Maui Posted September 14, 2013 Posted September 14, 2013 Hey guys When I create a korriban/beam statue orso you're able to walk through.Is there a possibility to make it solid? Like not being able to walk through like a normal misc_model. Anyone?Please help =3 ** Maui **
Futuza Posted September 14, 2013 Posted September 14, 2013 Key: spawnflags Value: 6 I think is what you want...
Maui Posted September 14, 2013 Author Posted September 14, 2013 I've tried that before but it didn't work for an unknown reason :SThank you for your early respond. ** Maui **
mrwonko Posted September 14, 2013 Posted September 14, 2013 You certainly do not want to use the spawnflags method as you don't need the physics to match the shape exactly and spawnflags 2/6 creates a lot of brushes. Just create a couple of brushes with system/physics_clip roughly in the shape of the model.
Maui Posted September 14, 2013 Author Posted September 14, 2013 I am mapmodding ffa3, and I got those models in the map, but I can't get them in the same state as a misc_model.Any other ideas? ** Maui **
MoonDog Posted September 14, 2013 Posted September 14, 2013 You can't make solid objects with entity modding. The objects aren't solid to begin with. That is done with the various clip shaders in Radiant. (Or autoclipping through q3map2, but like mrwonko said it's not advisable. Creates a clip plane for every tris in the model. Grossly expensive.) Your best option would be to use misc_model_health_power_converter entities with no model of it's own indicated. That entity has a small hitbox you can take advantage of in entity modding to simulate real clipping. However it get's expensive if you try to get too complex with it. Anyways just try this. Get the origin of the model you are using and make a misc_model_health_power_converter in the same location. A quick word about this. The entity will still be usable as a health converter, which can be cheesy. Make this script the spawnscript of the entity. The setscale line can be safely ignored. Unless you plan on using it to scale up or down one of your models. In which case just put "parm1" "number" in the entity. *Disclaimer: You can't affect the hitbox of the misc_model_health_power_converter. Ex: Change it's scale or shape.
Maui Posted September 14, 2013 Author Posted September 14, 2013 So that script would make my models like if they were misc_models ? Thank you, I will try it out now. ** Maui **
Maui Posted September 15, 2013 Author Posted September 15, 2013 How do I make it a spawnscript?And I also can't get the script same made as yours.Could you give me a more detailed instruction please? ** Maui **
MoonDog Posted September 15, 2013 Posted September 15, 2013 So that script would make my models like if they were misc_models ? Thank you, I will try it out now. ** Maui ** Er... no. The script makes it so whatever you assign it to as a spawnscript can't be used by players, and you can set it's scale in the parm1 field of the entity while you are ent modding. And to make it a spawnscript on the entity you add the keys "spawnscript" "script_name". As for more detailed instructions, no. The screenshot is more than sufficient.
Maui Posted September 15, 2013 Author Posted September 15, 2013 The thing is, I can't be arsed about heal runners.. But I mean when I make a statue like a Sith Lord or anything like that, you're able to walk through. And I want that to be stopped.How do I do that? ** Maui **
MoonDog Posted September 15, 2013 Posted September 15, 2013 Are you.... are you serious? You can't make solid objects with entity modding. The objects aren't solid to begin with. That is done with the various clip shaders in Radiant. (Or autoclipping through q3map2, but like mrwonko said it's not advisable. Creates a clip plane for every tris in the model. Grossly expensive.) Your best option would be to use misc_model_health_power_converter entities with no model of it's own indicated. That entity has a small hitbox you can take advantage of in entity modding to simulate real clipping. However it get's expensive if you try to get too complex with it. Anyways just try this. Get the origin of the model you are using and make a misc_model_health_power_converter in the same location. A quick word about this. The entity will still be usable as a health converter, which can be cheesy. Make this script the spawnscript of the entity. eezstreet and Circa like this
Maui Posted September 15, 2013 Author Posted September 15, 2013 Oooh ok. I understand. Thank you for your help. ** Maui **
Futuza Posted September 16, 2013 Posted September 16, 2013 Or you can do what I say if you don't care about optimization. (Which isn't something you should start while your still young.)
MoonDog Posted September 16, 2013 Posted September 16, 2013 Or you can do what I say if you don't care about optimization. (Which isn't something you should start while your still young.) He's not compiling a .map. He's compiling an entity list back into a bsp, overwriting the original entities. This is done by using q3map2's onlyents switch. If it were a fresh map using the autoclip method would be on the table.
Futuza Posted September 17, 2013 Posted September 17, 2013 Ohhhh...I thought he was just trying to take the statue from one map to another.
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