Modeling
#8528 posted by madfox on 2009/05/15 09:21:22
As there's still not a modeling help toppic, a bit underestimated job I suppose, I'm caught with the next error.
Made a model, fixed the base skin frame, and after texturing the model starts mirroring the back and forsight.
The only thing I can do is deleting the triangle, and merge the vertices back again in the hope they'll return back in order.
Sometimes this works, sometimes not. But as I started the same model from start, I end up with a large collektion dummies with all kind of failure. And as long as I have no correkt base frame for texturing the rest of modeling is useless.
What do I do with triangles coming back up, but are divided in a lot of thin texture lines? Does QMLE scale the triangle so small the original text grid is lost, or am I looking at the inside if the triangle?
Or what to do when the model keeps mirroring the skinfile?
Door To Teleporter
#8529 posted by negke on 2009/05/17 12:08:41
In order to save some more edicts, I changed a monster teleporter room from individual teleport ents to a monster-drop setup. Ran into trouble, wasted hours, changed stuff around and eventually managed to get it into a semi-working state.
Anyway, just to get an idea what the problem was: the original setup had the monsters move down on a func_door until they touched the teleport ents on the floor. However, instead of teleporting to their destination, they would somehow got caught in a loop, creating a tfog fireworks, took damage from the door (block) and died. What could have been wrong here?
#8530 posted by Spirit on 2009/05/17 13:39:45
They got their fat asses stuck in the transdimensional netherlands.
Door Problem
#8531 posted by Preach on 2009/05/17 16:29:06
That's quite a stumper, I have to admit. Unless it's some weird case in the engine physics, setorigin being called in a touch function being called inside MOVETYPE_PUSH physics, but that must occur under other circumstances...
Have you tried reversing the direction of the setup, with the teleporter in the ceiling, and the func_door moving upwards? Setting it up this way round also means the monsters can't all fall straight into the teleporter one after another.
Arrgh
#8532 posted by Preach on 2009/05/17 16:30:10
Of course, that won't work because then the pile of monsters are just stuck, forget that.
Not Sure...
#8533 posted by generic on 2009/05/17 17:30:23
but I tried a monster stack once and they had to be triggered in order to fall onto the teleport. Otherwise, they just stood there in thin air.
All You Gotta Do Is...jump!
#8534 posted by Preach on 2009/05/17 18:50:46
They only run physics once you wake them up and they try to move. So I wonder if running a monsterjump trigger pushing 1 unit downwards would be enough to make the monsters respond to falling physics correctly? Since firing a teleport sets force_retouch, they should all try to jump again the frame after a monster succeeds in teleporting. It does add another entity to the count though...
Yep.. Another Mystery Solved
#8535 posted by negke on 2009/05/17 19:23:11
generic: Stacking monsters (add a self-removing func_wall for neatness, to avoid walkmonster-in-wall-related issues) and waking them up to drop has downsides: the player can't here their wakeup sound and there's a risk of telefragging - which is why I'm slowly lowering them on the teleporters.
Yes
#8536 posted by madfox on 2009/05/17 23:26:10
I live in the netherlans..,
now looking for my threedimensional ass.
Ah!
#8537 posted by generic on 2009/05/18 00:54:25
I see.
Teleporter Doors
#8538 posted by Hrimfaxi on 2009/05/18 11:52:13
Well I have recently done the same with doors and teleporters to come under the edicts max.
I just made the dors go down into the teleporters with the monsters, and have had no faults with this setup.
Keeping Preach Employed Even In Times Of Crisis
#8539 posted by negke on 2009/05/19 10:38:08
Mental exercise :)
My plan for the boss battle included the spike_touch trick with the owner field set to the player in order to stop the monsters from infighting and refocus on the player every few seconds. Problem is, each monster seems to need its own trigger (three, they move around in an arena) which then only works once. Placing three large triggers in one spot only works for one monster, the others remain unaffected. Is there a way to make this work?
Hrimfaxi: Hmm, probably related to the way I set this up then. Don't think it has to do with the destination side, but possibly of the point teleporters or the shelf-shaped door..
Thinking
#8540 posted by Preach on 2009/05/21 01:41:15
I can kinda almost see a way to do that, but there's one little snag, where I need some function that sets self.movetype to fly or noclip, without setting any kind of model. I'll keep hunting for something like that, maybe post tomorrow...
.mdl To .map
#8541 posted by JPL on 2009/05/24 19:42:23
Is it possible to export a .mdl (for a given frame) to .map ? any idea how to do it ?
Working Link For Quoth2 Fgd?
#8542 posted by Drew on 2009/05/26 00:16:18
Quoth 2
#8543 posted by JPL on 2009/05/26 08:21:31
Where Is It?
#8544 posted by Drew on 2009/05/26 18:06:52
I checked there already and couldn't find it - probably just blind, but it wasn't in the quoth editing section, and I didn't see it in the main part either.
I know that Ijed had made one up and posted it on quaddicted.com, but can't seem to find that either. I guess I'll keep looking!
Have It
#8545 posted by Preach on 2009/05/26 19:27:17
Yeah
#8546 posted by Drew on 2009/05/27 02:15:38
Found it a minute ago, thanks!
Preach
#8547 posted by negke on 2009/05/27 19:11:01
Any success?
Not a big deal if it doesn't work, just would've added a nice little twist to the combat (-> Shambler+Vore with having one another set as owner, Fiend to used as a living shield and temporary diversion).
Sorry...
#8548 posted by Preach on 2009/05/28 23:45:28
It's not going to be possible. The reason is actually buried in why the trigger disappears after one use. The spike_touch function has to remove the touching spike once it's done. So I had a look to see if there was an alternative function which didn't have this side effect.
Sadly, the only functions which do damage where the inflictor is different to the attacker always remove the inflicting entity at the same time. This property is key to how the attack from the info_notnull gets the monster mad at a different entity(the owner of the notnull). So it isn't possible to continue doing it multiple times.
If it's any compensation, I did discover a very cool hack on the way, which I hope to share with a testmap this weekend...
Ah Ok
#8549 posted by negke on 2009/05/29 19:09:50
Looking forward to the new hack, though. Means that my question wasn't totally fruitless.
Re: Engine Standards
#8550 posted by negke on 2009/05/29 22:13:57
Fitzquake brightens up the models heavily, while they are only dimly lit in Glquake. If I increase the light to make them look remotely acceptable in GL, they are almost fullbright in Fitz. Or conversely, models that look right in Fitz are barely visible in GL. This makes the pent-over-the-void secret almost a Fitz-exclusive. Fark off, both of you...
You Been Reading
#8551 posted by ijed on 2009/05/29 22:31:31
Irvine Welsh Negke?
No, But It Also Affects The Shubs Which Is The Real Problem
#8552 posted by negke on 2009/05/30 12:29:36
A tip for bringing down the edictcount: info_player_deathmatch entities are not removed in a single player game, so remember to give them spawnflags 1792. This will break the DMSP mod, though.
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