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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Left 4 Dead Mapping 
Since this game is fun to play and looks like it will be a lot of fun to map for, I was thinking of getting started sometime soon. Does anyone have any info about how to map for it? Since it just came out there doesn't seem to be a lot of info right now. Has anyone got the SDK to work with L4D assets yet? Anyone else thinking of making a map? 
 
Spirit

Xp SP2 P4 2.8 512 RAM

---- Vis 2.30 ---- Modified by Bengt Jardrup

File: bench_koohoo.bsp
3381 portalleafs
9565 numportals
testlevel = 4

average leafs visible: 163
max leafs visible: 424 near (2496 1024 128)
c_chains: 41037083
visdatasize: 146 kb compressed from 1396 kb

Elapsed time : 14:02
State time : 0:01 
Heh, Your Times Are Mean Compared To Mine 
I was so annoyed by searching "that file" so often that I just created http://www.quaddicted.com/tools/
Suggestions and links to more tools are very welcome.

(And now I just realised I should make the wads integrated like that too.) 
Oops 
I am still uploading tools... 
Spirit 
Nemesis' terrain generator
GenSurf
PAK Explorer
TexMex
WinPack 
Koohoo - Vistest 
---- Vis 2.30 ---- Modified by Bengt Jardrup

File: ./maps/bench_koohoo.bsp
3381 portalleafs
9565 numportals
testlevel = 4

average leafs visible: 163
max leafs visible: 424 near (2496 1024 128)
c_chains: 41037083
visdatasize: 146 kb compressed from 1396 kb

Elapsed time : 11:07
State time : 0:01


P4 3.4 Ghz - WinXp - 1024 RAM 
Bench_Koohoo Vis 
---- Vis 2.31 ---- Modified by Bengt Jardrup

File: bench_koohoo.bsp
3381 portalleafs
9565 numportals
testlevel = 4

average leafs visible: 163
max leafs visible: 424 near (2496 1024 128)
c_chains: 41037083
visdatasize: 146 kb compressed from 1396 kb

Elapsed time : 13:29
State time : 0:01


Pentium 4 3.0 Ghz HT, 2.5 Gigs of RAM, Windows Vista Home Premium. 
Trains 
Hey, I've pretty much never used trains. Or at least, very little, and not for a long time. I want to have a train start at a point, then, when triggered by a trigger_multiple, go on a path, and then return to its original point until triggered once more. How should I set that up? I'm sure it's simple enough but it doesn't seem to work as planned. 
Bench_koohoo - Vis Test 
---- Vis 2.31 ---- Modified by Bengt Jardrup

File: bench_koohoo.bsp
3381 portalleafs
9565 numportals
testlevel = 4

average leafs visible: 163
max leafs visible: 424 near (2496 1024 128)
c_chains: 41037083
visdatasize: 146 kb compressed from 1396 kb

Elapsed time : 14:57
State time : 0:01

P4 2.4, 768mb ram, xp sp2 
JPL 
Cheers!
Can't find or download GenSurf and WinPack. Do you have working links? GenSurf is hosted at stupid atomicgamer and the links are dead. 
Spirit 
I will send you the files through email: both do not need installers ;)
If I remeber well, WinPack allow to dive into Packs, but not to create them (not like PakExplorer...).. and GenSurf is weird to use.. I never used it for my maps, just for tests, and I personnaly prefer Nemesis' tool... 
Drew 
Such a setup is not actually possible in standard quake, at least not allowing the sequence to be retriggered an indefinite number of times. You would have to use a custom mod like hipnotic or custents or quoth to do so. 
Train Line 
On a related note, I've got a question about func_rotate_train from the hipnotic source code....yeah, that monster.

Normally to make a func_rotate_train rotate to a specific angle on arrival at a point, you would set the second spawnflag on the destination path_rotate, and then set "angles" on that entity to the desired angle.
However, suppose you want the func_rotate_train to "rotate in place", that is reach a path_rotate, then rotate without also moving anywhere, before moving to another waypoint once the rotation completes.

You hit a problem: to do this you have to put the second waypoint(the one containing the rotation instruction) in the same location as first one. The result of this (which I can understand after reading the code) is that the train doesn't stay still to complete the rotation, it in fact completes the rotation as it travels to the third waypoint.

So my question: is there another way of setting up the path_rotates to facilitate this kind of motion(func_train_rotating a fixed arc at a waypoint without moving otherwise)? Or is it an oversight in the code which deserves fixing? A few "Preach, I have no bleeding idea" replies would assure me it's the latter. Alternatively, convince me that even if there is another way of doing it, the fact that the setup I describe does not work is a bug to be fixed. 
 
---- Vis 2.31 ---- Modified by Bengt Jardrup

File: bench_koohoo.bsp
3381 portalleafs
9565 numportals
testlevel = 4

average leafs visible: 163
max leafs visible: 424 near (2496 1024 128)
c_chains: 41037083
visdatasize: 146 kb compressed from 1396 kb

Elapsed time : 7:29

AMD X2 6000+
2BG ram @667Mhz 5-5-5-21 cr2 XD )
Vista32

So whos got the longest penis 
Ubuntu 8.10 Is 1 Second Slower 
Elapsed time : 7:30 
 
sorry

Vista32:
7:29

Ubuntu+wine is
7:30

gbs port is
7:38

unexpected result 
Func_rotate 
I've been working with the path_rotate from custents and experienced the same odd behaviour.
I have a "doombird" which is linked to a rotate_object.
Then there are 24 cubes that act as func_movewall ( one doesn't work as it needs corners to know how to turn.)
An info_rotate to trigger and a func_rotate_train to inform.

All goes well, but as a mentioned earlier, there's always one point that the finc_rotate will counter act anti clockwise. I asked what it could be and then it worked with the 375 degrees function. But I couldn't override that nasty counterpart. So I didn't ask further for the donkey I am.

I had a startpoint on the same place as the endpoint.
func_rotate acts with and without angle.
With angle it turns the func_rotate and without it leads to the next angle.
Still by putting in a func_rotate between the end and the start without angle (or with) couldn�t make the func_rotate correct its position.

I have much ideas but I can't put humpty dumpty back again.
Maybe I should use the hipnotic one. 
Oh... Okay 
How could that scenario be set up in Quoth?
thanks again. 
So Whos Got The Longest Penis 
I guess John Holmes? :)))) 
Nay, Probably This Dude 
Wait For It... 
Give the path_corner you want it to stop at a wait value of -1 (unlike most entities of this kind, not all negative numbers will suffice, -1 is the only value which will work). Then retrigger the func_train with it's original targetname. 
MadFox 
Ok, I'm a little further along with my func_rotate_train testmap, for now I'm just slightly separating the waypoints in space so the bug I described is not an issue. I've run into the problem you describe, that things rotate the "long way round".

Now, I don't think that this is a bug as such. The entity should not be required to take the shortest rotation, because sometimes the long way might be the desirable path, and there's no need to require multiple path_rotates for that. What you need to do is add/subtract 360 degrees to the offending target angle.

As an example, you might have three path_corners with angles:
'90 0 0'
'180 0 0'
'270 0 0'
and you want to make the fourth
'0 0 0' to get it facing the way it began. But if you do that then it will turn the long way round. So then you try
'360 0 0'
and it works.

Until you try to make it a loop, rather than a single motion. Then you run into the same problem between the '360 0 0' and the '90 0 0' path_corner. This is a bit more of a problem, but I have devised a way to make it work...

download http://www.btinternet.com/~chapterhonour/hiprot1.map

The essential trick of the map is that from rampath4-rampath6 the rotation is not controlled by the "angles" key, but instead by the "rotate" key, which sets a rotation rate. It does this at the corner where usually the rotation would reach the 360 degree mark. The "rotate" key handles this point more elegantly than the "angles" method does.

Spawnflag 32 is used so that "speed" specifies a 0.1 second travetime rather than 0.1 unit speed travel. This is combined with setting rotate to '0 200 0', to ensure 20 degrees are rotated on each of those segments, enough to put the rotation back into the positive quadrant. If you look closely this actually constitutes a speed-up on that corner, further tweaking of the values could control that. 
Func_rotate 
thanks for your reply, Preach!
I've been working on the custents and it seems there's a way to get rid of this strange counter clock effekt.
For sofar the doombird turns wrong the first time, everthen it just goes right?!

I'm not familiar with this strange outcome, but it seems a practical way of going.

http://members.home.nl/gimli/dmbird.7z

Drew - take a look at the map, it might be the first part you're looking for. (without the re-ignition of the button) 
Spy 
my maptester had such a long startpoint betatesting it overgrew its "whatever" length... 
MadFox 
sorry, i will... 
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