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MoonDog

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Posts posted by MoonDog

  1. Hi. I had a multi level callable elevator in my ffa3 plugin, and I dug out the scripts. You'll have to look at them and decipher if theres anything of value to you. im extremely inebriated right now, so i find myself unable to explain whats going on. Apparently I split it into multiple scripts and used a global variable with hand imputed vectors and move times. 
     

    https://www.dropbox.com/s/bdaebu8q286kkmy/ElevatorFFA3.rar

     

     

    There go. Let me know if it helps

  2. That is not so Moondog.  If you have many brushes you are turning into a rotating object, you can't just draw a box around them, select inside  turn them into a func_rotating and have them work every time.  Radiant may not set the rotating object to rotate around the correct brush.  An origin brush isn't automatically set as a brush to rotate on when you are rotating multiple brushes.  I have a lot of experience with rotating objects and that strategy works the best for me.

     

    I've made rotating, moving, destructible etc... objects in JKO, JKA, Doom 3, COD4 and ************* and never had to follow any such strange ritual when grouping with an origin brush.

  3. I have found I select everything I want to rotate, then I deselect the origin brush and reselect the origin brush then turn the brushes into a func_rotating entity.  Doing this will create the entity rotating on the correct origin brush you want to rotate the object on.

     

    That's like untying your shoes to tie them, to untie them again, and then use the velcro straps.

  4. Hm...Should I compile it with -vis? When ever I attempt it it says it cannot find "mapname.prt". I just confused about what I'm doing wrong. It gives me the HOM effect with anything that isn't an ent. I tried a simple mirror and it worked great. It's the cameras that have messed it up...

     

    You probably have a leak in the bsp that is preventing you from saving a prt file.

    therfiles likes this
  5. It was a greyish texured, cylinder shaped item that appeared in my map. I didn't look at tris or anything. It looked like a barrel to me. I didn't try any other models.

     

     

    Hmmm. Well what I ended up doing with a couple lwo's I wanted to work in JKA, was importing them into Blender and rejoining the quads. After that I'd just unwrap the uvs and attempt to use the already completed texture to get them in a good shape.

     

    Once the model was all set, triangulated etc... just use Wonkos plugins to export an md3 or ase. Was able to get a few Doom 3 environment objects to work that way, but turned out to be sort of ugly due to the inability to utilize normal maps and specular maps in JKA as they were in Doom3. The diffuse maps are very flat in Doom 3/Quake 4.

  6.  I added it to the map and it showed up with no texture in the editor and when compiled, although the model itself showed up no problem in the test map.

     

     

    Do you mean you see the tris compiled, but having no texture? Meaning a black model or something? You aren't clear.

     

    I tried to get lwo and obj to work before with no success. I just ended up exporting the models in a format that I could import into Blender and then used Mr.Wonko's Blender plugins to export an md3 or ase.

  7. No need for a crazy amount of entities. If you want to keep it simple, you don't even have to make the script dynamic. You can make it situationally specific, rotating through a series of misc_portal_cameras.

    //Generated by BehavEd
    
    
    if ( $get( FLOAT, "SET_PARM1")$, $=$, $0$ )
    {
    	set ( /*@SET_TYPES*/ "SET_PARM1", "1" );
    
    	affect ( $script_portal_surface$, /*@AFFECT_TYPE*/ FLUSH )
    	{
    		set ( /*@SET_TYPES*/ "SET_TARGET", "script_cam1" );
    	}
    
    }
    
    
    else (  )
    {
    
    	if ( $get( FLOAT, "SET_PARM1")$, $=$, $1$ )
    	{
    		set ( /*@SET_TYPES*/ "SET_PARM1", "2" );
    
    		affect ( $script_portal_surface$, /*@AFFECT_TYPE*/ FLUSH )
    		{
    			set ( /*@SET_TYPES*/ "SET_TARGET", "script_cam2" );
    		}
    
    	}
    
    
    	else (  )
    	{
    
    		if ( $get( FLOAT, "SET_PARM1")$, $=$, $2$ )
    		{
    			set ( /*@SET_TYPES*/ "SET_PARM1", "3" );
    
    			affect ( $script_portal_surface$, /*@AFFECT_TYPE*/ FLUSH )
    			{
    				set ( /*@SET_TYPES*/ "SET_TARGET", "script_cam3" );
    			}
    
    		}
    
    
    		else (  )
    		{
    
    			if ( $get( FLOAT, "SET_PARM1")$, $=$, $3$ )
    			{
    				set ( /*@SET_TYPES*/ "SET_PARM1", "4" );
    
    				affect ( $script_portal_surface$, /*@AFFECT_TYPE*/ FLUSH )
    				{
    					set ( /*@SET_TYPES*/ "SET_TARGET", "script_cam4" );
    				}
    
    			}
    
    
    			else (  )
    			{
    
    				if ( $get( FLOAT, "SET_PARM1")$, $=$, $4$ )
    				{
    					set ( /*@SET_TYPES*/ "SET_PARM1", "0" );
    
    					affect ( $script_portal_surface$, /*@AFFECT_TYPE*/ FLUSH )
    					{
    						set ( /*@SET_TYPES*/ "SET_TARGET", "script_cam0" );
    					}
    
    				}
    
    			}
    
    		}
    
    	}
    
    }
    
    
    therfiles likes this
  8. I have a request about JKHub having a mapping section separate from the modding assistance section and it gets turned into a debate about what a mod is,

     

    Your entire argument for split section is based on the premise that mapping is not modding. So I'm not sure why you are acting like we brought it up and started debating it. You are the only person on the other side of that issue. Because your notion is preposterous.

     

     

    I simply think JKHub should have a mapping assistance forum somewhere.  I don't care where it is put.  I don't care if people think it's a mod or isn't.  I think a separate mapping section is needed for those needing assistance with mapping.  This will help keep mapping questions separate from other modding questions.  If I was primarily a model maker maybe I would ask for a modeling assistance help etc.  I make maps and would like to see a mapping section separate from modding assistance which I think JKHub needs.

     

    Are you pretty much overlooking the several places above where a much better tag and filter system would be prefered? Part 2 to this question, are you related to Lord Revian/Marcus?

    Circa and eezstreet like this
  9. Models can be mods if you are replacing something in the game with it (you are modifying something in the game making a model to overwrite what is already there).  The model itself is not a mod if it's not modifying the game (such as a model created to be used in a custom map that doesn't exist in the supplied JA/JO assets adn doesn't overwrite anything in the JK assets).

     

    I am not asking to create a whole new forum.  I am asking for a mapping section withing the modding section.  That's a win win for everyone.  It's still in the modding section for those of you who consider it a mod and it's in a mapping section so others may locate it more easily.

     

    lil_binger. You are creating a custom bsp that is not a shipped resource for the game. You are then loading that level into the game presumably. Inserting a custom resource into a game = modding. Quit arguing terminology to justify a redundant subforum. 

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