#9248 posted by necros on 2009/12/27 00:22:05
Gee, I'm not biased at all, am I.
you may be biased, but you aren't alone.
the 1.5 interface is overall slower and clunkier requiring more keypresses to achieve the same goal as in 1.4.
i believe the intent behind the 1.5 changes was to make it more like a professional 3d package. ironically, i felt the changes moved it farther away (i use 3ds max).
#9249 posted by Protocol01 on 2009/12/30 18:22:17
Grahf,
Thank you for the link and information. It was very insightful. I hope to get radiant setup soon.
Radiant 1.5 really sucks in my opinion, they keep messing up all of the features and usefulness, now it is more complicated to get things done, and I'm going to uninstall it and just use an older version.
Thanks guys.
 Willem
#9250 posted by Jago on 2009/12/30 23:15:12
Any idea what magic do I have to do to get UnrealED (for UT3) to properly take advantage of 4 cores on my new i5 750 rig? For some reason, it only ever seems to use just 1 (even when doing a level build) and I am absolutely sure I read that UnrealED does scale well with multiple cores.
#9251 posted by JneeraZ on 2009/12/31 00:02:46
It scales to multiple cores during lighting rebuilds via Lightmass but UT3 doesn't support that. UDK would though...
 Hammer 3.4 And ATI Fixed? Maybe
#9252 posted by mechtech on 2009/12/31 20:42:39
Have an ATI Radeon HD 2400 Series. So have the no select in 3D window bug with Hammer 3.4.
Just gave the new ATI driver a try. ATI Catalyst 9.12 Driver XP x64. Seems to be working.
 Refreshing Mapping Skills...
#9253 posted by ziffon on 2010/01/01 15:01:24
Wow, I never thought the quake mapping community was still kicking. I've decided to finish my old quake1 DM level which has been sitting on my HD since early 2003. It's a great and pleasant surprise to see there are still enthusiasts to share mapping experiance with :D
Anyway, as I'm trying to relearn everything I've stumbled across an issue. I cannot get the teleporter to work. Everything seems to be correct but I get this error message when loading the level.
Object error in info_teleport_destination:
No targetname
In the map file I have:
Target_teleporter
Target tele1
and
Info_teleport_destination
Targetname tele1
I use GTK radiant 1.2.x something and Sleepwalkers mapconv tool.
Any ideas?
And a happy new year to all of you :D
 I Think Its
#9254 posted by RickyT33 on 2010/01/01 15:36:12
"classname" "trigger_teleport"
"target" "XXXXX"
 Also...
#9255 posted by metlslime on 2010/01/01 21:59:42
Make sure it's all lowercase
 Got It...
#9256 posted by ziffon on 2010/01/02 19:30:53
Human error this time :P
Thanks for the replys.
And while I'm at it I might just throw you another question :) I want to make a lift that travels up only when a button is pressed. I get everything to work, but the lift starts behaving differently when connecting the func_button to the func_plat obj. Without the button connected the lift starts in "down" mode and raises when a player walks over it. However, when the button is connected the lift starts in the "up" mode. Then goes down when I trigger the button. AND after that it starts behaving as if it wasnt connected to the button. wtf?!
Any help here would be appreciated. I know it's possible to do this :) For example it works in the "Pinion1" map.
Thanks again guys.
 Ziffon
#9257 posted by spy on 2010/01/02 20:16:04
you have to use func_door instead, not a func_plat
 Yeah
#9258 posted by RickyT33 on 2010/01/02 21:09:52
You have to have a door which travels "up", cant remember the exact map file key/value of the top of my head.
You can have it travel a negatve or positive value "up" to 256 or 512 units. And theres a spawnflag for "toggle" (1 press, door opens, another press it will close). An you can link as many buttons or triggers to it as you like :D
 *theres A Maximum Value
#9259 posted by RickyT33 on 2010/01/02 21:10:40
its either 256 or 512 - thats what I meant
 Huh?
#9260 posted by negke on 2010/01/02 21:16:26
A door can move as far as you want - there is no maximum value. The distance is determined by its "lip" value.
 Fixed!
#9261 posted by ziffon on 2010/01/02 21:43:57
thx for the quick response mate.
Sorry for spamming the board but any ideas on why I cant get the quad to spawn in? I use the "item_artifact_super_damage".
Also, while I'm at it.. the map is pretty much ready for some testing. Back in the days it was pretty easy to get some help with that, but how do you suggest I go about it today. Can I use this board somehow?
Cheers
 Yeah
#9262 posted by spy on 2010/01/02 21:51:47
to quad to appear, item_artifact_super_damage must be placed. w/o any SF
btw, is it your maps safe1 and safe2?
#9263 posted by negke on 2010/01/02 21:53:04
The item ist most likely too close to a wall or the ceiling (has to be 60 units) and thus falls out of the level. Load the map in developer mode ("developer 1" in the console) and you'll see a warning message if that's the case.
If you're looking for beta testers, post a note in the Screenshots & Betas thread.
#9264 posted by ziffon on 2010/01/02 22:03:46
Spy: what do you mean with w/o SF?
Yes, I made safe1 and 2 and 3 is pretty much done now as well :P
Oh, developer mode :) Didn't know about that one. Going to try it out now.
 Developer Mode Rocks :D
#9265 posted by ziffon on 2010/01/02 22:10:53
Thx, that really helped! Found a DM spawn point outside the level which for some reason caused the quad to not spawn.. odd.. but it works now :D
 Beta Ready
#9266 posted by ziffon on 2010/01/02 23:38:07
well, beta is ready now :) Thanks for all the quick responses. I'll make a post on the beta board later.
 Code Question
#9267 posted by JneeraZ on 2010/01/09 15:11:10
So say you had a bunch of quad damages in the room. Currently, they will all rotate exactly the same direction and start at the same angle so they are all perfectly in sync.
Is there a way in QuakeC to start them at random angles or change the rotation speed or do anything, really, to break it up and make it look more natural?
 Randomiser
#9268 posted by Preach on 2010/01/09 15:20:39
I'd add
self.angles_y = random() * 360;
to the spawn function. This would randomise the angle they face initially, which should make them look better differentiated.
You could also set .movetype to MOVETYPE_NOCLIP and then give them an angular velocity:
self.movetype = MOVETYPE_NOCLIP;
self.avelocity_y = 10 - 20 * random();
I wouldn't recommend this though, because it entirely eliminates the benefit of the client-side rotation built into the model. You'll have constant network updates of the rotation, which seems a bit excessive for the feature. So I'd vote for option 1, but that's how either could be achieved .
#9269 posted by JneeraZ on 2010/01/09 16:09:22
"self.angles_y = random() * 360; "
Well, I tried that but no luck. I also tried putting that into a one shot think function that executed a second after spawning but that didn't work either. I'm currently thinking that the model is being rotated in the cached model itself and then every time it renders, they all pull from that same value or something?
#9270 posted by JneeraZ on 2010/01/09 16:09:54
I should note that I've created a new item using the quad damage model so it's not the ACTUAL quad damage that I'm dealing with here. If that matters...
 Interesting
#9271 posted by Preach on 2010/01/09 16:31:11
Looks like the rotate flag overrides whatever angle you set in qc or the map. The only alternatives are either to remove the rotate flag from the model, and do the rotation using self.avelocity, or to create several frames within the model each with different rotations of the model, and randomise between those frames on spawn.
#9272 posted by JneeraZ on 2010/01/09 16:50:19
Bah! OK, thanks. :)
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