Good Idea
#803 posted by Wazat on 2003/12/04 14:29:46
The player can jump, or you can make a player-only teleporter to bridge a gap.
You can also use the fake q1 ladders, since monsters most definitely cannot use those.
Also, you can make a trigger (will only respond to players) that triggers a door or barrier to open or move, which then rapidly closes behind him.
But if you want a barrier that monster bullets and attacks cannot penetrate, then you'll need code for sure... maybe. People always have suprising tricks for these things. :)
Right
#804 posted by R.P.G. on 2003/12/04 16:04:41
You could just add a gap under the doorway with lava at the bottom, so the player has to jump to get over it.
Or make that gap 48 unit wide, and put a clip brush on top. (You could also put func_illusionary bars over it so it looks solid.) The player can walk over it, but the monsters can't.
Cool
#805 posted by Wazat on 2003/12/04 16:10:26
Good to know. I had always assumed monsters could walk on clip, but this makes sense since tracelines go right through them.
Thanks, RPG.
Sky Textures
#806 posted by Mike Woodham on 2003/12/04 17:00:08
Is there, or could there be, a sky texture without a 'horizon'? Anyone know?
Well
#807 posted by PuLSaR on 2003/12/04 17:13:49
thanks for you feedback, but my situation is a bit different, i.e. I need monster clip to protect trigger_mosterjump that I placed for one special monster that should fall on it from above
but I think making a gap around it will help me
/me goes to check it
Well
#808 posted by czg on 2003/12/04 17:35:48
If the problem is that there's monsters running into the monsterjump after it's been used, you can kill it with killtargets you know...
Or..
#809 posted by glassman on 2003/12/05 01:45:14
you could make a func_wall that covers the monsterjump for the earlier ones & then kill the func_wall to reveal it. If both are pretty thin it might hardly be noticeable.
Or The Floor Is A Func_door...
#810 posted by Wazat on 2003/12/05 11:15:27
...that moves down a few units to expose the trigger.
Oh
#811 posted by PuLSaR on 2003/12/05 17:06:48
thanks a lot for feedback, I think now I'm able to make it work as I want
Warning 12
#812 posted by Zwiffle on 2003/12/06 11:36:12
Warning 12: New portal was clipped away in CutNodePortals_r. Does this mean I have like a lava or water brush that goes past a brush to the outside, like I think it does or does it mean something else? How can I fix this problem? I used DuBSP and WorldCraft to compule this map.
No, You're Probably
#813 posted by aguirRe on 2003/12/06 12:18:38
thinking of the "Mixed face contents ..." warning/error. The warning you mention usually doesn't cause any problem and I've actually never seen a good explanation of it.
Also, having lava/water/whatnot sticking out into the void doesn't matter at all; it's removed (filled) by the compiler if the map is properly sealed (no leaks).
Zwiffle
New portal was clipped away errors can occur where there's overly complex brushwork in a place; it's like the compiler says, "I give up" and chucks the whole thing.
I had that with a couple of tunnels in FC1M2 - so bad were they, I couldn't vis the damn thing. I had to rip out the offending walls and redo them with simpler brushwork.
Oh Ok That Makes Sense
#815 posted by Zwiffle on 2003/12/06 21:45:34
Thx I know why I get that problem now. I made a room with like 5 cylinders, 16 sided each with all sorts of decorative carvings in them, something like a few hundred brushes in one scene from the carving alone. Thx for the help!
Zwiffle
#816 posted by leviathan on 2003/12/06 22:57:32
Carving is evil, and will lead to many erros in your map. When splitting up brushes, always use the clipping tool.
New Portal Was Clipped Away In CutNodePortals_r
#817 posted by Mike Woodham on 2003/12/07 02:34:13
Interuptable Vis Program
#818 posted by Scragbait on 2003/12/08 18:53:03
I believe that on one thread there was a discussion about a Q1 vis program that you could stop and restart, saving intermediate results. I need such a program to process a map that is taking a very long time to vis.
That Would Be Very Nice...
#819 posted by Wazat on 2003/12/08 19:28:49
I wonder if it's real, or in mid-development/planning...
I Think It Was Just Some Programmer's Dream.
#820 posted by metlslime on 2003/12/08 20:43:47
like maybe tyrann or aquire.
No It Actually Existed
#821 posted by xen on 2003/12/08 22:20:04
I think Aguire was giving them out to people in the last coagula contest; copies of a vis program that would save progress in the event of accidental shut down (like a powercut, crash or whatnot).. enabling resume next time the program ran.
Interuptable Vis
#822 posted by pushplay on 2003/12/08 22:22:13
Couldn't you just nice/prioritize it down the point of it being virtually paused? You'd have to leave your computer on, but that's usually not an issue.
Hm
#823 posted by xen on 2003/12/08 22:26:12
You'd have to leave your computer on, but that's usually not an issue.
Why else would you want to stop & resume it? :S
That Vis Thingie
#824 posted by Zwiffle on 2003/12/08 22:55:51
I believe Bengt Jardrup's latest vis update has a safe feature which will start at the last save point if you stop in the middle. I'm not sure though, I thought I saw that on the vis update text on his webpage.
Xen
#825 posted by Scragbait on 2003/12/08 23:29:31
I can't wait that long.
Windoze ME
#826 posted by Scragbait on 2003/12/08 23:34:29
...or my internet access manager has memory leaks. I run a clean PC with no background tasks but that still isn't enough on top of 3/4gig of RAM. I have to restart way too much. My map needs days to vis.
Yea, I know a Q1 map shouldn't need so long to vis but I'd like to try the sledgehammer first. I'm tired of this map and want to move on
Restart Of Vis
#827 posted by Hrimfaxi on 2003/12/08 23:52:40
Yes aguirRe made his vis autosave some time ago.
It will restart from the last savepoint if the vis is stopped. A really usefull thing if you have to break operation in the middle of a long vis.
Get it here: http://user.tninet.se/~xir870k/
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