Author Topic: breakable glass and ventalation  (Read 16668 times)

DIGI_Byte

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breakable glass and ventalation
« on: July 27, 2006, 01:50:34 am »
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

PIE

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breakable glass and ventalation
« Reply #1 on: July 27, 2006, 01:53:33 am »
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.

DIGI_Byte

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breakable glass and ventalation
« Reply #2 on: July 27, 2006, 01:57:30 am »
Quote from: "PIE"
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

vcxzet

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breakable glass and ventalation
« Reply #3 on: July 27, 2006, 01:57:42 am »
I dont remember that I saw something breakable in quake 3 engine games

DIGI_Byte

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« Reply #4 on: July 27, 2006, 02:01:37 am »
Quote from: "vcxzet"
I dont remember that I saw something breakable in quake 3 engine games

they do in halflife and GTK can do half life stuff

Thorn

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« Reply #5 on: July 27, 2006, 02:03:24 am »
Then why dont u go find out how to do it in Half life ... And then see if it works in Quake ?

DIGI_Byte

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« Reply #6 on: July 27, 2006, 02:05:50 am »
Quote from: "Thorn"
Then why dont u go find out how to do it in Half life ... And then see if it works in Quake ?
\
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

DarkRogue

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« Reply #7 on: July 27, 2006, 03:24:01 am »
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.
n game name: Xiane

DIGI_Byte

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« Reply #8 on: July 27, 2006, 03:40:49 am »
Quote from: "DarkRogue"
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

Belier13

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breakable glass and ventalation
« Reply #9 on: July 27, 2006, 10:14:20 am »
Can GTK teaches you english?

gareth

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breakable glass and ventalation
« Reply #10 on: July 27, 2006, 10:42:48 am »
Breakble glass: how about using a particle system triggered when the glass is shot?

gareth

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« Reply #11 on: July 27, 2006, 10:58:50 am »
Quote from: "DIGI_Byte"

-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

DarkRogue

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« Reply #12 on: July 27, 2006, 05:25:42 pm »
Quote from: "DIGI_Byte"
Quote from: "DarkRogue"
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.
n game name: Xiane

trigger happy

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« Reply #13 on: July 27, 2006, 06:13:01 pm »
You would probably need to create new entities on a third team to do that.
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Stannum

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« Reply #14 on: July 28, 2006, 05:22:18 pm »
Quote from: "DIGI_Byte"
Quote from: "DarkRogue"
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.
Blue © 2004 Natural Selection.

DarkRogue

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« Reply #15 on: July 29, 2006, 12:28:45 am »
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.
n game name: Xiane

chompers

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« Reply #16 on: July 29, 2006, 01:16:02 am »
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.

Teiman

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breakable glass and ventalation
« Reply #17 on: July 29, 2006, 01:55:35 pm »
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?

vcxzet

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breakable glass and ventalation
« Reply #18 on: July 29, 2006, 04:18:53 pm »
Quote from: "Teiman"
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

trigger happy

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« Reply #19 on: July 29, 2006, 07:41:29 pm »
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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DIGI_Byte

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breakable glass and ventalation
« Reply #20 on: August 01, 2006, 11:38:01 pm »
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

vcxzet

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breakable glass and ventalation
« Reply #21 on: August 01, 2006, 11:43:17 pm »
Quote from: "DIGI_Byte"
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

DIGI_Byte

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breakable glass and ventalation
« Reply #22 on: August 02, 2006, 12:05:43 am »
Quote from: "vcxzet"
Quote from: "DIGI_Byte"
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

DIGI_Byte

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breakable glass and ventalation
« Reply #23 on: August 02, 2006, 12:28:04 am »
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

Odin

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« Reply #24 on: August 02, 2006, 04:48:07 am »
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).

DIGI_Byte

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breakable glass and ventalation
« Reply #25 on: August 02, 2006, 05:18:52 am »
Quote from: "Odin"
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...

Quote from: "DIGI_Byte"
Quote from: "vcxzet"
Quote from: "DIGI_Byte"
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

Lava Croft

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breakable glass and ventalation
« Reply #26 on: August 02, 2006, 12:06:19 pm »
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.

DIGI_Byte

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breakable glass and ventalation
« Reply #27 on: August 02, 2006, 11:51:44 pm »
*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?

[db@]Megabite

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breakable glass and ventalation
« Reply #28 on: August 03, 2006, 12:04:38 am »
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

Quote
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.
url=http://www.tremulous.info][/url]


DIGI_Byte

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breakable glass and ventalation
« Reply #29 on: August 03, 2006, 12:09:54 am »
i know how to make a door and put sound on it. just keeping it open and adding debris is an issue.