High Framerate Animated Textures
#343 posted by Preach on 2016/02/11 00:54:51
Has it really been more than 3 months since the last hack? Well, good things come to those who wait.
https://tomeofpreach.wordpress.com/2016/02/10/high-fps-texture-animations/
Today's hack offers a trick to upgrade the 5 fps animated textures into 10 fps animated textures instead. This should benefit maps with waterfalls and lava flows a great deal...
Notnull Hack?
Im not sure I know this one, can someone explain it or point to a resource that explains it?
A Primer On Info_notnull
#345 posted by Preach on 2016/02/11 01:09:11
My intro to map hacks post uses info_notnull and mentions why we like it so much
https://tomeofpreach.wordpress.com/2012/11/18/triggered-explosions/
Awesome Preach!
#346 posted by mjb on 2016/02/11 18:20:07
Thanks for posting this Preach! It will be interesting to look into at some point. Your waterfalls are already at a pretty high fps so I take it this wouldn't' do much/anything for them correct?
Whoa!!
#347 posted by Qmaster on 2016/02/11 19:00:35
abutton1, bbutton1, cbutton1....mind blown!
Whoa! func_wall.use changes texture...mind blown again!
Double wammy there Preach.
Don't Go Chasing Waterfalls
#348 posted by Preach on 2016/02/11 19:42:10
Thanks for posting this Preach! It will be interesting to look into at some point. Your waterfalls are already at a pretty high fps so I take it this wouldn't' do much/anything for them correct?
This trick is really for animations on BSP object, things made out of brushes. My waterfalls are in .mdl format so they aren't applicable to this trick. However, I think this will be great for making waterfalls in places where my model can't be used, e.g. in vanilla maps or spots where the waterfall has to be made to fit.
I'll Stick To The Mdls I'm Used To.
#349 posted by mjb on 2016/02/11 20:07:34
Ah okay I was figuring that was the case. Always excited to get a new map hack from you. I already have numerous ones from the past implemented in my current project!
That's Deviously Clever
#350 posted by ijed on 2016/02/11 20:30:02
Nice one!
Could Make It Even Higher Framerate
#351 posted by Skiffy on 2016/02/12 03:26:18
In theory you could go higher framerate and double it again for the framerate hack. just need to add another 2 layers of meshes switching at .25 and .75 seconds delay. I think I will have to give this a go at one point as well :)
Monster Only Teleports
#352 posted by Qmaster on 2016/02/12 18:52:24
Neat trick I found. If you place a trigger push with a velocity of 100 right in front of a teleport the player won't be able to use it (if its angles are right, you could always suck the player in for a neat trap!). If you then place a trigger_monsterjump a hair bit in front of it and give it the same forward velocity of 100 but an up velocity of only 1, it will negate the push and let the monster teleport. You could reinforce the concept by putting a func_illusionary in front of it with a unique teleport texture. If you want to make the teleport useable later such as after a fight, you can killtarget the trigger_push and the func_illusionary.
Teleporters
Sort of a neat trick as opposed to TE_TELEPORT effect at either side of the ent being teleported is if your engine has a .alpha field you could "fade" him out while non solid, hijack his think to be the fade function until hes perfectly transparent, then transport him, and fade him in using the same function in reverse. If done with the right timing it could look pretty good, and you could throw in a EF_BRIGHTFIELD at the end for maybe the last few frames while transporting, and the first few while "rematerializing"....
If the engine has EF_ADDITIVE for blending, I think it looks even better.
Invisible Teleport Randomizer
#354 posted by Qmaster on 2016/02/13 05:02:50
info_notnull
targetname movingteleportdest1
target path1wp1
speed 200
avelocity "100 200 300"
solid | 0
movetype | 7
use train_use
nextthink 0.2
think func_train_find
Borrows code from the misc_teleporttrain to create a moving teleport destination that is invisible. Use in combination with a monster teleport box whose targetname is movingteleportdest1. Give a nice path above an area to drop in monster in a randomized locations. Put multiple monsters in the same long teleport box with only one teleport and you can cut down on trigger_teleport requirements, and add randomization.
Oh And...
#355 posted by Qmaster on 2016/02/13 05:05:46
make sure something targets it or else it won't move.
As an extension of this idea, you could have a teleport that changes destination by having it target this entity and giving the 2nd path_corner a wait of -1.
#356 posted by necros on 2016/02/13 15:24:59
You can teleport to monsters, even dead ones. :)
And Items
#357 posted by Qmaster on 2016/02/13 18:38:38
Fiends Hatching From Grunts
#358 posted by ijed on 2016/02/16 13:50:15
So you give a grunt 'effects 8' and when he dies, he trigger spawns a fiend into his own location.
#359 posted by Skiffy on 2016/02/16 14:18:06
Too bad you cant gib corpses this way... have a grunt spawn a zombie or fiend in a spray of gore!
You Could
#360 posted by ijed on 2016/02/16 16:20:46
Spawn a zombie, then after 0.05 seconds spawn a fiend at the zombie's position.
Best way would just be to use qc though so as not to inflate the monster count.
#361 posted by necros on 2016/02/16 17:02:50
Would be unwise to spawn large monster from small monster due to bbox Size difference.
Hm
#362 posted by ijed on 2016/02/16 20:05:24
Yeah, qc would be good again to check for !walkmove.
Public Polling
#363 posted by Preach on 2016/02/17 00:41:25
So, which hack should I write up next:
a) A trigger which randomly selects between triggering "event_a" and "event_b"
or
b) A trigger_counter which can be reset and used over and over again.
I mean, eventually I'll get round to both, but which one should I do first?
Preach
#364 posted by mfx on 2016/02/17 00:48:28
a, though b sounds more interesting.
Actually
#365 posted by anonymous user on 2016/02/17 00:51:29
i can do a) myself already VERY hacky, i'm most interested in hearing your solution.
A Is Just A Logic Gate Shooter With A Func_train Oscillating Rapidly
#366 posted by Qmaster on 2016/02/17 01:01:17
Do b)
You'd Think That
#367 posted by anonymous user on 2016/02/17 01:05:59
but im sure there is a much more clever solution to it.
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