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Lazarus

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Posts posted by Lazarus

  1. Hinting and portalling help, to a certain degree. I ll take a stance in the middle. While this map is build in a single box and has no areas to split easy, hinting is appropiate. It will require some hinting. but how much result you will get out of it is debatable, so @@Oobah is right to a certain point. But this makes you also right, @@AngelModder. So where is the golden line in the middle.

     

    Now before you go all haywire on me. G knew indeed how to work with hinting. But to compare G's work with SJC goes a bit far. G was more of the scripting and less design, while SJC is more or less reversed. (G could indeed script everything. Name it, and he did it). His maps were always in high fps, because of his simple design. The sandcrawler was a good example from him. Sadly he never released it and it's probably gone with the wind.

     

    Alright, that said, i ll peek at the file you tossed in my PM, but I am not a true wizzard on hinting either. I know my way arround it, but I am to wonder often too why the hint brush wont hide the portalling behind it. The fact remains that your outdoor will have to be rendered fully if you use certain brushes comes to mind here. It may even require slice up your ship to a certain points as well, if you want it to be optimal. Its not as easy as it sounds like when you do inside your ship, with simple areaportals and some hints in corners of 90 degrees.

     

     

     

     hint This shader is used to block vis around corners, it has to be placed so that it is overlapping 8 units with structural brushes in all directions. 

     

    So why isn't it rendering propperly? check first your detail vs structural brushes as @@mrwonko said. From then start planning on how you should place them.

     

    Check this out as well. http://tremmapping.pbworks.com/w/page/22453205/Understanding%20Vis%20and%20Hint%20Brushes

    AngelModder likes this
  2. Instead of making the wall a model, make it a detail brush and use caulk brushes embedded into the wall as your structural. Repeat for the ground. This will make it easier to work with.

     

    that was what it was originally, however, i converted it out of ease and because the compiling times are much quicker. I migth convert them back into brushes (got a seperate file with the walls in it where I converted them into models) if its worth it.

  3. Converted the rocky ceiling into a model (saves me a lot of compile time) and shielded it off with a clip brush, so player cant jump up and through the rock ceiling. Since you are not supposed to play with force powers its just an extra precaution. Dont want to ruin it. I placed some wiring further and fixed the tunnel leading outside. The crate procedure works (press a button and a crate moves from the lower belt up to the higher belt with a (still need to make) sort of crane. Outside it will be placed on the worker area, where I tie a part of a puzzle in.   

     

    Used a treemodel outside (not completely happy with it, maybe I need to make a pine tree model or ask nicely if @@Szico VII has a spare one from his winter map) and started building on the tiefighter landing pads (will be a few more in that area, plus some tie fighter pilots) ... not sure yet what i ll do with the lower space further, I am maybe thinking of letting it slip out through another cave into a swoop track you ll have to do.. not sure yet. Oh forgot to mention I made the area a bit higher so it looks likes it tops off, instead of sloping inward.. which made it look ackward (which is also a model, because it saves a lot of compile time). 

     

    Also started writing a dialogue between a prison warden and the player.

     

    2 screenies for now/

     

     

     

    24fbjgz.jpg

     

    dceusg.jpg

     

     

  4. Due to work, i havent worked on it for a while, but I found today myself working on the damn ceiling of the facility thats build in the mountain. Now this will be converted into a model, to save on some brushes. I still need to work also on the lights there. In this spoiler is a TRIS shot, so you can see how many freaking brushes it are... 

     

     

     

    shot0054.jpg

     

     

     

    I updated the first post with the textcrawl and a bit of the story i am intending. 

    therfiles likes this
  5. That worked out really well. Thanks for the help. I never knew, nor thought, you could activate a relay from a script to activate something. 

     

    I knew about the trigger, since i use it on my own npcs (remember in my map the alarm sequence, its a use option within a script to fire up whole stormy spawn sequence and alarm sounds)  I didnt knew either you could skip out the the trigger brush and just replace it with a relay with a targetname to fire. I thought relays were more to keep your map clean of lines. I guess i was wrong. Learning something new everyday here. (so yea, i swapped out already the trigger brush and replaced it with a relay in my map)  ;)

     

     

    Now, I should be able to call this script within my original script, correct? and not have to set it up with a trigger, right?

     

    You cant unfortunatly call inmieadtly to a script in a script. You can however call to a scriptrunner to run by using the use command to targetname in a scriprunner. I did some checking in the KOR1 map that is as reference placed. I used Devaheb to decompile the starting scripts (the landing on korriban and how scripts are set concerning light or dark side, due to what happened on taspir) Bassically what happens is this

    
    if ( $get( FLOAT, "SET_OBJECTIVE_LIGHTSIDE")$, $=$, $2$ )
    {
    	use ( "DSencounter" );
    	use ( "DSmusic" );
    	//(BHVDREM)  run ( "kor1/encounter1_D" );
    }
    
    
    else (  )
    {
    	use ( "LSencounter" );
    	use ( "LSmusic" );
    	//(BHVDREM)  run ( "kor1/encounter1_L" );
    }
     

    it checks in an if and else statement if the lightside is set to 2... if so, run dark, else light side. The use reference to target_scriptrunners in the map (they are placed next to the ship model if you open the map, so you can see for yourself)

     

    So to answer your question. Just drop an extra scriptrunner in your map with the script in it and in your current script just use the "use" key.

  6. Try this: 

     

    I made a trigger_multiple that is connected with the light entities. I set them to 800 to see if they were working propperly. I called the trigger multiple lightswitch as targetname, and made it tiny and placed it somewhere against my ceiling so it couldn't be activated by me walking in it. I made a new trigger on the ground (trigger_once) and connected it to a target_scriptrunner. Made it call my script called light1

    //Generated by BehavEd
    
    rem ( "switch lights on and off in loop" );
    
    task ( "toggle_off" )
    {
    	use ( "lightswitch" );
    	wait ( 500.000 );
    }
    
    
    task ( "toggle_on" )
    {
    	use ( "lightswitch" );
    	wait ( 2000.000 );
    }
    
    
    loop ( -1 )
    {
    	dowait ( "toggle_on" );
    	dowait ( "toggle_off" );
    	print ( "!this is a test message!" );
    }
    
    

    worked like a charm. It was looped so it went on and off constantly with the message in the middle of my screen.

     

    So in my case, i didnt affect anything, since there was nothing to affect. The lights were connected to the trigger i simply called from out of a task. Now i forgot to mention my lights were done the oposite right now. Went on for half a second, then off for 2 seconds because i forgot that my light entities started already on. Just as a headsup.

     

    edit

     

    As stated below by @@ensiform, its better to make a relay instead of a trigger_multiple. Just give it the targetname of the trigger_multiple I said up there (lightswitch) and it works fine.. tested and confirmed. And way cleaner

  7. No need to write so many lines for using the same entity, just define one task and call it and use it in a loop..

    
    affect ( "flash", 56 )
    {
    
        task ( "task1" )
        {
            use ( "flash" );
        }
       loop ( -1 ) 
           {
           do ( "task1" );
           wait ( 700.000 );    
           do ( "task1" );
           wait ( 500.000 );
          }
    }

    This will keep flashing it on and off as well and won't stop. For your script up there you just repeat it like 9 times. so instead of -1 you can use 9.

     

    I suggest you target a trigger_multiple actually (i did the same with my target speaker) and make that link to your light, then you know for sure it works.

     

    btw, whats the 56 in your definition of light?

    affect ( "flash", /*@AFFECT_TYPE*/ FLUSH )
    

    should be the normal type. it flushes the current behaviour and then starts off

  8. Yea, I am doing SP, so I am not sure. Is there a way to see active entities in game when loaded? I'd like to know how far i am (not that ill get to the limit, but I am curious how many of the placed entities I got in my map, besides the triggers, script_runners, etc are counted.

    AngelModder likes this
  9. I have at the moment in the tiny part of my map about 100, but i need to see if i can take a couple out (has to do with some models). does func_group count as ingame entity or is that just a propperty for radiant? I have also a bunch of ref tags arround, thats also an in game entity?

  10. The repetitive texture, the terrain... it hurts my eyes..... oh wait.. its about the stargate.... that one is nicely detailed.

     

    First of all, I would suggest to swap out terrain textures or change the whole shader, and maybe do some blendinding. The water can be made more transparant to mask the repetivity... bespin water is sooo 2003 ;)

    Merek likes this
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