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Wolfenstein Enemy Territory : misc_gamemodel, script_mover and vertices [HELP PLEASE!]


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Hi to all of you,
 
I know it's been a while since the game is old but I'm currently creating a map via GTKRadiant, and after 2 days of searching, I'm stuck with a script_mover
 
Let me explain :
 
 
I followed it to the letter except that I, it is not a tank, but a police car, to facilitate my life I downloaded it on Internet, in file .max, I opened in 3DSMax, the model consists of 3 groups: the body of the car, the windows and the siren, I, at first, converted into file .ASE , except that I discovered that in .ASE file is only assigned to static objects, so impossible to use with the script_mover, so I reconverted the model, from the .max file, into .md3 file, except that it displayed without textures in GTKRadiant, to remedy this problem, I downloaded the software Misfit Model 3D and I exported it, again, in .md3 file. At this moment I am told that there are too many vertices on my model, I merge the vertices, and ... miracle, the file is exported correctly.
 
The file opens so in gtkradiant with its texture, I give it the value and key
classname: misc_gamemodel,
targetname: police_car_a
scriptname: police_car_a
as shown in the tutorial above
 
I compile my map in .bsp file, and the copy in my file /etmain / maps
 
But when I launch it in Enemy territory, I get this message:

R_loadMD3:
 
models / mapobjects / etc .... has more than 1025 greens on a surface (2044)
 

 

 

 
 
So I exported the 3 groups (body, glass, siren) each of their sides, each is a targetname and a scriptname as in the tutorial except that when I run my map the game freeze and stops
 
So I changed the lines "attachtotag ... tag _...." by reversing the two entities and my map is launched but the model remains invisible ... I hear the sound of script_mover but without the model.
 
I also tried to put a "misc_model" instead of "misc_gamemodel" but when the map starts my model remains static and seems not to be attached to the script_mover
So concretely what I would like to do is to lower the vertices of the car (the Pro optimizer, the Optimizer and the MultiRes are not great), would there be a way to "compress" them?
 
And if in the process, someone would explain to me the line of the script "attachtotag police_car_a tag_police_a" What I do not understand here is what the "tag" represents
 
Thank you in advance ! it will save my life !!!!!
 
 
 
Here is my script and some pictures
 
game_manager
{
spawn
{
wait 50
wm_axis_respawntime 8 // Axis respawn time
wm_allied_respawntime 8 // Allied respawn time
wm_set_round_timelimit 15 // Map timelimit
 
// Stopwatch mode defending team (0=Axis, 1=Allies)
wm_set_defending_team 0
 
// Winner on expiration of round timer (0=Axis, 1=Allies)
wm_setwinner 0
}
}
police_a //scriptname of script_mover
{
    spawn
    {
        wait 800
        followspline 0 sp_01 50000 length 32 wait //spawn the tank to here
        trigger self police_path //goto tank_path
    }
    trigger police_path
    {
        playsound sound/mapa/sirene_police.wav looping volume 600
        //play a tank sound
        followspline 0 sp_01 100 wait length 304
        //this says goto sp_01 at a speed of 100 and don't look at
        //the next command until after waiting 304
        followspline 0 sp_02 200 wait length 304
        followspline 0 sp_03 300 wait length 304
        followspline 0 sp_04 300 wait length 304
        followspline 0 sp_05 300 wait length 304
        followspline 0 sp_06 300 wait length 304
        followspline 0 sp_07 300 wait length 304
        followspline 0 sp_08 300 wait length 304
followspline 0 sp_09 300 wait length 304
followspline 0 sp_10 300 wait length 304
followspline 0 sp_11 300 wait length 304
followspline 0 sp_02 300 wait length 304
stopsound sound/mapa/sirene_police.wav
  //add more lines for how many more splines u have
  //notice that you don't include scripting for spline controls
    }
}
police_car_a 
    spawn 
    { 
        wait 800 
        attachtotag police_a tag_police_car_a 
  // this attache le tank_shell au scriptmover tank 
    } 

 

 

model + script_ mover

NWoILb.png

VDOROG.png

Link to comment

Hi to all of you,

 

I know it's been a while since the game is old but I'm currently creating a map via GTKRadiant, and after 2 days of searching, I'm stuck with a script_mover

 

Let me explain :

 

I found this tutorial: https://www.surfacegroup.org/tutorials/wet/simple_mover_part2/

 

I followed it to the letter except that I, it is not a tank, but a police car, to facilitate my life I downloaded it on Internet, in file .max, I opened in 3DSMax, the model consists of 3 groups: the body of the car, the windows and the siren, I, at first, converted into file .ASE , except that I discovered that in .ASE file is only assigned to static objects, so impossible to use with the script_mover, so I reconverted the model, from the .max file, into .md3 file, except that it displayed without textures in GTKRadiant, to remedy this problem, I downloaded the software Misfit Model 3D and I exported it, again, in .md3 file. At this moment I am told that there are too many vertices on my model, I merge the vertices, and ... miracle, the file is exported correctly.

 

The file opens so in gtkradiant with its texture, I give it the value and key

classname: misc_gamemodel,

targetname: police_car_a

scriptname: police_car_a

as shown in the tutorial above

 

I compile my map in .bsp file, and the copy in my file /etmain / maps

 

But when I launch it in Enemy territory, I get this message:

 

 

 

 

 

So I exported the 3 groups (body, glass, siren) each of their sides, each is a targetname and a scriptname as in the tutorial except that when I run my map the game freeze and stops

 

So I changed the lines "attachtotag ... tag _...." by reversing the two entities and my map is launched but the model remains invisible ... I hear the sound of script_mover but without the model.

 

I also tried to put a "misc_model" instead of "misc_gamemodel" but when the map starts my model remains static and seems not to be attached to the script_mover

So concretely what I would like to do is to lower the vertices of the car (the Pro optimizer, the Optimizer and the MultiRes are not great), would there be a way to "compress" them?

 

And if in the process, someone would explain to me the line of the script "attachtotag police_car_a tag_police_a" What I do not understand here is what the "tag" represents

 

Thank you in advance ! it will save my life !!!!!

 

 

 

Here is my script and some pictures

 

 

 

 

 

 

 

model + script_ mover

NWoILb.png

VDOROG.png

Well it is likely the same engine. I dont know how the scripts works in Wolfenstein.

 

I dont know exactly what you want to achieve. It is complicated for me.

 

In jk3 when i want to make moving misc_model i just use func_static (basic brush entity) to make a clip for my model. It is possible to parent misc model to the brush entity - just target misc_model to it and when brush entity is moving - MD3 model is moving , rotsting etc.

 

But sadly i am not sure here. Normally i would script the brush entity to move and target tmmisc model to this moving entity.

Link to comment

Pretty sure ET's misc_gamemodel is similar to JKA's misc_model_static.

 

Sounds like you have too many verts per surface in the MD3, which the MD3 loader won't allow more than 1,025 verts by the looks and a surface in your MD3 has 2,044 verts. Try splitting the model into smaller mesh chunks, then export to MD3 again.

Link to comment

Thank you so much ! I will test it :)

 

EDIT :

 

I tried Noesis, and he looks (I insist on "it looks") functional,  now here I am:

 

https://youtu.be/PEhD0QGKBE0

 

YI0XWs.png

 

lTC9wL.png

 

 

game_manager

{
spawn
{
wait 50
wm_axis_respawntime 8 // Axis respawn time
wm_allied_respawntime 8 // Allied respawn time
wm_set_round_timelimit 15 // Map timelimit
 
// Stopwatch mode defending team (0=Axis, 1=Allies)
wm_set_defending_team 0
 
// Winner on expiration of round timer (0=Axis, 1=Allies)
wm_setwinner 0
}
}
police_a //scriptname of script_mover
{
    spawn
    {
        wait 800
        followspline 0 sp_01 50000 length 32 wait //spawn the tank to here
        trigger self police_path //goto tank_path
    }
    trigger police_path
    {
        playsound sound/mapa/sirene_police.wav looping volume 600
        //play a tank sound
        followspline 0 sp_01 100 wait length 304
        //this says goto sp_01 at a speed of 100 and don't look at
        //the next command until after waiting 304
        followspline 0 sp_02 200 wait length 304
        followspline 0 sp_03 300 wait length 304
        followspline 0 sp_04 300 wait length 304
        followspline 0 sp_05 300 wait length 304
        followspline 0 sp_06 300 wait length 304
        followspline 0 sp_07 300 wait length 304
        followspline 0 sp_08 300 wait length 304
followspline 0 sp_09 300 wait length 304
followspline 0 sp_10 300 wait length 304
followspline 0 sp_11 300 wait length 304
followspline 0 sp_02 300 wait length 304
stopsound sound/mapa/sirene_police.wav
  //add more lines for how many more splines u have
  //notice that you don't include scripting for spline controls
    }
}
police_car_a 
    spawn 
    { 
        wait 800 
        attachtotag police_a tag_police_car_a // It's here that it blocks ! 
  // this attache le tank_shell au scriptmover tank 
    } 
Link to comment

DT85, how exactly do you do it? I look everywhere for a way to do it (I compress it in a certain way). I remind you that I did not create it. If I touch a single mesh, the whole model takes another form and the 3 effects mentioned in my first message do not help me or I use them badly.

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