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#26 NeonsStyle

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Posted 23 June 2016 - 04:36 AM

I have an issue relating to a secret. Trying to not spoil. So no names. 

 

You press a button, it slides something, then opens a door. No problems opening. The issue is closing.

 

If you press it to close it, first it slides the thing, then another press closes the door, finally another press slides the thing back to it's closed position. 

3 presses to close the secret. 

 

Here's the entity details of Button, Something and Door

 

Button:

atdm:mover_button

target slide something

 

Something:

target door

move_time 2

 

Door

 

locked

1

move_time 4.5

 

Most of the other spawnargs are the normal. So what I want is for the to close the reverse of it opening. ie slide then open, then close then slide. Using just two button pushes. 

 

How do you do that?

 

Thx. 

 

Neon

Neon

I have another issue relating to a secret. Trying to not spoil. So no names. 

 

When you press the button, it opens n acts the way it's supposed to. The issue is closing it. 

 

On the second press (closing). It slides the thing back.

Press button again and it closes the door through the thing. 

 

I've tried for days to sort this, but I'm out of ideas.

 

Neon



#27 ERH+

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Posted 23 June 2016 - 04:51 AM

So you need 3 presses or you want just reversed order? I would go with two different switches with target_set_frobable boxes. One switch target1 something, target2 door via delaying trigger_relay, target3 target_set_frobable over the second switch. Second switch do 1 and 2 in reversed order.


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#28 NeonsStyle

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Posted 23 June 2016 - 04:57 AM

What I'd like it to press it once to slide the thing and open the door using move_time. Then another press to close both (first door, then slide thing). 



#29 NeonsStyle

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Posted 23 June 2016 - 04:58 AM

Have you ever heard of entities leaking through brushes before? I came back today to map n it's leak after leak after leak and they all go through brushwork, and I didn't do any brush work yesterday. It didn't leak yesterday, come back today and over 30 leaks so far and they are seeming never ending, all but 3 of them went through brushwork.


Edited by NeonsStyle, 23 June 2016 - 05:02 AM.


#30 ERH+

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Posted 23 June 2016 - 05:50 AM

the_switch:

target1:  "trigger_count  opening_sequence"

target2:  "trigger_count  closing_sequence"

move_time: "7"

 

 

trigger_count  opening_sequence:

target1:  "trigger_relay_open"

target2:  "the_something"

count:  "2"

repeat:  "1"

 

 

trigger_count  closing_sequence:

target1:  "the_door"

target2:  "trigger_relay_close"

count:  "2"

repeat:  "1"

 

 

trigger_relay_open:

delay:  "2"

target1:  "the_door"

 

 

trigger_relay_close:

delay:  "5"

target1:  "the_something"

 

 

And the trick is - "trigger_count  opening_sequence" have to be triggered once, earlier in game (like by trigger_once under player at map start).

Both the_door and the_something need push_player: "1" or player could go in their way and mess everything.

 

 

Entities may leak if their origin point is out of map, so maybe you have some patches with soft nodes stretched out of wall.

Or you have move angled brushes so they have .99999 size: try set grid to 0.125 , select everything and use button "snap selection to grid". Just save under new number if something will go wrong.


Edited by ERH+, 23 June 2016 - 06:06 AM.

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#31 NeonsStyle

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Posted 23 June 2016 - 08:44 AM

Thanks ERH, I'll use that, n thx on the tip about origin. I decided to ditch that version of the map n go back to yesterdays version. 



#32 NeonsStyle

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Posted 24 June 2016 - 07:37 AM

ERH+ I have a question regarding those trigger setups. 

 

On the layout you gave:

 

the_switch:

target1:  "trigger_count  opening_sequence"

target2:  "trigger_count  closing_sequence"

move_time: "7"

 

 

trigger_count  opening_sequence:

target1:  "trigger_relay_open"

target2:  "the_something"

count:  "2"

repeat:  "1"

 

 

trigger_count  closing_sequence:

target1:  "the_door"

target2:  "trigger_relay_close"

count:  "2"

repeat:  "1"

 

 

trigger_relay_open:

delay:  "2"

target1:  "the_door"

 

 

trigger_relay_close:

delay:  "5"

target1:  "the_something"

 
 
So the first one is a trigger under player trigger_opening_sequence, then the last of switch is the switch setup. 
 
After that I'm not sure what is do be put in a trigger, and what is to be put in the something, and door. Could you elaborate please? This
is the first time I've used triggers in TDM, so a little unclear how it works.  It's been a long time since I did mapping. lol
 
Neon


#33 NeonsStyle

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Posted 24 June 2016 - 07:38 AM

On a separate issue, where do I find the key skins and Sounds, or a list of Spawnargs for sounds?



#34 ERH+

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Posted 24 June 2016 - 09:51 AM

https://1drv.ms/u/s!...S8GyCPIx7GWGOa_

You can just import it to your map.

 

You need more spawnargs than this? :

http://wiki.thedarkm...ing_Up_Speakers


Edited by ERH+, 24 June 2016 - 09:55 AM.

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#35 NeonsStyle

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Posted 24 June 2016 - 11:09 AM

https://1drv.ms/u/s!...S8GyCPIx7GWGOa_

You can just import it to your map.

 

You need more spawnargs than this? :

http://wiki.thedarkm...ing_Up_Speakers

 

Thanks ER, that's exactly what I need. You're a legend mate. :) 


Edited by NeonsStyle, 24 June 2016 - 11:13 AM.


#36 NeonsStyle

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Posted 24 June 2016 - 02:03 PM

How do you make something like a chair frobable? I thought frobable 1 would do it, but it doesn't. 



#37 Dragofer

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Posted 24 June 2016 - 06:08 PM

Do you mean to make it possible to pick up? You can't use a func_static chair, you need to replace it with the moveable version found under right click -> create entity -> moveables.

I quite dig that exterior building style by the way, just the right kind of thing.

Edited by Dragofer, 24 June 2016 - 06:14 PM.


#38 ERH+

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Posted 24 June 2016 - 06:19 PM

Darkmod / moveables / furniture / atdm:moveable_chair_rustic .

 

But if you want something custom and change model in any from above list, map will fail to start with error "entity x don't have collision model" . You will need to make your own model with collision texture and export it to .ase. Then you will add it to your custom moveable by spawnarg "clipmodel":"models/your_collision_model.ase" .


Edited by ERH+, 24 June 2016 - 06:57 PM.

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#39 NeonsStyle

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Posted 25 June 2016 - 12:56 AM

Do you mean to make it possible to pick up? You can't use a func_static chair, you need to replace it with the moveable version found under right click -> create entity -> moveables.

I quite dig that exterior building style by the way, just the right kind of thing.

 

That's the one. Thanks, there was an inspiration thread here awhile ago, and it had an amazing looking house facade on it, so that's what I built. 

When I publish it, I'll include the image it was inspired from. :) Inside, it's fully detailed btw, as much as I can think of. In my view, when it comes

to map detail, more is better. lol

 

The other part of that, is a key that refuses to be frobable. Also where are the skins for keys? I looked all through the tdm textures & other textures lot (including all the skins) and couldn't find any.

 

Also how do you use smoke, plant decal/particles? I thought it would be either a simple brush/nodraw + texture, or patch with texture but 

that doesn't work. I used 2 patches to get some chimmney smoke but that doesn't work. I tried brushes too but that didn't work either. 

So how is that done?


Edited by NeonsStyle, 25 June 2016 - 03:17 AM.


#40 demagogue

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Posted 25 June 2016 - 03:18 AM

In the entity view if you change the skin spawnarg I believe a pink icon is around which lets you browse skins for that object.
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#41 NeonsStyle

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Posted 25 June 2016 - 04:05 AM

*
POPULAR

Bit of a sneak peek since it's getting close to done.

 

crowleysroom.jpg


Edited by NeonsStyle, 25 June 2016 - 04:18 AM.

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#42 NeonsStyle

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Posted 25 June 2016 - 04:17 AM

In the entity view if you change the skin spawnarg I believe a pink icon is around which lets you browse skins for that object.

 

My mistake, I should've been more specific. I meant the inventory skin. They are skinned, but in inventory

they just show up as a white/black square with the name of the item on it.



#43 ERH+

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Posted 25 June 2016 - 04:35 AM

 darkmod \guis \assets \hud \inventory_icons \youritem_icon.tga


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#44 NeonsStyle

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Posted 25 June 2016 - 06:13 AM

 darkmod \guis \assets \hud \inventory_icons \youritem_icon.tga

 

I must be blind or something, I don't see guis in Darkmod, or anywhere else in the media list. 



#45 NeonsStyle

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Posted 25 June 2016 - 06:21 AM

I have an issue that befuddles me. I pathed one AI a long time ago and all this time, he's been doing what he should do, until yesterday,

when he can't move anymore. I havn't touched him since I made him. He isn't stuck in the floor, or any item. On top of that, there are two other AI on the

map (unpathed) one of which also used to move, but is now stuck where he spawns. Even if the player is in front of him, he draws his sword, 

puts it away and throws a rock (both bugged Ai do this). 

 

So for the pathed AI, I deleted him and added a new one with all the same path_corners and waits and even though he's brand new, he also can't move. 

I was sure this would fix it. He also is not stuck in anything. He's grid 1 above the floor. I also added a new elite guard (unpathed) again 1 grid point above floor, and he also could not move. 

 

Anyone have any ideas how to fix this? 


Edited by NeonsStyle, 25 June 2016 - 06:23 AM.


#46 Dragofer

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Posted 25 June 2016 - 06:55 AM

darkmod \guis \assets \hud \inventory_icons \youritem_icon.tga is a file path in your TDM installation where you can find the available inventory icon images. To make it easier to find such things I've extracted all of TDM's .pk4 archives (to somewhere else than TDM's folder).


Stationary rock-throwing AIs is a problem I had on my map's beach when the compiler hadn't made any pathfinding. The most sure-fire way I can think of to solve it is to delete all files in the maps folder except .map and .darkradiant, then restart TDM and make a fresh dmap.

And if you use the 'testmap' console command, which is a shortcut of 'dmap' and then 'map', I'd suggest to avoid that here because it gives no error message if there's a problem with dmapping, i.e. leak.

Edited by Dragofer, 25 June 2016 - 06:56 AM.


#47 NeonsStyle

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Posted 25 June 2016 - 09:29 AM

darkmod \guis \assets \hud \inventory_icons \youritem_icon.tga is a file path in your TDM installation where you can find the available inventory icon images. To make it easier to find such things I've extracted all of TDM's .pk4 archives (to somewhere else than TDM's folder).


Stationary rock-throwing AIs is a problem I had on my map's beach when the compiler hadn't made any pathfinding. The most sure-fire way I can think of to solve it is to delete all files in the maps folder except .map and .darkradiant, then restart TDM and make a fresh dmap.

And if you use the 'testmap' console command, which is a shortcut of 'dmap' and then 'map', I'd suggest to avoid that here because it gives no error message if there's a problem with dmapping, i.e. leak.

 

Thx, I tried it, but it didn't work. They still just throw rocks and don't move. :(



#48 grayman

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Posted 25 June 2016 - 10:08 AM

It's time to let someone else have a peek at the map.



#49 NeonsStyle

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Posted 25 June 2016 - 12:32 PM

It's time to let someone else have a peek at the map.

 

I'll send you a link grayman. Thanks. Could do with some experienced eyes. 

 

Neon



#50 grayman

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Posted 25 June 2016 - 12:52 PM

okay



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