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OCD2

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Posts posted by OCD2

  1. On 2/21/2021 at 5:49 PM, ZanderNao said:

    Ohhh! I love your progress, your gameplan, and your opening for testers!

    Thanks.

    I know it's mostly been redundant, though I've been learning quite a bit as I go, with great assistance from the community.

    Workflow, better understanding of how to build out geometry efficiently, planning the map design, limitations of the editor.   All useful tools for subsequent projects.

    (And I have a lot of locations for map ideas I would like to try to bring to life.)

     

  2. Rebuilt the map geometry and the cell doors this weekend.    Its cleaner, modular, and optimized.   The floor details and the ceiling lights have been "absorbed" into their respective panels as textures. removing a significant amount of brushes.

    anXn9jr.png

    The next steps:

    Re-propagate the modular pieces out to complete the rest of the map, altering a few areas as needed.

    Rebuild /Clean up the ladderway and possibly make it into a model.

    Clean up the control room,  and make new custom textures for the various consoles, paneling and lighting.

    Make a few shaders: the floor needs a specular, the ceiling will become a light emitting shader, and a few others.

    Then will need some testers (soonish, depending on available time to do the rest of the work).

     

    DarthValeria likes this
  3. Mostly things unseen, but ive updated some geometry for optimization, made a new quickie custom texture mock-up ship interior door(s) to match the source (the one behind the ladder), and some other texture changes.

     

    BguIdSF.jpg

     

    More changes coming soon!   Deleting brushwork details to make them textures!   More optimizing! Better floor textures!   improved textures in general!   Shaders!!

     

     

    EDIT:    Things done during the rest of the time available to work on the project today:   

    Built out the basic geometry of the control room space to scale-ish - the actual film set construction has computer panels that over reach into the doorway, which just makes the already small space cluttered, so the build is slightly altered to better accommodate players.

    Floor texture with white trim built-in made today and applied in areas were the geometry was ready, allowing for removal of the white detail brushes that run around the boarder of the hallway floors.  

    Other miscellaneous work.

    The project keeps moving forward!

    DarthValeria likes this
  4. 1 hour ago, Droidy365 said:

    It might be possible to have an invisible and invincible NPC that your NPC wants to attack, with the func_breakable being "collateral damage."

    Other than that, I think it might be possible with scripting? I'm not all that experienced with that sort of thing, so I don't know for sure.

    Ah, I see your line of thinking.   That seems like it could produce the effect im trying to achieve.

    Could the invisible invincible NPC then be connected to the funcbreakable somehow, so that when the funcbreakable is destroyed, the invisible invincible NPC "disappears"/dies? 

    Droidy365 likes this
  5. 55 minutes ago, ZanderNao said:

    Also, I should ask that the 3D artist took interest in asking about what kind of weapon the droid uses so I provided picture reference and links...

    Nice!    Did you include the stun baton?

     

    2 hours ago, ZanderNao said:

    The chopfields would be really, really cool for a duel map or something! I love the way you think, great inspiration.

    The thing I find appealing about the Mandalorian as mod project material is that a lot of the battles and set pieces are smaller scale skirmishes.  There are a ton of locations that I would like to take a stab at creating.   I thought I would have a map or two done by now,  though my new year has been exhausting - any available hour to work on the map project ive been so drained that I could not muster much effort or clear minded inspiration.      It will be completed, things have just been delayed slightly.    

    Though the experience has made me really appreciate all of the effort other people have put into making models, maps, and content.    Its fun, but also a good bit of work!

    Really looking forward to this droid model project!

  6. Unbelievably good.  This will be a great model addition!

    For skinning inspiration, there are two variants shown in the show - the gunmetal guy shown on the ship, and a darker oxidized/corroded version in the chop fields where they are overseeing the prisoners.

     

    c3bd2ab0c156eec25cb8bbd8bd7c790a.jpg

     

    Scrapyard-Security-droid-in-The-Mandalor

     

    Eventually, I would like to make an attempt at making the other characters from the prison ship episode.   And then subsequently, make a few other maps from the series, with cool content like this (if I get permissions) as a springboard to other locations shown in the series.

    The prisoner chopfields/junk planet would be a fun offshoot with this character - maybe make a prison riot situation, droids vs prisoners trying to escape.

    Very cool model.   If you can't tell, seeing the model photo made my morning.

    DarthValeria likes this
  7. 44 minutes ago, ZanderNao said:

    I absolutely love your approach to this! Fantastic. Reaching out with well researched questions, checking for the techniques to improve. It already is a beautiful map but it'll only get better from here!

    As for the security guard, I had a slight miscommunication with my 3d modeler that I commissioned. I asked for (and provided picture references) for the New Republic Security droid with an alternate head from a different droid, but he made the whole body of the other droid first. We switched gears to prioritize the security droid but we'll come out the other side with two new droid types instead of one, lol.

    Thanks for sharing your progress, you are astounding!

    Miscommunication happens!    Sounds like you may have a good deal in two for 1 droid models!     

    I thought about your droid model and reaching out to you - do you think you will add taunts?   The Security Droid appears in two episodes,  I heard a few good lines that would make fun soundbites!

    I think with this map,  having it nicely optimized before the first beta test/release is key.    Its fairly simple overall, so having nice looking areas that run well could make quite the difference in peoples opinions/experience with the map.    Im hoping I can significantly optimize the level with the use of models, though it will take the generous input from someone far more experienced than I am currently to make sure it turns out well.   

  8. Hello everyone,

    My time has still been near totally absorbed in restoring my house, and that work still only halfway complete.     Ah the good life!............

    Though I have been thinking about my project, and ways to proceed/make it better/optimization.    Between near total free-time loss, and me still being "amateur modder" status,    I think its best to call in the modding calvary!

    I have some questions and thoughts for the experienced mappers and modders:     (For ease of reading, questions below are highlighted in bold)

    One of the big sticking points for me currently is my map construction(s), and how to best  optimize the brushwork.   Even though I have not had time to sit and work with the map editor, I have been doing some reading and researching on various aspects of level design with radiant. 

    1.  Currently the map is made entirely of brushwork.    Some of the things ive read suggest using models to optimize finicky brushwork.    Aspects in this map like the columnways and prison cell doors have an amount of patchs\patchmesh, and I have been thinking about trying to make them into ASE models to help optimize the construction,  and reducing the brushwork to a simple structural caulk hull corridor(s), and then using the ASE models to adorn those corridors.  (and subsequently making the columns solid with clip brushes)

    I read that converting brushwork into ASE models can help optimize, as it creates a mesh out of textured surfaces and "ignores" caulked or nodraw surfaces in creating the model which reduces the polycount.    Is that accurate?

    2.   The majority of the map is composed of sections that consist of 4 in total columned parallel prison cells (a grouping of 2 cells and a grouping of 6 cells), a 4 way intersection connecting corridor, and capped by two T junction connector corridors that lead to the other sections, as shown below.   Each section is composed of 3 of these hallways, running parallel to each other.       If I do start converting sections of the map into ASE models, what might be an efficient way of breaking up the map sections into models?  My current thought is to make 3-5 different models that compose the different prison cell door clusters, intersections, and end corridors - and then rearrange them as needed to compose the layout of the map.      Is there a limit to how many models you can have in a map?         

    3.   If the models are a good way to proceed, if I convert the columnways into models, will the glow shaders on the column be effected, or do they become part of the ASE model?     

    pmohl2t.jpg

    cLyMj2d.jpg

     

    4.   The overhead light panels (circled in red below)  and the floor border trim (circled in yellow below) need to become embedded as textures to cut down on brush count significantly.    I have been a bit stumped how to do so accurately with the long hallway runs made out of brushwork, and im wondering if making the prison cell and columnway constructions into models would be a way to simplify the process of texturing the floors and ceilings.   (Instead of cutting up the ceiling into 8-10 brushes per hallway multiplied by 6 for each hallway in a section, multiplied by section(3-4 sections)!!)

    Seems like aligning the texures properly would be easier if the columnways were made into models that incorporated them as textures.   

    Question here being if I did make the prison cell sections ASE models, would using a brush or patchmesh for the floor and ceiling areas be more efficient/optimized when converted to an ASE model?

    g6VHrhs.jpg

     

    5.  The ladder leading to the Razor Crest room is still currently impassable.  I had the notion that making the entry point ladder into a model would help in optimizing and allow for a simpler way of clipping the area to help solve the currently impassable cylinder hole leading to the above room (and being able to enter the prison cell doors!).    Would making the Razor Crest entry ladder into a model be helpful in optimization and in making sure player models can pass through to the upper level?

     

    Thank you for your time, interest, help and effort.     I value everyone who has provided input and help along the way - the map will be completed at some point this year I promise!

     

     

  9. 29 minutes ago, NAB622 said:

    If it helps, make a fresh install of the game in a different location to be used for editing only. It helps a lot with conflicts and makes a cleaner workspace.

    Yes, I think that is great advice, thank you.

    I developed an impromptu filing system that definitely would work better in a clean setting!

    In this instance, I deleted the shader file unintentionally after performing a reinstall awhile ago, and not having the shader file in the pk3 file that I saved.    Oops!

    I remade it, better than before with some of the tips and tricks people have shared.   (Thank you all!)

    The other darkened map issue was a bad construction causing an encapsulated leak which darkened player models and the map.     

    So two separate issues, made by accident from not having an efficient workflow or workspace like you suggested.

    I'm slowly learning! and always try to fix issues that I create.   

    I'm really glad this community exists, so many people have offered help, and I truly appreciate every bit.

     

     

  10. 48 minutes ago, B.A.T. said:

    Hello, obviously new here, looks like a cool community. 

    A little about me, I've played all the Jedi Knight/dark forces titles when they were released, I remember learning to networking our computers for DF JK expansion just to be able to Vooowing lightsabers and force poweres at my friend's for the first time ever. Was a huge fan of dueling in academy, Forced Mod 3 in specific (which doesn't look too have withstood the test of time). but after a long hiatus, and continual disappointment in battlefront 2 to deliver that epic feel of voowinging one or more opponents into pieces landing while instantly putting away my saber and casually strolling away looking for the next fight..... 

    That being said, I've literally dusted off my old CDs and want to Vooowing once again, what's the best JKA experience to be had currently? I remember playing MB2 and or MD mods back in the day and feeling they were a bit stiff for my liking (in comparison to Fmod3.) I was one of the people sorely disappointed when they patched kicking in mp and I loved the down and dirty of it all. I also liked the attempt FMod3 tried to make balancing~ the various classes. playing a Mandalorian felt rewarding when you could overwhelm a Jedi Master with level 4 force powers. I'm no stranger to role playing in general but am mainly interested in the  best Vooowing experience. 

    Look forward to your input and thanks!

    Hello there!

    I enjoy movie battles 2.    Lots of different classes to play - maybe more added since you last played?

    They have duel servers, and open mode are most played I believe, and full authentic (which can be a blast),  and there are several other modes that can provide good fun too.

    Its still being actively developed, and pretty regularly updated mod.

  11. Hello all,

    Once again, I've done something thats halted my project (s)!  

    I attempted to write a shader to smooth brush edges in my map.

    Failed!

    The map lighting was darkened.

    To preface, I also edited the map I was working on in the same session, and thought that may have caused darkening to that level when tested.

    But today while testing different things with Chalklynes spider on another map project, I found that map to be darkened as well!

    I tried reverting the shader file to a working version I saved before my editing attempt, but it did not have any effect.

    What could I have done?   Why would more than one map project shaders/light darken?  

    bigphil2695 likes this
  12. 1 hour ago, mjt said:

    Sadly there is no lift trigger and the ladder texture in system/ladder is not implemented correctly or at all. Crashes SP, does nothing in MP.

      Reveal hidden contents
    
    
    
    // entity 0
    {
    "classname" "worldspawn"
    "gridsize" "32 32 32"
    "_keeplights" "1"
    "_ls" "0.0625"
    "_rs" "1"
    "_cs" "1"
    // brush 0
    {
    brushDef
    {
    ( 16 0 192 ) ( 16 -32 192 ) ( -16 0 192 ) ( ( 0.015625 0 -0 ) ( -0 0.015625 0 ) ) system/clip 0 0 0
    ( 16 8 128 ) ( -16 8 128 ) ( 16 8 0 ) ( ( 0.015625 0 -0 ) ( -0 0.015625 0 ) ) system/clip 0 0 0
    ( 24 0 128 ) ( 24 0 0 ) ( 24 -32 128 ) ( ( 0.015625 0 -0 ) ( -0 0.015625 0 ) ) system/clip 0 0 0
    ( -16 -32 0 ) ( 16 -32 0 ) ( -16 0 0 ) ( ( 0.015625 0 -0 ) ( -0 0.015625 0 ) ) system/clip 0 0 0
    ( -16 0 0 ) ( -16 0 128 ) ( 16 0 0 ) ( ( 0.015625 0 -0 ) ( -0 0.015625 0 ) ) system/clip 0 0 0
    ( -24 -32 0 ) ( -24 0 0 ) ( -24 -32 128 ) ( ( 0.015625 0 -0 ) ( -0 0.015625 0 ) ) system/clip 0 0 0
    }
    }
    // brush 1
    {
    brushDef
    {
    ( -128 64 448 ) ( 128 -128 448 ) ( 128 64 448 ) ( ( 0.25 0 0 ) ( 0 0.25 0 ) ) colors/gray 0 0 0
    ( 128 64 480 ) ( 128 -128 480 ) ( -128 64 480 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) system/caulk 0 0 0
    ( -128 -128 448 ) ( -128 64 448 ) ( -160 -160 480 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0.4748736918 ) ) system/caulk 0 0 0
    ( 128 64 448 ) ( 128 -128 448 ) ( 160 -160 480 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0.4748736918 ) ) system/caulk 0 0 0
    ( -160 -160 480 ) ( 160 -160 480 ) ( 128 -128 448 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0.4748736918 ) ) system/caulk 0 0 0
    ( 160 96 480 ) ( -160 96 480 ) ( -128 64 448 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0.4748736918 ) ) system/caulk 0 0 0
    }
    }
    // brush 2
    {
    brushDef
    {
    ( 128 64 224 ) ( -128 64 352 ) ( 128 64 352 ) ( ( 0.25 0 -0 ) ( -0 0.25 0 ) ) colors/gray 0 0 0
    ( 128 96 128 ) ( -128 96 128 ) ( 128 96 0 ) ( ( 0.015625 0 -0 ) ( -0 0.015625 0 ) ) system/caulk 0 0 0
    ( -128 64 0 ) ( 128 64 0 ) ( -160 96 -32 ) ( ( 0.015625 0 -0 ) ( -0 0.015625 0 ) ) system/caulk 0 0 0
    ( 128 64 0 ) ( 128 64 224 ) ( 160 96 -32 ) ( ( 0.015625 0 -0 ) ( -0 0.015625 0 ) ) system/caulk 0 0 0
    ( 128 64 448 ) ( -128 64 448 ) ( 160 96 480 ) ( ( 0.015625 0 -0 ) ( -0 0.015625 0 ) ) system/caulk 0 0 0
    ( -128 64 224 ) ( -128 64 0 ) ( -160 96 -32 ) ( ( 0.015625 0 -0 ) ( -0 0.015625 0 ) ) system/caulk 0 0 0
    }
    }
    // brush 3
    {
    brushDef
    {
    ( 128 -128 128 ) ( 128 64 0 ) ( 128 64 128 ) ( ( 0.25 0 -0 ) ( -0 0.25 0 ) ) colors/gray 0 0 0
    ( 160 64 128 ) ( 160 64 0 ) ( 160 -128 128 ) ( ( 0.015625 0 -0 ) ( -0 0.015625 0 ) ) system/caulk 0 0 0
    ( 128 64 224 ) ( 128 64 0 ) ( 160 96 256 ) ( ( 0.015625 0 -0 ) ( -0 0.015625 0 ) ) system/caulk 0 0 0
    ( 128 64 0 ) ( 128 -128 0 ) ( 160 96 -32 ) ( ( 0.015625 0 -0 ) ( -0 0.015625 0 ) ) system/caulk 0 0 0
    ( 128 -128 0 ) ( 128 -128 224 ) ( 160 -160 -32 ) ( ( 0.015625 0 -0 ) ( -0 0.015625 0 ) ) system/caulk 0 0 0
    ( 128 -128 448 ) ( 128 64 448 ) ( 160 96 480 ) ( ( 0.015625 0 -0 ) ( -0 0.015625 0 ) ) system/caulk 0 0 0
    }
    }
    // brush 4
    {
    brushDef
    {
    ( -128 64 0 ) ( 128 -128 0 ) ( -128 -128 0 ) ( ( 0.25 0 -0 ) ( -0 0.25 0 ) ) colors/gray 0 0 0
    ( -128 -128 -32 ) ( 128 -128 -32 ) ( -128 64 -32 ) ( ( 0.015625 0 -0 ) ( -0 0.015625 0 ) ) system/caulk 0 0 0
    ( 128 64 0 ) ( -128 64 0 ) ( 160 96 -32 ) ( ( 0.015625 0 -0 ) ( -0 0.015625 0 ) ) system/caulk 0 0 0
    ( -128 -128 0 ) ( 128 -128 0 ) ( 160 -160 -32 ) ( ( 0.015625 0 -0 ) ( -0 0.015625 0 ) ) system/caulk 0 0 0
    ( 160 96 -32 ) ( 160 -160 -32 ) ( 128 -128 0 ) ( ( 0.015625 0 -0 ) ( -0 0.015625 0 ) ) system/caulk 0 0 0
    ( -160 -160 -32 ) ( -160 96 -32 ) ( -128 64 0 ) ( ( 0.015625 0 -0 ) ( -0 0.015625 0 ) ) system/caulk 0 0 0
    }
    }
    // brush 5
    {
    brushDef
    {
    ( 128 -128 224 ) ( -128 -128 352 ) ( -128 -128 224 ) ( ( 0.25 0 -0 ) ( -0 0.25 0 ) ) colors/gray 0 0 0
    ( -128 -160 0 ) ( -128 -160 128 ) ( 128 -160 0 ) ( ( 0.015625 0 -0 ) ( -0 0.015625 0 ) ) system/caulk 0 0 0
    ( 128 -128 0 ) ( -128 -128 0 ) ( 160 -160 -32 ) ( ( 0.015625 0 -0 ) ( -0 0.015625 0 ) ) system/caulk 0 0 0
    ( -128 -128 0 ) ( -128 -128 224 ) ( -160 -160 -32 ) ( ( 0.015625 0 -0 ) ( -0 0.015625 0 ) ) system/caulk 0 0 0
    ( -128 -128 448 ) ( 128 -128 448 ) ( -160 -160 480 ) ( ( 0.015625 0 -0 ) ( -0 0.015625 0 ) ) system/caulk 0 0 0
    ( 128 -128 224 ) ( 128 -128 0 ) ( 160 -160 -32 ) ( ( 0.015625 0 -0 ) ( -0 0.015625 0 ) ) system/caulk 0 0 0
    }
    }
    // brush 6
    {
    brushDef
    {
    ( -128 -128 128 ) ( -128 64 0 ) ( -128 -128 0 ) ( ( 0.25 0 -0 ) ( -0 0.25 0 ) ) colors/gray 0 0 0
    ( -160 -128 0 ) ( -160 64 0 ) ( -160 -128 128 ) ( ( 0.015625 0 -0 ) ( -0 0.015625 0 ) ) system/caulk 0 0 0
    ( -128 -128 0 ) ( -128 64 0 ) ( -160 -160 -32 ) ( ( 0.015625 0 -0 ) ( -0 0.015625 0 ) ) system/caulk 0 0 0
    ( -128 64 0 ) ( -128 64 224 ) ( -160 96 -32 ) ( ( 0.015625 0 -0 ) ( -0 0.015625 0 ) ) system/caulk 0 0 0
    ( -128 64 448 ) ( -128 -128 448 ) ( -160 96 480 ) ( ( 0.015625 0 -0 ) ( -0 0.015625 0 ) ) system/caulk 0 0 0
    ( -128 -128 224 ) ( -128 -128 0 ) ( -160 -160 -32 ) ( ( 0.015625 0 -0 ) ( -0 0.015625 0 ) ) system/caulk 0 0 0
    }
    }
    // brush 7
    {
    brushDef
    {
    ( 8 0 8 ) ( 8 -40 8 ) ( -40 0 8 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) system/cushion 0 0 0
    ( 24 0 112 ) ( -24 0 112 ) ( 24 0 104 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) system/cushion 0 0 0
    ( 24 0 112 ) ( 24 0 104 ) ( 24 -40 112 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) system/cushion 0 0 0
    ( -32 -40 0 ) ( 16 -40 0 ) ( -32 0 0 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) system/cushion 0 0 0
    ( -24 -40 104 ) ( -24 -40 112 ) ( 24 -40 104 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) system/cushion 0 0 0
    ( -24 -40 104 ) ( -24 0 104 ) ( -24 -40 112 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) system/cushion 0 0 0
    }
    }
    // brush 8
    {
    patchDef2
    {
    colors/red
    ( 9 3 0 0 0 )
    (
    ( ( 17 4 0 0 0 ) ( 17 4 96 0 -24 ) ( 17 4 192 0 -48 ) )
    ( ( 17 1 0 0.5 0 ) ( 17 1 96 0.5 -24 ) ( 17 1 192 0.5 -48 ) )
    ( ( 20 1 0 1 0 ) ( 20 1 96 1 -24 ) ( 20 1 192 1 -48 ) )
    ( ( 23 1 0 1.5 0 ) ( 23 1 96 1.5 -24 ) ( 23 1 192 1.5 -48 ) )
    ( ( 23 4 0 2 0 ) ( 23 4 96 2 -24 ) ( 23 4 192 2 -48 ) )
    ( ( 23 7 0 2.5 0 ) ( 23 7 96 2.5 -24 ) ( 23 7 192 2.5 -48 ) )
    ( ( 20 7 0 3 0 ) ( 20 7 96 3 -24 ) ( 20 7 192 3 -48 ) )
    ( ( 17 7 0 3.5 0 ) ( 17 7 96 3.5 -24 ) ( 17 7 192 3.5 -48 ) )
    ( ( 17 4 0 4 0 ) ( 17 4 96 4 -24 ) ( 17 4 192 4 -48 ) )
    )
    }
    }
    // brush 9
    {
    patchDef2
    {
    colors/red
    ( 9 3 0 0 0 )
    (
    ( ( -23 4 0 0 0 ) ( -23 4 96 0 -24 ) ( -23 4 192 0 -48 ) )
    ( ( -23 1 0 0.5 0 ) ( -23 1 96 0.5 -24 ) ( -23 1 192 0.5 -48 ) )
    ( ( -20 1 0 1 0 ) ( -20 1 96 1 -24 ) ( -20 1 192 1 -48 ) )
    ( ( -17 1 0 1.5 0 ) ( -17 1 96 1.5 -24 ) ( -17 1 192 1.5 -48 ) )
    ( ( -17 4 0 2 0 ) ( -17 4 96 2 -24 ) ( -17 4 192 2 -48 ) )
    ( ( -17 7 0 2.5 0 ) ( -17 7 96 2.5 -24 ) ( -17 7 192 2.5 -48 ) )
    ( ( -20 7 0 3 0 ) ( -20 7 96 3 -24 ) ( -20 7 192 3 -48 ) )
    ( ( -23 7 0 3.5 0 ) ( -23 7 96 3.5 -24 ) ( -23 7 192 3.5 -48 ) )
    ( ( -23 4 0 4 0 ) ( -23 4 96 4 -24 ) ( -23 4 192 4 -48 ) )
    )
    }
    }
    // brush 10
    {
    patchDef2
    {
    colors/red
    ( 9 3 0 0 0 )
    (
    ( ( -20 2 180 0 0 ) ( 0 2 180 0 -5 ) ( 20 2 180 0 -10 ) )
    ( ( -20 2 178 0.5 0 ) ( 0 2 178 0.5 -5 ) ( 20 2 178 0.5 -10 ) )
    ( ( -20 4 178 1 0 ) ( 0 4 178 1 -5 ) ( 20 4 178 1 -10 ) )
    ( ( -20 6 178 1.5 0 ) ( 0 6 178 1.5 -5 ) ( 20 6 178 1.5 -10 ) )
    ( ( -20 6 180 2 0 ) ( 0 6 180 2 -5 ) ( 20 6 180 2 -10 ) )
    ( ( -20 6 182 2.5 0 ) ( 0 6 182 2.5 -5 ) ( 20 6 182 2.5 -10 ) )
    ( ( -20 4 182 3 0 ) ( 0 4 182 3 -5 ) ( 20 4 182 3 -10 ) )
    ( ( -20 2 182 3.5 0 ) ( 0 2 182 3.5 -5 ) ( 20 2 182 3.5 -10 ) )
    ( ( -20 2 180 4 0 ) ( 0 2 180 4 -5 ) ( 20 2 180 4 -10 ) )
    )
    }
    }
    // brush 11
    {
    patchDef2
    {
    colors/red
    ( 9 3 0 0 0 )
    (
    ( ( -20 2 4 0 0 ) ( 0 2 4 0 -5 ) ( 20 2 4 0 -10 ) )
    ( ( -20 2 2 0.5 0 ) ( 0 2 2 0.5 -5 ) ( 20 2 2 0.5 -10 ) )
    ( ( -20 4 2 1 0 ) ( 0 4 2 1 -5 ) ( 20 4 2 1 -10 ) )
    ( ( -20 6 2 1.5 0 ) ( 0 6 2 1.5 -5 ) ( 20 6 2 1.5 -10 ) )
    ( ( -20 6 4 2 0 ) ( 0 6 4 2 -5 ) ( 20 6 4 2 -10 ) )
    ( ( -20 6 6 2.5 0 ) ( 0 6 6 2.5 -5 ) ( 20 6 6 2.5 -10 ) )
    ( ( -20 4 6 3 0 ) ( 0 4 6 3 -5 ) ( 20 4 6 3 -10 ) )
    ( ( -20 2 6 3.5 0 ) ( 0 2 6 3.5 -5 ) ( 20 2 6 3.5 -10 ) )
    ( ( -20 2 4 4 0 ) ( 0 2 4 4 -5 ) ( 20 2 4 4 -10 ) )
    )
    }
    }
    // brush 12
    {
    patchDef2
    {
    colors/red
    ( 9 3 0 0 0 )
    (
    ( ( -20 2 20 0 0 ) ( 0 2 20 0 -5 ) ( 20 2 20 0 -10 ) )
    ( ( -20 2 18 0.5 0 ) ( 0 2 18 0.5 -5 ) ( 20 2 18 0.5 -10 ) )
    ( ( -20 4 18 1 0 ) ( 0 4 18 1 -5 ) ( 20 4 18 1 -10 ) )
    ( ( -20 6 18 1.5 0 ) ( 0 6 18 1.5 -5 ) ( 20 6 18 1.5 -10 ) )
    ( ( -20 6 20 2 0 ) ( 0 6 20 2 -5 ) ( 20 6 20 2 -10 ) )
    ( ( -20 6 22 2.5 0 ) ( 0 6 22 2.5 -5 ) ( 20 6 22 2.5 -10 ) )
    ( ( -20 4 22 3 0 ) ( 0 4 22 3 -5 ) ( 20 4 22 3 -10 ) )
    ( ( -20 2 22 3.5 0 ) ( 0 2 22 3.5 -5 ) ( 20 2 22 3.5 -10 ) )
    ( ( -20 2 20 4 0 ) ( 0 2 20 4 -5 ) ( 20 2 20 4 -10 ) )
    )
    }
    }
    // brush 13
    {
    patchDef2
    {
    colors/red
    ( 9 3 0 0 0 )
    (
    ( ( -20 2 36 0 0 ) ( 0 2 36 0 -5 ) ( 20 2 36 0 -10 ) )
    ( ( -20 2 34 0.5 0 ) ( 0 2 34 0.5 -5 ) ( 20 2 34 0.5 -10 ) )
    ( ( -20 4 34 1 0 ) ( 0 4 34 1 -5 ) ( 20 4 34 1 -10 ) )
    ( ( -20 6 34 1.5 0 ) ( 0 6 34 1.5 -5 ) ( 20 6 34 1.5 -10 ) )
    ( ( -20 6 36 2 0 ) ( 0 6 36 2 -5 ) ( 20 6 36 2 -10 ) )
    ( ( -20 6 38 2.5 0 ) ( 0 6 38 2.5 -5 ) ( 20 6 38 2.5 -10 ) )
    ( ( -20 4 38 3 0 ) ( 0 4 38 3 -5 ) ( 20 4 38 3 -10 ) )
    ( ( -20 2 38 3.5 0 ) ( 0 2 38 3.5 -5 ) ( 20 2 38 3.5 -10 ) )
    ( ( -20 2 36 4 0 ) ( 0 2 36 4 -5 ) ( 20 2 36 4 -10 ) )
    )
    }
    }
    // brush 14
    {
    patchDef2
    {
    colors/red
    ( 9 3 0 0 0 )
    (
    ( ( -20 2 52 0 0 ) ( 0 2 52 0 -5 ) ( 20 2 52 0 -10 ) )
    ( ( -20 2 50 0.5 0 ) ( 0 2 50 0.5 -5 ) ( 20 2 50 0.5 -10 ) )
    ( ( -20 4 50 1 0 ) ( 0 4 50 1 -5 ) ( 20 4 50 1 -10 ) )
    ( ( -20 6 50 1.5 0 ) ( 0 6 50 1.5 -5 ) ( 20 6 50 1.5 -10 ) )
    ( ( -20 6 52 2 0 ) ( 0 6 52 2 -5 ) ( 20 6 52 2 -10 ) )
    ( ( -20 6 54 2.5 0 ) ( 0 6 54 2.5 -5 ) ( 20 6 54 2.5 -10 ) )
    ( ( -20 4 54 3 0 ) ( 0 4 54 3 -5 ) ( 20 4 54 3 -10 ) )
    ( ( -20 2 54 3.5 0 ) ( 0 2 54 3.5 -5 ) ( 20 2 54 3.5 -10 ) )
    ( ( -20 2 52 4 0 ) ( 0 2 52 4 -5 ) ( 20 2 52 4 -10 ) )
    )
    }
    }
    // brush 15
    {
    patchDef2
    {
    colors/red
    ( 9 3 0 0 0 )
    (
    ( ( -20 2 68 0 0 ) ( 0 2 68 0 -5 ) ( 20 2 68 0 -10 ) )
    ( ( -20 2 66 0.5 0 ) ( 0 2 66 0.5 -5 ) ( 20 2 66 0.5 -10 ) )
    ( ( -20 4 66 1 0 ) ( 0 4 66 1 -5 ) ( 20 4 66 1 -10 ) )
    ( ( -20 6 66 1.5 0 ) ( 0 6 66 1.5 -5 ) ( 20 6 66 1.5 -10 ) )
    ( ( -20 6 68 2 0 ) ( 0 6 68 2 -5 ) ( 20 6 68 2 -10 ) )
    ( ( -20 6 70 2.5 0 ) ( 0 6 70 2.5 -5 ) ( 20 6 70 2.5 -10 ) )
    ( ( -20 4 70 3 0 ) ( 0 4 70 3 -5 ) ( 20 4 70 3 -10 ) )
    ( ( -20 2 70 3.5 0 ) ( 0 2 70 3.5 -5 ) ( 20 2 70 3.5 -10 ) )
    ( ( -20 2 68 4 0 ) ( 0 2 68 4 -5 ) ( 20 2 68 4 -10 ) )
    )
    }
    }
    // brush 16
    {
    patchDef2
    {
    colors/red
    ( 9 3 0 0 0 )
    (
    ( ( -20 2 84 0 0 ) ( 0 2 84 0 -5 ) ( 20 2 84 0 -10 ) )
    ( ( -20 2 82 0.5 0 ) ( 0 2 82 0.5 -5 ) ( 20 2 82 0.5 -10 ) )
    ( ( -20 4 82 1 0 ) ( 0 4 82 1 -5 ) ( 20 4 82 1 -10 ) )
    ( ( -20 6 82 1.5 0 ) ( 0 6 82 1.5 -5 ) ( 20 6 82 1.5 -10 ) )
    ( ( -20 6 84 2 0 ) ( 0 6 84 2 -5 ) ( 20 6 84 2 -10 ) )
    ( ( -20 6 86 2.5 0 ) ( 0 6 86 2.5 -5 ) ( 20 6 86 2.5 -10 ) )
    ( ( -20 4 86 3 0 ) ( 0 4 86 3 -5 ) ( 20 4 86 3 -10 ) )
    ( ( -20 2 86 3.5 0 ) ( 0 2 86 3.5 -5 ) ( 20 2 86 3.5 -10 ) )
    ( ( -20 2 84 4 0 ) ( 0 2 84 4 -5 ) ( 20 2 84 4 -10 ) )
    )
    }
    }
    // brush 17
    {
    patchDef2
    {
    colors/red
    ( 9 3 0 0 0 )
    (
    ( ( -20 2 100 0 0 ) ( 0 2 100 0 -5 ) ( 20 2 100 0 -10 ) )
    ( ( -20 2 98 0.5 0 ) ( 0 2 98 0.5 -5 ) ( 20 2 98 0.5 -10 ) )
    ( ( -20 4 98 1 0 ) ( 0 4 98 1 -5 ) ( 20 4 98 1 -10 ) )
    ( ( -20 6 98 1.5 0 ) ( 0 6 98 1.5 -5 ) ( 20 6 98 1.5 -10 ) )
    ( ( -20 6 100 2 0 ) ( 0 6 100 2 -5 ) ( 20 6 100 2 -10 ) )
    ( ( -20 6 102 2.5 0 ) ( 0 6 102 2.5 -5 ) ( 20 6 102 2.5 -10 ) )
    ( ( -20 4 102 3 0 ) ( 0 4 102 3 -5 ) ( 20 4 102 3 -10 ) )
    ( ( -20 2 102 3.5 0 ) ( 0 2 102 3.5 -5 ) ( 20 2 102 3.5 -10 ) )
    ( ( -20 2 100 4 0 ) ( 0 2 100 4 -5 ) ( 20 2 100 4 -10 ) )
    )
    }
    }
    // brush 18
    {
    patchDef2
    {
    colors/red
    ( 9 3 0 0 0 )
    (
    ( ( -20 2 116 0 0 ) ( 0 2 116 0 -5 ) ( 20 2 116 0 -10 ) )
    ( ( -20 2 114 0.5 0 ) ( 0 2 114 0.5 -5 ) ( 20 2 114 0.5 -10 ) )
    ( ( -20 4 114 1 0 ) ( 0 4 114 1 -5 ) ( 20 4 114 1 -10 ) )
    ( ( -20 6 114 1.5 0 ) ( 0 6 114 1.5 -5 ) ( 20 6 114 1.5 -10 ) )
    ( ( -20 6 116 2 0 ) ( 0 6 116 2 -5 ) ( 20 6 116 2 -10 ) )
    ( ( -20 6 118 2.5 0 ) ( 0 6 118 2.5 -5 ) ( 20 6 118 2.5 -10 ) )
    ( ( -20 4 118 3 0 ) ( 0 4 118 3 -5 ) ( 20 4 118 3 -10 ) )
    ( ( -20 2 118 3.5 0 ) ( 0 2 118 3.5 -5 ) ( 20 2 118 3.5 -10 ) )
    ( ( -20 2 116 4 0 ) ( 0 2 116 4 -5 ) ( 20 2 116 4 -10 ) )
    )
    }
    }
    // brush 19
    {
    patchDef2
    {
    colors/red
    ( 9 3 0 0 0 )
    (
    ( ( -20 2 132 0 0 ) ( 0 2 132 0 -5 ) ( 20 2 132 0 -10 ) )
    ( ( -20 2 130 0.5 0 ) ( 0 2 130 0.5 -5 ) ( 20 2 130 0.5 -10 ) )
    ( ( -20 4 130 1 0 ) ( 0 4 130 1 -5 ) ( 20 4 130 1 -10 ) )
    ( ( -20 6 130 1.5 0 ) ( 0 6 130 1.5 -5 ) ( 20 6 130 1.5 -10 ) )
    ( ( -20 6 132 2 0 ) ( 0 6 132 2 -5 ) ( 20 6 132 2 -10 ) )
    ( ( -20 6 134 2.5 0 ) ( 0 6 134 2.5 -5 ) ( 20 6 134 2.5 -10 ) )
    ( ( -20 4 134 3 0 ) ( 0 4 134 3 -5 ) ( 20 4 134 3 -10 ) )
    ( ( -20 2 134 3.5 0 ) ( 0 2 134 3.5 -5 ) ( 20 2 134 3.5 -10 ) )
    ( ( -20 2 132 4 0 ) ( 0 2 132 4 -5 ) ( 20 2 132 4 -10 ) )
    )
    }
    }
    // brush 20
    {
    patchDef2
    {
    colors/red
    ( 9 3 0 0 0 )
    (
    ( ( -20 2 148 0 0 ) ( 0 2 148 0 -5 ) ( 20 2 148 0 -10 ) )
    ( ( -20 2 146 0.5 0 ) ( 0 2 146 0.5 -5 ) ( 20 2 146 0.5 -10 ) )
    ( ( -20 4 146 1 0 ) ( 0 4 146 1 -5 ) ( 20 4 146 1 -10 ) )
    ( ( -20 6 146 1.5 0 ) ( 0 6 146 1.5 -5 ) ( 20 6 146 1.5 -10 ) )
    ( ( -20 6 148 2 0 ) ( 0 6 148 2 -5 ) ( 20 6 148 2 -10 ) )
    ( ( -20 6 150 2.5 0 ) ( 0 6 150 2.5 -5 ) ( 20 6 150 2.5 -10 ) )
    ( ( -20 4 150 3 0 ) ( 0 4 150 3 -5 ) ( 20 4 150 3 -10 ) )
    ( ( -20 2 150 3.5 0 ) ( 0 2 150 3.5 -5 ) ( 20 2 150 3.5 -10 ) )
    ( ( -20 2 148 4 0 ) ( 0 2 148 4 -5 ) ( 20 2 148 4 -10 ) )
    )
    }
    }
    // brush 21
    {
    patchDef2
    {
    colors/red
    ( 9 3 0 0 0 )
    (
    ( ( -20 2 164 0 0 ) ( 0 2 164 0 -5 ) ( 20 2 164 0 -10 ) )
    ( ( -20 2 162 0.5 0 ) ( 0 2 162 0.5 -5 ) ( 20 2 162 0.5 -10 ) )
    ( ( -20 4 162 1 0 ) ( 0 4 162 1 -5 ) ( 20 4 162 1 -10 ) )
    ( ( -20 6 162 1.5 0 ) ( 0 6 162 1.5 -5 ) ( 20 6 162 1.5 -10 ) )
    ( ( -20 6 164 2 0 ) ( 0 6 164 2 -5 ) ( 20 6 164 2 -10 ) )
    ( ( -20 6 166 2.5 0 ) ( 0 6 166 2.5 -5 ) ( 20 6 166 2.5 -10 ) )
    ( ( -20 4 166 3 0 ) ( 0 4 166 3 -5 ) ( 20 4 166 3 -10 ) )
    ( ( -20 2 166 3.5 0 ) ( 0 2 166 3.5 -5 ) ( 20 2 166 3.5 -10 ) )
    ( ( -20 2 164 4 0 ) ( 0 2 164 4 -5 ) ( 20 2 164 4 -10 ) )
    )
    }
    }
    // brush 22
    {
    brushDef
    {
    ( 24 16 192 ) ( 24 8 192 ) ( -24 16 192 ) ( ( 0.25 0 -0 ) ( -0 0.25 0 ) ) colors/red 0 0 0
    ( 16 64 196 ) ( -32 64 196 ) ( 16 64 192 ) ( ( 0.25 0 -0 ) ( -0 0.25 0 ) ) colors/red 0 0 0
    ( 24 16 196 ) ( 24 16 192 ) ( 24 8 196 ) ( ( 0.25 0 -0 ) ( -0 0.25 0 ) ) colors/red 0 0 0
    ( -24 8 188 ) ( 24 8 188 ) ( -24 16 188 ) ( ( 0.25 0 -0 ) ( -0 0.25 0 ) ) colors/red 0 0 0
    ( -24 0 192 ) ( -24 0 196 ) ( 24 0 192 ) ( ( 0.25 0 -0 ) ( -0 0.25 0 ) ) colors/red 0 0 0
    ( -24 8 192 ) ( -24 16 192 ) ( -24 8 196 ) ( ( 0.25 0 -0 ) ( -0 0.25 0 ) ) colors/red 0 0 0
    }
    }
    }
    // entity 1
    {
    "classname" "target_deactivate"
    "origin" "-40 -32 8"
    "angle" "45"
    "targetname" "push_up_enable"
    "target" "push_down"
    }
    // entity 2
    {
    "classname" "trigger_multiple"
    "spawnflags" "262"
    "speed" "0.1"
    "angles" "-90 0 0"
    "target" "push_up_enable"
    "wait" "1"
    "target2" "push_up_disable"
    // brush 0
    {
    brushDef
    {
    ( 16 28 256 ) ( 16 -4 256 ) ( -16 28 256 ) ( ( 0.015625 0 0.3125 ) ( 0 0.015625 -0.125 ) ) system/trigger 0 0 0
    ( 24 0 128 ) ( -8 0 128 ) ( 24 0 0 ) ( ( 0.015625 0 0.125 ) ( 0 0.015625 0 ) ) system/trigger 0 0 0
    ( 16 -8 128 ) ( 16 -8 0 ) ( 16 -40 128 ) ( ( 0.015625 0 0.3125 ) ( 0 0.015625 0 ) ) system/trigger 0 0 0
    ( -4 -20 0 ) ( 28 -20 0 ) ( -4 12 0 ) ( ( 0.0625 0 0.25 ) ( 0 0.03125 0.75 ) ) system/trigger 0 0 0
    ( 12 -40 8 ) ( 12 -40 136 ) ( 44 -40 8 ) ( ( 0.015625 0 -0.125 ) ( 0 0.015625 0 ) ) system/trigger 0 0 0
    ( -16 -28 0 ) ( -16 4 0 ) ( -16 -28 128 ) ( ( 0.015625 0 -0.3125 ) ( 0 0.015625 0 ) ) system/trigger 0 0 0
    }
    }
    }
    // entity 3
    {
    "classname" "target_activate"
    "origin" "-40 -32 120"
    "angle" "45"
    "targetname" "push_up_disable"
    "target" "push_down"
    }
    // entity 4
    {
    "classname" "light"
    "origin" "62 -114 368"
    "light" "1628.97"
    "_samples" "32"
    "_deviance" "2"
    }
    // entity 5
    {
    "classname" "light"
    "origin" "-96 -112 192"
    "light" "300"
    "_samples" "32"
    "_deviance" "6"
    }
    // entity 6
    {
    "classname" "trigger_push"
    "targetname" "push_up"
    "spawnflags" "388"
    "speed" "10"
    "target" "push_direction_up"
    "wait" "1"
    // brush 0
    {
    brushDef
    {
    ( 64 72 192 ) ( 64 -56 192 ) ( -64 72 192 ) ( ( 0.015625 0 0 ) ( 0 0.015625 -0 ) ) system/trigger 0 0 0
    ( 64 0 128 ) ( -64 0 128 ) ( 64 0 0 ) ( ( 0.03125 0 0.5 ) ( 0 0.03125 0 ) ) system/trigger 0 0 0
    ( 2 64 144 ) ( 2 64 16 ) ( 2 -64 144 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) system/trigger 0 0 0
    ( -64 -60 0 ) ( 64 -60 0 ) ( -64 68 0 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) system/trigger 0 0 0
    ( -62 -2 -24 ) ( -62 -2 104 ) ( 66 -2 -24 ) ( ( 0.015625 0 -0 ) ( 0 0.015625 0 ) ) system/trigger 0 0 0
    ( -2 -64 -16 ) ( -2 64 -16 ) ( -2 -64 112 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) system/trigger 0 0 0
    }
    }
    }
    // entity 7
    {
    "classname" "info_player_start"
    "origin" "0 -96 24"
    "angle" "90"
    }
    // entity 8
    {
    "classname" "target_position"
    "origin" "0 61 109"
    "targetname" "push_direction_up"
    "angles" "-90 0 0"
    }
    // entity 9
    {
    "classname" "target_deactivate"
    "origin" "40 -32 8"
    "angle" "135"
    "targetname" "push_up_disable"
    "target" "push_up"
    }
    // entity 10
    {
    "classname" "target_activate"
    "origin" "40 -32 120"
    "angle" "135"
    "targetname" "push_up_enable"
    "target" "push_up"
    }
    // entity 11
    {
    "classname" "trigger_push"
    "targetname" "push_down"
    "spawnflags" "388"
    "speed" "10"
    "target" "push_direction_down"
    "wait" "1"
    // brush 0
    {
    brushDef
    {
    ( 2 -2 150 ) ( -2 -2 150 ) ( -2 0 150 ) ( ( 0.0156249981 -0 0.7499998212 ) ( 0 0.015625 0 ) ) system/trigger 0 0 0
    ( -2 -2 148 ) ( 2 -2 148 ) ( 2 0 150 ) ( ( 0.03125 0 -0.5 ) ( 0 0.0220970847 -0.3437499702 ) ) system/trigger 0 0 0
    ( 16 80 112 ) ( 16 80 -16 ) ( 16 -48 112 ) ( ( 0.015625 0 -0.25 ) ( 0 0.015625 -0.5 ) ) system/trigger 0 0 0
    ( 2 -2 148 ) ( -2 -2 148 ) ( 2 -32 148 ) ( ( 0.0166666675 0 -0.2166666687 ) ( 0 0.015625 0 ) ) system/trigger 0 0 0
    ( -2 -32 150 ) ( 2 -32 150 ) ( 2 -32 -32 ) ( ( 0.015625 0 0 ) ( 0 0.015625 -0.5 ) ) system/trigger 0 0 0
    ( -16 -44 -48 ) ( -16 84 -48 ) ( -16 -44 80 ) ( ( 0.015625 0 0.25 ) ( 0 0.015625 -0.5 ) ) system/trigger 0 0 0
    }
    }
    // brush 1
    {
    brushDef
    {
    ( 2 -2 148 ) ( -2 -2 148 ) ( -2 0 150 ) ( ( -0 -0.0110485433 -0.671875 ) ( 0.015625 0 0 ) ) system/trigger 0 0 0
    ( 64 0 130 ) ( -64 0 130 ) ( 64 0 2 ) ( ( 0.03125 0 -0.5 ) ( 0 0.03125 0 ) ) system/trigger 0 0 0
    ( 2 80 144 ) ( 2 80 16 ) ( 2 -48 144 ) ( ( 0.015625 0 -0.25 ) ( 0 0.015625 0 ) ) system/trigger 0 0 0
    ( -64 -44 80 ) ( 64 -44 80 ) ( -64 84 80 ) ( ( 0.015625 0 -0.25 ) ( 0 0.015625 0 ) ) system/trigger 0 0 0
    ( -2 -2 148 ) ( 2 -2 148 ) ( 2 -2 -32 ) ( ( 0.015625 0 0 ) ( 0 0.0157986116 0 ) ) system/trigger 0 0 0
    ( -2 -46 -16 ) ( -2 82 -16 ) ( -2 -46 112 ) ( ( 0.015625 0 0.25 ) ( 0 0.015625 0 ) ) system/trigger 0 0 0
    }
    }
    }
    // entity 12
    {
    "classname" "target_position"
    "origin" "0 61 103"
    "targetname" "push_direction_down"
    "angles" "-90 0 0"
    }
    

     

    The above .map file should give you a good starting point.

    trigger_multiple for limiting the activation of going up to when you look up (additionally you can leave or take the condition of use_button) and the only other thing to take into account is that linear spawnflag does not take into account what speed you set. It uses the vector from brush center to target_position as direction AND speed vector - here I let the player be pushed against the clip brush which has base friction.

     

    Certainly worth a try to see if the multiple spawnflag on trigger_multiple and the trigger_push can be left out so only one player can use the ladder at once.

    This configuration doesn't work in SP - it seems that some of the features such as setting speed and so on work differntly in SP - I'll try to adapt it one day.

    Thank you for all the information, I will test this out!

  13. 16 hours ago, BlindDaThief said:

    I'm bummed life got so busy in the last couple months. Really bad timing! I couldn't finish in time but I'm excited to slowly see other people's creations that will seep in over time that were also too late...

    Better late than never.

    Fight me for the 5th place loser trophy!   (I'm one of the people who missed the deadline too)

    AmBEVlwT_400x400.jpg

    bigphil2695 and BlindDaThief like this
  14. 30 minutes ago, mjt said:

    Do you currently try out your map in SP only?

    AFAIK there is a ladder surfaceflag inherited from SOF2 / EliteForce prior to when Raven did JK2 and JKA - as q3map2 parses the headers one after the other if I'm not mistaken, it should still be possible to put this surface flag into a map - based on a shader keyword. How the engine reacts to it is another thing altogether.

    You can make a lift trigger brush close to only the ladder - instead of being a volume, the bounding box of the player would only need to touch it. And you can specify direction based on wheter the player comes from below or above by setting the trigger push inactive for the desired direction  based on a separate trigger. I'll try to make a little sample for it and push it here.

    Currently I test in MP - the first iteration of the map will be MP, afterwards im hoping to convert it to SP.

    I believe I understood what you were explaining, though im not certain how to implement that exactly.    I look forward to your sample, and appreciate your time and effort to help!


    (im not sure what a lift trigger is though, ill have to investigate)

  15. Tried to make the beveled area passable, by overlaying caulk non solid pieces over the bevels and cylinder that connect the laddered areas.   No success.   Now the character will float up the the ceiling and drop down slowly, and then re-jump to the ceiling repeatedly.   I believe its keeping with the wait 3 timing now.    But still not a large enough or maybe not properly "non-solid" yet for a player model to go through.

    Im now recalling someone telling me that if I add inverted patch meshes overlaid stop the textured side that the model should pass through - will try that next time I work on the project.

    Tried smoothing some brush edges through a shader, limited success lol, will need to try more another day.

    Recessed the cell doors further, which gave them a nice depth, and bringing them closer to the source.

    7dsvHym.jpg0GDFMMX.jpg27DqCtT.jpg

    ZelZel and bigphil2695 like this
  16. Decided to prioritize working on the existing area before building out the map further.

    Some things need to be optimized, some need to be rebuilt - its best if the beginning area is further streamlined before mirroring out the rest of the map sections and having to rebuild/optimize each area individually.

    One aspect that I worked on today, was the attackers entrance ladder area.    I realigned the "razor crest room" to the proper orientation, and resized it to approximate scale.     Plan to have it as a bonus area,  not essential to the map, but for completion/immersion.   (And eventually single player)   The Razor Crest area will likely consist strictly of the cargo hold interior where they enter into the transport.   Perhaps over time it will include the cockpit and etc.

    I also retextured the ladder entrance ceiling, which in the episode I found was the same as the floor material. 

    M874N2f.jpg

     

    Another thing I tried adding today was a way to scale the ladder, to what will eventually be a modelled interior of the razor crest.   I tried using a trigger_push, for the first time.    This is how it worked out so far:

    4qI5yeY.jpg

     The effect is not what I expected;  currently any time youre in the trigger_push, it constantly keeps you suspended up to the ceiling where you stay!    You never come down unless you hold control and slowly edge out of the area.     

    What I want to occur, is have the player be able to trigger the push up to scale the ladder if and when they want.      So far I have a trigger_push, with the keys speed 100, wait 3, multiple and linear checked in the entity entry - and its linked to a target position.     

    I suspect it requires a trigger multiple attached to a target activate attached to the trigger_push?  Any input on how to make that work as intended would be appreciated! 

    Also, the bevels around the hole may be the barrier to being able to enter the ship.   I discussed how to make them not solid with someone months back, though before I was able to implement the idea I was derailed by a life event that postponed my project and I've subsequently forgot how to make the bevels non solid!

    The other aspect I worked on today was the shape, size and position of the prison cell door frames.  Incomplete but where I left off in the remake.

    BEFORE:

    Sb9aLcr.jpg

     

    After:

    sCm8G69.jpg

     

    Any input on how to address the trigger_push issue would be very much appreciated!

  17. 35 minutes ago, NAB622 said:

    Think of each face of an areaportal brush as sealing areas off from each other. The correct way to use an areaportal is to texture the entire brush with system/skip, and then on one face of the brush that will completely separate both areas, texture it with system/areaportal.

    If you texture all sides of a brush with system/areaportal, it will create a void the size of the brush, and when the player steps inside it, all entities will disappear.

    I don't know if that's related to your disappearing wall issue, but it's certainly something to try. Gotta make sure everything is right before continuing.

     

    Also: I found the other thread I had mentioned. It's one of your older threads, apparently: https://jkhub.org/forums/topic/11762-strange-map-leak-on-one-wall-of-map

     

    Creating the area portals out of system/skip, and then one face of the door being Area portal did the trick!

    Thank you guru!

     

     

    NAB622 likes this
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