Spirit / AguirRe
#4478 posted by JPL on 2005/11/18 04:52:13
Thanks ! I will try all the stuf this evening ;)
Blitz
#4479 posted by BlackDog on 2005/11/18 08:17:51
Select the patch, bring up the patch inspector (shift+S) and hit the rotate up/down thingy. That's for gtk1.4, but other radiant versions should behave the same.
Triggering Problems.
#4480 posted by Drew on 2005/11/18 13:15:45
I'm making a quoth map, and I've got a counter triggered by 2 "bob"s. They don't seem to trigger it, and I'm not sure why. I have the same problem at another part of the map where an Ogre is supposed to trigger a door. And he doesn't...
Anyone have any ideas as to why this is?
Doesn't Work In GTK 1.5 Latest Build BlackDog
#4481 posted by Blitz on 2005/11/18 19:01:38
[nt]
I Cant Do Shit
#4482 posted by p.d on 2005/11/18 19:13:25
i need help! every time i try to do a quake level, i get as far as 3/4 rooms or so. i have tons of unfinished shit lying around. i tried more than 100 times to put these chunks together into one fucking map, but i cant do it! im stuck.
sometimes i get all these ideas or im really inspired, but i still cant finish anything. i only got one map finished, a really small base map. and i got reviewed! hehe but man, i cant do this! :-'(
what should i do? give up? destroy and smash? like hulk? gahea?E?
Sounds Like...
#4483 posted by necros on 2005/11/18 19:18:18
you're right one track! ^_^;
seriously, i have maps that i started a year ago that are just sitting until i can get the urge to finish them.
i think, as a purely hobby mapper, that this is usually how things go.
if you're doing it for a job, well, then, you don't get that kind of luxury. :P
in fact, i'm kind of curious:
pro mappers: how much do you throw away and restart, and how often? or are time constraints so tight that you can't even afford to do that, and have to continue something that you'd rather restart?
Good Question
#4484 posted by Drew on 2005/11/18 21:42:40
Also, I wonder... what about my question. I'm feeling woeful and uncared for.
Aaaw
#4485 posted by Kell on 2005/11/18 22:31:24
I've got a counter triggered by 2 "bob"s.
I just built this setup. Twice; one in GtkR using the .def and one in WC using the .fgd
Both worked fine.
Could be the "count" value you used..?
Nope.
#4486 posted by Drew on 2005/11/19 12:08:39
Count *is* at 2.
No Lettee Passee
#4487 posted by Mike Woodham on 2005/11/19 13:39:34
What can I use as a barrier that will allow monsters through but block players
Okee Dokee
#4488 posted by Mike Woodham on 2005/11/19 13:45:37
Never mind. Opened mouth without engaging brain. Got it sorted now.
(took me longer to ask the question than find the answer)
Drew
#4489 posted by necros on 2005/11/19 15:43:08
have you checked what you are targetting with the trigger_counter? maybe the triggered entity is broke?
Too Many Static Entities
#4490 posted by Mike Woodham on 2005/11/20 03:26:39
OK, I know what the implications are but what about if I remove 'makestatic (self);' from a couple of the lighting models? I have done this on several of them and my Too Many Ents crash goes away and the map seems to run normally.
But what effect am I having on other things i.e. why do some of the lighting models have this entry anyway? e.g. large flames, small flames, wall torches etc
Well
#4491 posted by necros on 2005/11/20 09:01:18
i think one of the reasons is to reduce internet traffic when your playing net games. i think the makestatic tells the server to completly ignore that entity and never send it to any clients and let the clients handle it.
also, if you remove it, that makes that entity take up an edict. remember you have a 600 edict limit to work with, so be mindful of that. if your map is small, and only for SP, than you could probably get away with it.
OK...
#4492 posted by distrans on 2005/11/20 20:59:37
... what's the trick to pulling down a file from the old ftp.cdrom.com?
Pff
#4493 posted by . on 2005/11/20 21:16:58
It's like that site doesn't exist anymore. I've had much luck usually at some .SE site though, like sunset or sun something...
Thanks Phait...
#4494 posted by distrans on 2005/11/20 21:18:42
... there's some trick of replacing part of the url that makes the files accessible, I just can't remember what it is.
Something Like This
#4495 posted by bambuz on 2005/11/20 23:18:29
Weird
#4496 posted by Blitz on 2005/11/21 01:42:26
This might be nothing new to some of the editing veterans on the board who may have encountered this, but it caught me off guard a bit.
http://blitz.circa1984.com/curves.gif
I was messing around with some "hand made" (everything aligns on a 4 unit grid) curves, when I noticed a) the void sparklies in the 3D window b) the fact that when I zoomed all the way in on the XY view, none of the brushes actually aligned properly!
So, I dragged up the outside "circle" of it as a wall to seal it off, and copy+pasted the floor for the ceiling to test if dmap would leak if they were sealing brushes, and as I thought, it [i]didn't[/i] leak. In addition, the "sparklies" were not visible in the map.
My question is, why does D3edit render them as not joining together correctly?
Blitz
#4497 posted by JPL on 2005/11/21 01:58:32
Well, AFAK when you make a copy paste of a brush, and then rotates it, the coordinates floating part of each points sometimes are not aligned on grid anymore, and then zooming closely, you will find a "hole" at the joining faces... o_O ...
I had the same disappointing effect in QuArK, just try to force to grid each points, it would be enough to solve the issue in the editor at least...
I Don't Think So JPL
#4498 posted by Blitz on 2005/11/21 02:04:01
I did the same exact method in GTKRadiant and when zoomed into the max, everything still lines up, and it doesn't have the "sparkly" effect in the 3d window either.
So it's something with D3edit I think...
Excuse My Ignorance
#4499 posted by bambuz on 2005/11/21 03:33:32
but I guess
1) the 3d renderer just isn't so precise in that.
2) The compiler must be.
3) the engine has the benefit of using the compiled maps where these surfaces probably share coordinates/vertices (they were combined in the compile phase)
?)But somebody (aguirre?) said earlier that in q1 at least, faces are at some point stored as not vertices but as planes with a surface normal somehow and then if you have very small slope adjustments in small grid (like say, a 1001 in 1002 units slope, 44.999 deg) then it can get fucked (because it gets stored as 1001/1001, 45.000 deg), and that's why you should stick to big grids in non-perpendicular architechture.
#4500 posted by necros on 2005/11/21 10:12:15
yeah, i see that in d3edit often too. i think it has to do with the dynamic light stuff, because when it's off, the sparklies go away.
i just tend to ignore any problems until they start showing up in the game. :P
Distrans
#4501 posted by aguirRe on 2005/11/21 12:14:23
Did you get my email reply to your hull 2 leak issue? I've sent it three times now.
<- This One Is For Bambuz...
#4502 posted by distrans on 2005/11/21 17:08:37
Thanks heaps! That is exactly what I needed.
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