#9344 posted by Spirit on 2010/02/14 13:56:57
That speedmap was one of the first maps I ever played (ran pretty slow...); that and Daz' graffiti maps are some of my favorite ("mapping-wankery-")speedmaps ever.
The Drill
#9345 posted by ijed on 2010/02/14 17:51:45
Is the size of a room and not supposed to be used for drilling. The limitation of the grid is 2x2 so making a drill of 128 size I wouldn't even attempt - straight to .mdl.
Rj, the spiral made in the way you describe (assuming I'm not missing a step) comes back as invalid solid unless trisouped, though I haven't compiled to check it yet.
I still think back to SPoG - that map was insane for geometric complexity.
Hm, might try to coax AguirRe back to Quake 1 to see what made formations can be tweaked to compile better.
24 sided curved spiral anyone?
Can You
#9346 posted by rj on 2010/02/14 18:41:17
upload a .map of your attempt so i can see if you went wrong anywhere?
Actually Scratch That
#9347 posted by rj on 2010/02/14 18:56:26
i just opened up the rmf of that map and noticed that wasn't how i did it. each side was actually split into 4 not 2. i'll just upload the thing so you can have a look and pull it apart :)
#9348 posted by rj on 2010/02/14 19:05:09
There's
#9349 posted by ijed on 2010/02/14 19:20:50
Sprials.rmf in the testmaps folder, or there's examples of 24 sided shapes from ctf1rq - with some geodesic domes in there as well.
Although
#9350 posted by ijed on 2010/02/14 19:22:33
The 24 sided stuff is pretty limited.
...I remember I did include some helix' as well though - above the stairs off to the sides in the courtyard.
#9351 posted by rj on 2010/02/14 19:55:17
i just put up a 24 sider in the same folder. it only goes down to the 4 grid at that size so you could in theory either half the bar widths or go for a full-blown 48 sider if you wanted to show off. you could probably get away with half the bars though at 24/48, i don't think spog's had that many
Thanks
#9352 posted by ijed on 2010/02/14 22:13:13
Will take a butchers later though, got people starting to arrive.
Spawning Items.
#9353 posted by Drew on 2010/02/14 23:33:40
Okay - so trying to do something with this not quite speedmap and wondering
how can I go about spawning a key in a map?
I'm working in Quoth, of course.
Bah
#9354 posted by Preach on 2010/02/15 01:23:37
I was going to post a hacky way of doing it, but I'll hold my tongue. There's a correct way of doing it, which is to use the info_multispawn with a spawncount of 1, and set the spawnclassname and spawnfunction to item_key1 instead of a monster class.
A full write-up of the info_multispawn entity can be found here: http://www.celephais.net/board/view_thread.php?id=60173&start=257&end=257
Thanks!
#9355 posted by Drew on 2010/02/15 01:40:19
Func_Train Trouble ...
#9356 posted by Ron on 2010/02/15 10:59:40
Hello again,
I have made a Func_train that goes round, it has 4 path_corners. What I want to do, if possible, is to make a door that opens up to let the train go true. The problem is, I don't know how to do that. Any ideas ?
Well You Can Time The Door To Open
#9357 posted by RickyT33 on 2010/02/15 14:05:16
At the correct time. Make a trigger_relay entity with the same targetname as the train. When the train gets triggered it will trigger the trigger_relay too. And you make the trigger_relay target the door, but give the trigger_relay a "delay" key with a value of "X", X being the amount of seconds before the door is to open.
Is it "delay" or "wait"? One or the other :)
#9358 posted by negke on 2010/02/15 14:12:27
Yes, that's right. Though it sounds like the door is supposed to open not only once but every time the train passes it. In this case you have to add a second relay with the same targetname that fires the first relay again after the right delay, so the cycle starts over again.
#9359 posted by RickyT33 on 2010/02/15 14:15:25
Is it possible to make a path_corner trigger the relay or even the door directly?
No.
#9360 posted by negke on 2010/02/15 14:20:36
But you can make the door trigger the relay. Or itself after the time the train needs to do its round - then you'd have to add the field "use" "multi_trigger" to the door.
Btw
#9361 posted by negke on 2010/02/15 14:29:14
Keep in mind this kind of delay/script may easily run out of sync if the train is blocked by the player or monsters.
Thanks
#9362 posted by Ron on 2010/02/15 14:32:57
for your suggestions.
I'll try and work it out.
Otherwise I'll just have to bin the whole idea.
It's one of these "but I set my mind on it" ideas ...
Another Way Would To Make The Door
#9363 posted by RickyT33 on 2010/02/15 14:37:00
A train. You could set a path_corner at the open and closed positions of the door, and give them a "wait" key of however long you want the door to wait until it moves again.
I Like That One
#9364 posted by meTch on 2010/02/15 14:39:33
that,s how i would want to do it
...
A Note:
#9365 posted by ijed on 2010/02/15 16:43:12
Ricky, we've got that done on the code end for RMQ - triggering from when a path_corner is hit.
Making Painkeep Maps
#9366 posted by planckscnst on 2010/02/15 19:51:36
I'm trying to make a Painkeep map using gtkRadiant. I saw that a while back, the makers of the Painkeep mode released a map makers kit which included custom entities. I'm having a heck of a time finding that kit. Does anyone here know where I can get it?
No Color/texture Visable
#9367 posted by Ron on 2010/02/17 11:22:21
I've changes the func_train into a func_door because of the trouble Negke pointed out in #9361.
Everything is working fine, but the "lift" appears completely black. Could that be because it starts out being hidden ?
Yes
#9368 posted by RickyT33 on 2010/02/17 11:36:15
Objects will be lit where you position them to begin with.
Solid entities (lifts, doors, trains etc) do not cast a shadow during the light phase though, so in the case of a func_train you can position it wherever you like within the sealed map to get some light on it. It will then be re-located to the first path_corner entity when the map loads.
If its a lift (func_plat) then you need to put a light entity near it to light it in its first position (usually the fully "up" position).
Hope this helps
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