Tremulous Forum
Media => Mapping Center => Topic started by: DIGI_Byte on July 27, 2006, 01:50:34 am
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breakable stuff in GTK is it possible!??
i want 2 have breakable glass and ventalation crates that break and dissapear
like in half life (i have half life one but GTK can't find it it says open the valve sourse or somthing but i don't know where it is)
at first i though i could you a button and make it move away quickly but it sucks
what could i do!???
i looked at bubba but i couldn't find somthing like it there maybe its under another area or somthing
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byte.. i know your eager to get started and full of questions.. but this is basically thread spam and its going to earn you a lot of IRE...
Please stop making so many threads.. 1 thread will do fine..
Also.. i'm pretty sure this was asked somewhere else.. you will no doubt be getting a lot of "DO A SEARCH" responses as well.
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byte.. i know your eager to get started and full of questions.. but this is basically thread spam and its going to earn you a lot of IRE...
Please stop making so many threads.. 1 thread will do fine..
Also.. i'm pretty sure this was asked somewhere else.. you will no doubt be getting a lot of "DO A SEARCH" responses as well.
i did a search for breakable stuff and i found stuff about breakable helmets and fixing them
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I dont remember that I saw something breakable in quake 3 engine games
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I dont remember that I saw something breakable in quake 3 engine games
they do in halflife and GTK can do half life stuff
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Then why dont u go find out how to do it in Half life ... And then see if it works in Quake ?
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Then why dont u go find out how to do it in Half life ... And then see if it works in Quake ?
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thats one problem i go to open the half life system in GTK and it promts for the valve thing i go to the main directory and GTK can't find it
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To my knowledge breakable stuff was discontinued after q2 and reinstated for d3/q4.
And no halflife stuff won't work in quake3...go figure two different engines coded two very different ways regardless of what the base engine is.
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To my knowledge breakable stuff was discontinued after q2 and reinstated for d3/q4.
And no halflife stuff won't work in quake3...go figure two different engines coded two very different ways regardless of what the base engine is.
well what about a button is there some way it can be set to make it appear as a piece of the floor collapses beneath the player!??
-and on a side question i want a computer screen texture to flicker or change is there one out there or do i have to make my own!?? if so how
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Can GTK teaches you english?
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Breakble glass: how about using a particle system triggered when the glass is shot?
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-and on a side question i want a computer screen texture to flicker or change is there one out there or do i have to make my own!?? if so how
look into shaders
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To my knowledge breakable stuff was discontinued after q2 and reinstated for d3/q4.
And no halflife stuff won't work in quake3...go figure two different engines coded two very different ways regardless of what the base engine is.
well what about a button is there some way it can be set to make it appear as a piece of the floor collapses beneath the player!??
-and on a side question i want a computer screen texture to flicker or change is there one out there or do i have to make my own!?? if so how
In q2 what this would be is either func_exploding or func_wall. The former I don't think exists in q3 (not much was explodible), the latter MIGHT be present but not entirely sure. Q3 was designed entity wise for arena combat, objectives were never an out of the box concept.
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You would probably need to create new entities on a third team to do that.
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To my knowledge breakable stuff was discontinued after q2 and reinstated for d3/q4.
And no halflife stuff won't work in quake3...go figure two different engines coded two very different ways regardless of what the base engine is.
well what about a button is there some way it can be set to make it appear as a piece of the floor collapses beneath the player!??
-and on a side question i want a computer screen texture to flicker or change is there one out there or do i have to make my own!?? if so how
Just make a very fast moving door. Could even add a particle emittor for debris and dust.
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Would a func_train or platform work? I mean in meep you have an elevator that stays at whatever floor it's called to until activated again....so if you used a trigger once it could be a 'permanent' collapse.
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particle system supports md3 models doesnt it?
You could make breaking glass/walls/doors easy enough with a few md3 'shards' though I've no idea if they'd rotate and bounce properly.
Hell, glass is pretty flat, you could do that much in a particle system without even using models.
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I like the idea of a "button" with two textures:
- glass
- broken
and spawn a particle effect if is broken. The other ideas are also nice.
And what about to ask the Dev's to add func_wall or func_breackable_wall to the engine/mod?
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I like the idea of a "button" with two textures:
- glass
- broken
and spawn a particle effect if is broken. The other ideas are also nice.
And what about to ask the Dev's to add func_wall or func_breackable_wall to the engine/mod?
jka has func_breakable. shame I said no q3 engine game supported them :(
heh but you can consider jka to be using quake 4 engine :P
http://www.richdiesal.map-craft.com/tutorials/br201lsn8.html
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I forget which map (one of the new ones) has a window that when you shoot it has a "electric" effect on it.
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at the moment they are doors that slide away at 800 and stay away for about 10000000000000000000000000000000000000000000000 seconds is there away to make it stay open!??
there is a trigger that works once but the door will close again
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at the moment they are doors that slide away at 800 and stay away for about 10000000000000000000000000000000000000000000000 seconds is there away to make it stay open!??
there is a trigger that works once but the door will close again
use a button and link it to the door
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at the moment they are doors that slide away at 800 and stay away for about 10000000000000000000000000000000000000000000000 seconds is there away to make it stay open!??
there is a trigger that works once but the door will close again
use a button and link it to the door
thats what i have but the door closes after it is finished just i doesn't open again
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http://www.spymac.com/upload/blogs/2006/08/01/b0003618364_map.JPG
i want these four patches here to giveway under the player so they fall through
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Make them func_door and set the speed to something really high, and change the sound to a crumbling noise. No way to make the debris though)to my knowledge).
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Make them func_door and set the speed to something really high, and change the sound to a crumbling noise. No way to make the debris though)to my knowledge).
i already have that but i don't have any sounds, yet...
at the moment they are doors that slide away at 800 and stay away for about 10000000000000000000000000000000000000000000000 seconds is there away to make it stay open!??
there is a trigger that works once but the door will close again
use a button and link it to the door
thats what i have but the door closes after it is finished just i doesn't open again
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Stop fucking ignoring the GtkRadiant manual.
Stop fucking ignoring Google.
Stop fucking ignoring the entire internet.
Start fucking reading up on Q3 mapping, there is a HUGE AMOUNT of info ready to digest on the internet.
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*sigh*
i can't find it any where its not in the manual, i can't find it at radients site manual (for GTK) te only software that could do it is JK2 but two things,
i don't know if it'll work with the quake 3 engine,
and its been removed from radients site
~it comes up with that the site has lost it due to a hard drive crash~
i'll stick with a fast door untill then, not what about debris falling down,
whats this patical system that was mentioned earlier?
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http://www.3dgaming.de/3dtutorials/q3radiant/q3shader_manual.zip
http://www.3dgaming.de/3dtutorials/q3radiant/q3radiant_manual.zip
http://www.3dgaming.de/3dtutorials/q3radiant/q3ta_terrainconstruction.zip
http://www.tremulous.net/manual
func_door
Map Entity Color: N/A
Dimensions: size of map components used
Game Function: Normal sliding door entity. By default, the door will activate when player walks close to it or when damage is inflicted on it. Doors move a distance equal to their dimension along the selected angle of travel, minus the “lip” key value.
Keys
angle: determines the opening direction of door (up = -1, down = -2).
speed: determines how fast the door moves (default 100). Speed is in game units per second.
wait: number of seconds before door returns (default 2, -1 = return immediately - see Notes).
lip: lip remaining at end of move (default 8).
targetname: if set, a func_button or trigger is required to activate the door.
health: if set to a non-zero value, the door must be damaged by “health” amount of points to activate (default 0).
dmg: damage to inflict on player when he blocks operation of door (default 4). Door will reverse direction when blocked unless CRUSHER spawnflag is set.
team: assign the same team name to multiple doors that should operate together (see Notes).
light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes. (default 1 1 1).
model2: path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).
origin: alternate method of setting XYZ origin of .md3 model included with entity (See Notes).
notfree: when set to 1, entity will not spawn in “Free for all” and “Tournament” modes.
notteam: when set to 1, entity will not spawn in “Teamplay” and “CTF” modes.
notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).
Danny
P.S.: If you search for functionality that is not in these manuals, it is simply not available.
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i know how to make a door and put sound on it. just keeping it open and adding debris is an issue.
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Keeping it open for now is just an issue of making the wait key very big, 10800 is big enough (three hours) for now. Debris could be made by a reverse door which appears when activated once again with a big wait key.
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Keeping it open for now is just an issue of making the wait key very big, 10800 is big enough (three hours) for now. Debris could be made by a reverse door which appears when activated once again with a big wait key.
good for multiplayer(only reason that something breaks in trem should be stage change imho)...
however I am not sure if they did this way in jka(it has func_breakable implemented so they dont need to deal with door stuff ). If you play the same level for 3 hours ... voila
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I said for now, if you want func_breakable go map for jka or et. They both have it. It's possible in the engine, it's just not coded in trem yet so no use keeping on it. And for all i care you set it to 86400, that's an entire day. What's the difference...
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how would i make a door appear then disappear
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make it so fast it 'appears' to disappear. What odin said about half a dozen posts back.
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make it so fast it 'appears' to disappear. What odin said about half a dozen posts back.
*sigh*
the first part is resovled i was talking about debris falling as it was said to use small doors in frag like peices to 'fall down' and to vanish into thin air
the initial door the one that slides away really fast is finished
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Keeping it open for now is just an issue of making the wait key very big, 10800 is big enough (three hours) for now. Debris could be made by a reverse door which appears when activated once again with a big wait key.
how would i make a door 'disapper' in game. can doors move through walls so they sit beneath the floor?