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jo_the_rooster liked a post in a topic: Can't make custom skybox work
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The reason it works on other shaders is probably because there is a map { } section in them. Skyboxes do not have one, therefore just one brace is needed to close the shader.
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NAB622 liked a post in a topic: Can't make custom skybox work
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NAB622 started following Map Object Help , Can't make custom skybox work and Weird glitch when using grid shader
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Let's start with the obvious, it looks like you have a tailing brace at the end of your shader. I'd start by removing that.
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jo_the_rooster liked a post in a topic: Weird glitch when using grid shader
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Yeah, if you don't properly use detail brushes it will happen. There's a threshold of portals that triggers it, I forget what the number is. If you do intend to make larger maps in the future, look up a tutorial for visibility, or post here and someone can point you in the right direction. It's very simple to do, and it saves time if you use it correctly from the start. Either way, I'm glad your stuff is all working now!
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jo_the_rooster liked a post in a topic: Weird glitch when using grid shader
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Actually, your shader is good! This is a vis issue. The fix is easy, you just need to make your fence brushes detail. Assuming you're using Radiant, Select the fence brushes and press ctrl+m. Recompile and all should be well. (Edit: You can toggle detail brushes on/off in Radiant by pressing Ctrl+D to verify it worked.) As a rule of thumb, any brush that has a transparency shader on it must be made detail to avoid this. How large is the map you're making? You may be well on your way to MAX_MAP_VISIBILITY and long compile times, and a little understanding now will help a lot in the long run.
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All right, sorry about all the confusion. Here's what you need to imitate what is present in the sample. At the start of the level, this happens: info_player_start | | (targetname level_start) | V target_scriptrunner (usescript secbase/start) (I included the targetname value used in the samples so it's easier for you to double-check this on your own. Also, as a side note, I'm 99% sure this same effect can be achieved by adding spawnscript secbase/start to the worldspawn) The secbase/start script contains: set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SHOW", /*@OBJECTIVES*/ "SECBASE_OBJ1" ); set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SHOW", /*@OBJECTIVES*/ "SECBASE_OBJ2" ); set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SHOW", /*@OBJECTIVES*/ "KOR1_OBJ1" ); set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SHOW", /*@OBJECTIVES*/ "KOR1_OBJ2" ); These four lines set up each of the four objectives in the level to be used later. Next, for the item(s) to be "picked up," set up a trigger in the appropriate area for the player to activate: trigger_once | | (targetname t228) | V +--------------------+----------------------+ | | | V V V target_activate misc_model_breakable target_scriptrunner (usescript secbase/secbase_goal) | | (targetname ende) | V trigger_once (On the last objective, this enables the trigger at the end of the level. This function can also be performed inside the script if you like) The secbase/secbase_goal script contains: set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SUCCEEDED", "KOR1_OBJ1" ); This line clears the desired objective. Hopefully this is actually helpful If you have any other questions or if anything is unclear, let me know.
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My apologies....with that being straightened out, I think I understand what you're asking now. You copied the misc_model_breakable entity into your map, but it doesn't do anything. Your question is how to finish setting it up to clear an objective, yes?
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I think I got my wires crossed somewhere, let me make sure......narshadaa is your map, and secbase is the sample you are using?
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I got Radiant set up correctly now, so I can see what's going on a little better. Let me make sure I understand this all correctly: trigger_once | V +--------------------+----------------------+ | | | V V V target_activate target_scriptrunner misc_model_breakable | V trigger_once (To end the level) From what I can see, the misc_model_breakable will not work as configured. The issue is with the spawnflags. Remove the USE_NOT_BREAK flag (Or set spawnflags to 56). The documentation is a bit ambiguous because both firing an entity by targetname, and a player "Using" an entity, are both referred to in the documentation as "Using" the entity. Bearing in mind that "Using" the entity likely refers to the entity being fired by targetname in this instance, here are the relevant bits in the misc_model_breakable documentation, emphasis in red: In your case, both of these options are set. I believe they are canceling each other out, which prevents the misc_model_breakable from working as desired. If anything else is not working, test it in-game with debug messages on (In the console, type developer 2 to turn them on). It should be fairly easy to see what parts are not working from there.
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Sorry, got sidetracked and forgot to respond. It's been ages since I played Jedi Outcast, and I never looked into SP mapping. Someone else would have to chime in on how that stuff works. All I can tell you is that I don't see anything being triggered directly by the misc_model_breakable. I also don't have Radiant set up properly, since I no longer have a workflow for JA, so I'm having a hard time seeing anything. Here's what I see on the misc_model_breakable on the Nar Shadaa map: On Secbase, here's what I see on the trigger_once: And here's the misc_model_breakable: In Secbase, you have it set up such that the trigger_once is firing both the misc_model_breakable and the target_scriptrunner. When you activate the trigger, what happens? Specifically, does the script run? The misc_model_breakable should destroy itself when the trigger is activated, but I don't know anything about that particular entity, since I've never used it before.
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The misc_model_breakable entity appears to be SP only, and I am used to MP mapping, so I don't actually know much about it. That being said, I did notice a few things. Most importantly, neither of the misc_model_breakable entities is actually firing anything. I don't know exactly what is causing Nar Shadaa to trigger a level objective, but it is definitely not that. In secbase, there is a targetname and a script_targetname on the misc_model_breakable, but both of these are for triggering things on the misc_model_breakable, not for causing some other effect. That said, if you remove the targetname, it should behave normally again. According to the entity definition: This implies that the presence of a targetname will disable the player from "Using" the entity in game.
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All right, I got the files. I have the level open, but I need to know which entity I am looking for exactly. Can you provide any screenshots, entity details, or an entity number to guide me to what you're looking at?
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My username here, at Gmail.
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mrwonko liked a post in a topic: Map Object Help
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I've never worked with single player maps before, so any answer I give is speculation. My first thought is, it is possible there is a script or some other entity triggering the objective. I would have to see the entity configuration, and possibly the map in question, to be able to tell.
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Misc_model_breakable is a damage-based entity. The way you have it configured, you need to destroy it to activate it. I do not know how single player entities work exactly, but I believe there is func_usable or func_button, try one of those. I do not know how to make it trigger a level objective, but one of those should at least get you started on the right track.
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I'm assuming you're making a singleplayer map? Can you be more specific about what's going on? What entity is the object/trigger, and what parameters do you have on it?