch.
It is a lot quicker than it sounds, and besides that, it is the only way that I know, so until I find a better way, it will do for me.
Abyss
#165 posted by Kell on 2003/04/18 09:41:23
Thanks, much appreciated.
Tyrlite Optimisation
#166 posted by Vodka on 2003/04/18 23:50:39
is there any way to get faster compile with tyrlite ? takes way too long already (no -extra and only ~50% of the light are there)
I`m on slow pc ;/
Tyrlite
Besides getting a faster PC and or having less lights or faces in your map I don't think there's a way... ;)
Well, if it takes that long you can always ask someone in #tf to compile it for you I guess, there are some people with quite fast machines, aren't there?
Beta Testing...
#168 posted by necros on 2003/04/21 12:51:22
ok, i need some dudes to beta test nesp09...
you`ll need a custom engine on this one, any one that has the edict limit bumped will do (PanQuake, TomazQuake). The engines that I know that don`t have bumped edicts are: FitzQuake and MHglquake.
i suggest the use of Panquake -- practically identical to the original glquake (just make sure pan is disabled).
if you need any help getting these, just ask.
so if your interested, email me:
necros -at- planetquake -dot- com
nb: serious people only please...
Visible Func_spawns
#169 posted by aguirRe on 2003/04/22 16:24:48
Does anyone know why the upper part (there are two parts) of a Q1 custents func_spawn entity is visible before it is triggered ? It is then non-solid but otherwise works as expected when triggered (i.e. becomes fully visible and solid).
I Think
#170 posted by necros on 2003/04/22 18:11:08
it`s because the model is getting set, but the falltofloor part hasn`t been executed at this time.
not sure though, i`d have to check, but i know what you mean.
incidentally, is there any particular reason why sometimes when a post gets eaten, you can go back and it`s still there? (like now) but other times, the post is no longer in the box?
I Thunk
#171 posted by Kell on 2003/04/22 18:16:04
incidentally, is there any particular reason why sometimes when a post gets eaten, you can go back and it`s still there? (like now) but other times, the post is no longer in the box?
We Fremen have a saying: metl created Func_Msgboard to test the faithful. One cannot go against the word of metl.
Ha...
#172 posted by distrans on 2003/04/22 20:36:28
Tell me of your home world asshole.
Kell
lol.
Kell
We Fremen have a saying: metl created Func_Msgboard to test the faithful. One cannot go against the word of metl.
Right Kell, but also have to remmeber the prophecy:
One will come, the voice from the coders world, bringing the holy bugfix, an addslashes() function, which will cleanse the bugginess and bring us out of darkness.
Right Kell...
...but YOU also have to REMEMBER the prophecy...
Ahhh, they're all over! Someone make the typos go away! Release me from this pain!
Necros
#176 posted by aguirRe on 2003/04/23 16:21:45
Thanks for trying to help, although I still cannot figure out what is going on. I tried to follow your droptofloor (which I assumed you meant) lead, but there are too many things happening in the qc code for me to get the actual sequence of events.
What I do not get is why this particular two-part model does not work when a one part model like the soldier works fine. It is probably some error in the original qc code that has never been looked into and I am too inexperienced to locate the cause.
If you (or anyone else) figure out the cause of (and hopefully the cure for) this error, I would appreciate the information.
Wait A Minute...
#177 posted by necros on 2003/04/23 17:47:50
what are you talking about? :)
i`m not sure what you mean by `two part model`. what makes a soldier.mdl a `one-part` model?
#178 posted by necros on 2003/04/23 17:56:09
Also:
#179 posted by necros on 2003/04/23 17:56:15
a quick way around which requires more work on the mapper`s part is simply to place the spawning entity at the proper height above the ground. the spawn function simply uses the func_spawn`s origin as the spawned ent`s origin, therefore, if you set the proper height, the entity won`t be dropped to the floor at first, but it will appear to be, which is just as good.
This Particular Entity
#180 posted by aguirRe on 2003/04/24 12:16:10
consists of two parts; the upper body and the lower body, each in a separate mdl (servobod and servoleg) file. There is also a separate model for the dead entity (servodie) and finally a head model (h_servo) when gibbed (I am not sure if that is actually possible since the entity is a robot).
Before the func_spawn is triggered, the upper body is visible but non-solid and when triggered, the lower body also gets visible and then it is active and solid.
When dead, the two parts are separated and fall to the ground as expected and gets non-solid again.
I have tried moving the func_spawn entity up and down but it does not seem to help. Another func_spawn just next to this one spawns a soldier and that works exactly as expected.
I Think...
#181 posted by necros on 2003/04/24 16:55:35
it seems to be more a problem in the servo thing`s code... probably the self.nextthink is set too long, maybe one second, so that could be why it`s taking a little while for the top part to get rearranged with the bottom part. i`d look there, if i were you, around the spawning function of the entity. (not the func_spawn)
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