foxybrown23 Posted January 5, 2019 Share Posted January 5, 2019 Hi to all of you, I know it's been a while since the game is old but I'm currently creating a map via GTKRadiant, and after 2 days of searching, I'm stuck with a script_mover Let me explain : I found this tutorial: https://www.surfacegroup.org/tutorials/wet/simple_mover_part2/ I followed it to the letter except that I, it is not a tank, but a police car, to facilitate my life I downloaded it on Internet, in file .max, I opened in 3DSMax, the model consists of 3 groups: the body of the car, the windows and the siren, I, at first, converted into file .ASE , except that I discovered that in .ASE file is only assigned to static objects, so impossible to use with the script_mover, so I reconverted the model, from the .max file, into .md3 file, except that it displayed without textures in GTKRadiant, to remedy this problem, I downloaded the software Misfit Model 3D and I exported it, again, in .md3 file. At this moment I am told that there are too many vertices on my model, I merge the vertices, and ... miracle, the file is exported correctly. The file opens so in gtkradiant with its texture, I give it the value and key classname: misc_gamemodel,targetname: police_car_ascriptname: police_car_a as shown in the tutorial above I compile my map in .bsp file, and the copy in my file /etmain / maps But when I launch it in Enemy territory, I get this message:R_loadMD3: models / mapobjects / etc .... has more than 1025 greens on a surface (2044) So I exported the 3 groups (body, glass, siren) each of their sides, each is a targetname and a scriptname as in the tutorial except that when I run my map the game freeze and stops So I changed the lines "attachtotag ... tag _...." by reversing the two entities and my map is launched but the model remains invisible ... I hear the sound of script_mover but without the model. I also tried to put a "misc_model" instead of "misc_gamemodel" but when the map starts my model remains static and seems not to be attached to the script_moverSo concretely what I would like to do is to lower the vertices of the car (the Pro optimizer, the Optimizer and the MultiRes are not great), would there be a way to "compress" them? And if in the process, someone would explain to me the line of the script "attachtotag police_car_a tag_police_a" What I do not understand here is what the "tag" represents Thank you in advance ! it will save my life !!!!! Here is my script and some pictures game_manager{spawn{wait 50wm_axis_respawntime 8 // Axis respawn timewm_allied_respawntime 8 // Allied respawn timewm_set_round_timelimit 15 // Map timelimit // Stopwatch mode defending team (0=Axis, 1=Allies)wm_set_defending_team 0 // Winner on expiration of round timer (0=Axis, 1=Allies)wm_setwinner 0}}police_a //scriptname of script_mover{ spawn { wait 800 followspline 0 sp_01 50000 length 32 wait //spawn the tank to here trigger self police_path //goto tank_path } trigger police_path { playsound sound/mapa/sirene_police.wav looping volume 600 //play a tank sound followspline 0 sp_01 100 wait length 304 //this says goto sp_01 at a speed of 100 and don't look at //the next command until after waiting 304 followspline 0 sp_02 200 wait length 304 followspline 0 sp_03 300 wait length 304 followspline 0 sp_04 300 wait length 304 followspline 0 sp_05 300 wait length 304 followspline 0 sp_06 300 wait length 304 followspline 0 sp_07 300 wait length 304 followspline 0 sp_08 300 wait length 304followspline 0 sp_09 300 wait length 304followspline 0 sp_10 300 wait length 304followspline 0 sp_11 300 wait length 304followspline 0 sp_02 300 wait length 304stopsound sound/mapa/sirene_police.wav //add more lines for how many more splines u have //notice that you don't include scripting for spline controls }}police_car_a { spawn { wait 800 attachtotag police_a tag_police_car_a // this attache le tank_shell au scriptmover tank } } model + script_ mover Link to comment
Langerd Posted January 7, 2019 Share Posted January 7, 2019 Hi to all of you, I know it's been a while since the game is old but I'm currently creating a map via GTKRadiant, and after 2 days of searching, I'm stuck with a script_mover Let me explain : I found this tutorial: https://www.surfacegroup.org/tutorials/wet/simple_mover_part2/ I followed it to the letter except that I, it is not a tank, but a police car, to facilitate my life I downloaded it on Internet, in file .max, I opened in 3DSMax, the model consists of 3 groups: the body of the car, the windows and the siren, I, at first, converted into file .ASE , except that I discovered that in .ASE file is only assigned to static objects, so impossible to use with the script_mover, so I reconverted the model, from the .max file, into .md3 file, except that it displayed without textures in GTKRadiant, to remedy this problem, I downloaded the software Misfit Model 3D and I exported it, again, in .md3 file. At this moment I am told that there are too many vertices on my model, I merge the vertices, and ... miracle, the file is exported correctly. The file opens so in gtkradiant with its texture, I give it the value and key classname: misc_gamemodel,targetname: police_car_ascriptname: police_car_a as shown in the tutorial above I compile my map in .bsp file, and the copy in my file /etmain / maps But when I launch it in Enemy territory, I get this message: So I exported the 3 groups (body, glass, siren) each of their sides, each is a targetname and a scriptname as in the tutorial except that when I run my map the game freeze and stops So I changed the lines "attachtotag ... tag _...." by reversing the two entities and my map is launched but the model remains invisible ... I hear the sound of script_mover but without the model. I also tried to put a "misc_model" instead of "misc_gamemodel" but when the map starts my model remains static and seems not to be attached to the script_moverSo concretely what I would like to do is to lower the vertices of the car (the Pro optimizer, the Optimizer and the MultiRes are not great), would there be a way to "compress" them? And if in the process, someone would explain to me the line of the script "attachtotag police_car_a tag_police_a" What I do not understand here is what the "tag" represents Thank you in advance ! it will save my life !!!!! Here is my script and some pictures model + script_ moverWell it is likely the same engine. I dont know how the scripts works in Wolfenstein. I dont know exactly what you want to achieve. It is complicated for me. In jk3 when i want to make moving misc_model i just use func_static (basic brush entity) to make a clip for my model. It is possible to parent misc model to the brush entity - just target misc_model to it and when brush entity is moving - MD3 model is moving , rotsting etc. But sadly i am not sure here. Normally i would script the brush entity to move and target tmmisc model to this moving entity. Link to comment
Tempust85 Posted January 7, 2019 Share Posted January 7, 2019 Pretty sure ET's misc_gamemodel is similar to JKA's misc_model_static. Sounds like you have too many verts per surface in the MD3, which the MD3 loader won't allow more than 1,025 verts by the looks and a surface in your MD3 has 2,044 verts. Try splitting the model into smaller mesh chunks, then export to MD3 again. Link to comment
scp_chaos1 Posted January 7, 2019 Share Posted January 7, 2019 I recommend using the -maxverts 500 in Noesis, because that's faster. But for you to understand better, use this tutorial: https://jkhub.org/topic/10169-splitting-up-a-model-with-noesis-fast/?hl=maxverts Link to comment
foxybrown23 Posted January 7, 2019 Author Share Posted January 7, 2019 Thank you so much ! I will test it EDIT : I tried Noesis, and he looks (I insist on "it looks") functional, now here I am: https://youtu.be/PEhD0QGKBE0 game_manager{spawn{wait 50wm_axis_respawntime 8 // Axis respawn timewm_allied_respawntime 8 // Allied respawn timewm_set_round_timelimit 15 // Map timelimit // Stopwatch mode defending team (0=Axis, 1=Allies)wm_set_defending_team 0 // Winner on expiration of round timer (0=Axis, 1=Allies)wm_setwinner 0}}police_a //scriptname of script_mover{ spawn { wait 800 followspline 0 sp_01 50000 length 32 wait //spawn the tank to here trigger self police_path //goto tank_path } trigger police_path { playsound sound/mapa/sirene_police.wav looping volume 600 //play a tank sound followspline 0 sp_01 100 wait length 304 //this says goto sp_01 at a speed of 100 and don't look at //the next command until after waiting 304 followspline 0 sp_02 200 wait length 304 followspline 0 sp_03 300 wait length 304 followspline 0 sp_04 300 wait length 304 followspline 0 sp_05 300 wait length 304 followspline 0 sp_06 300 wait length 304 followspline 0 sp_07 300 wait length 304 followspline 0 sp_08 300 wait length 304followspline 0 sp_09 300 wait length 304followspline 0 sp_10 300 wait length 304followspline 0 sp_11 300 wait length 304followspline 0 sp_02 300 wait length 304stopsound sound/mapa/sirene_police.wav //add more lines for how many more splines u have //notice that you don't include scripting for spline controls }}police_car_a { spawn { wait 800 attachtotag police_a tag_police_car_a // It's here that it blocks ! // this attache le tank_shell au scriptmover tank } } Link to comment
foxybrown23 Posted January 7, 2019 Author Share Posted January 7, 2019 DT85, how exactly do you do it? I look everywhere for a way to do it (I compress it in a certain way). I remind you that I did not create it. If I touch a single mesh, the whole model takes another form and the 3 effects mentioned in my first message do not help me or I use them badly. Link to comment
Langerd Posted January 7, 2019 Share Posted January 7, 2019 dont use the misc_model_static. Use misc_model. This one looks better it catches the lightning of the map + misc_model can load models with more than 1000 verts no problem. Link to comment
foxybrown23 Posted January 7, 2019 Author Share Posted January 7, 2019 Hello everyone, against all odds, someone answered me on the forum of "Splash Damage"!Here is a good tutorial to learn how to create a .tag file:https://forums.splashdamage.com/t/gtkradiant-misc-gamemodel-script-mover/233677/2 I'll let you know about the progressions ! Link to comment
foxybrown23 Posted January 7, 2019 Author Share Posted January 7, 2019 Well guys, I'm coming back to Noesis, I tried, but, as we can see in the picture below, we are far from the goal, could someone explain to me how it works? Please ? (excusing me for being so bad )https://imageshack.com/i/pnuMEBq7p Link to comment
scp_chaos1 Posted January 7, 2019 Share Posted January 7, 2019 You're putting it wrong, it's in fact: -maxverts (preferably less than 500 vertices, for example: -maxverts 500) An example: Link to comment
foxybrown23 Posted January 8, 2019 Author Share Posted January 8, 2019 (pour ceux qui cherchent) https://forums.splashdamage.com/t/gtkradiant-misc-gamemodel-script-mover/233677 Link to comment
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