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AluminumHaste

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Everything posted by AluminumHaste

  1. Noticed something with the new layer manager. Whenever you open a new map, all the settings and locations of things are restored, except the layers. I have 4 layers and 2 are shutoff when I save the map and exit. When I go back in, they are all active again. Can you please fix this.
  2. I think that this is already implemented but I can't find out how or where to look (checked the wiki but that didn't help). Okay so I have a platform attached to a rope, attached to a func_static (brushes). I have a button that activates the func_static. I also have a bunch of path_corners around the room that are attached to each other. I want the func_static (or some other entity) to follow the path_corners like the AI do, instead of scripting the path of the mover, this way the path can be completely dynamic and goes where the path entities go.
  3. Yeah the elevator sways back and forth when it starts and stops because it's attached to a rope with AF bones. Which is what I wanted it to do.
  4. Hitting Alt-F4 seems to fix this, as then right-clicking and selecting "Create Entity..." seems to pop up again.
  5. GOT IT!!! Open any map, right click on any ortho view. Select "Create Entity..." Click on the red "X" at the top right corner of the window to close it. Now right click again on the ortho view and select "Create Entity...", nothing happens. The appears that the dialog box isn't being disposed of properly when clicking the x button instead of cancel.
  6. I thought of that, so I made the window for darkradiant small, and look behind it and stuff, and it's not there. I'll try it again with repeatable results. I also never said that the program froze. I said that you can't close it with the "x" and sometimes by going to file->exit, you can still use the tools and map and stuff.
  7. The wood planks that came with the demo (textures/darkmod/wood/boards/scratched), here's the map file. It might be because the platform entity is attached to a rope, which is attached to a moving door entity. Version 2 // entity 0 { "classname" "worldspawn" "editor_drLastCameraPos" "-107.77 398.369 -289.612" "editor_drLastCameraAngle" "-38.4 78.3 0" "editor_drMapPos1" "622.965 891.597 194.506" "editor_drMapAngle1" "0 4.7 0" "editor_drMapPos2" "856 856 194.506" "editor_drMapAngle2" "0 -88.6028 0" "editor_drMapPos3" "832 264 194.506" "editor_drMapAngle3" "0 82.1467 0" "editor_drMapPos4" "462.987 512.708 197.518" "editor_drMapAngle4" "-2.8 151.047 0" "editor_drMapPos5" "395.633 301.73 201.855" "editor_drMapAngle5" "-2.6 187.447 0" "editor_drMapPos6" "406.528 296.563 56.6098" "editor_drMapAngle6" "-4 187.247 0" "editor_drMapPos7" "952.822 285.005 1366.04" "editor_drMapAngle7" "-74.8 149.373 0" "editor_drMapPos8" "976 424 320" "editor_drMapAngle8" "-3 15.3467 0" "editor_drMapPos9" "409.146 547.464 392.83" "editor_drMapAngle9" "-16.8 284.947 0" // primitive 0 { brushDef3 { ( 0 0 1 -264 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) "textures/common/caulk" 0 0 0 ( 0 1 0 -512 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) "textures/common/caulk" 0 0 0 ( 1 0 0 -512 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) "textures/common/caulk" 0 0 0 ( 0 -1 0 -512 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) "textures/common/caulk" 0 0 0 ( -1 0 0 -512 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) "textures/common/caulk" 0 0 0 ( -0 -0 -1 256 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 } } // primitive 1 { brushDef3 { ( 0 0 1 -256 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) "textures/common/caulk" 0 0 0 ( 0 1 0 -520 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) "textures/common/caulk" 0 0 0 ( 1 0 0 -512 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) "textures/common/caulk" 0 0 0 ( 0 0 -1 -512 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) "textures/common/caulk" 0 0 0 ( -1 0 0 -512 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) "textures/common/caulk" 0 0 0 ( -0 -1 -0 512 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/stone/cobblestones/blocks_mixed_multicolour" 0 0 0 } } // primitive 2 { brushDef3 { ( 0 0 1 -256 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) "textures/common/caulk" 0 0 0 ( 0 1 0 -512 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) "textures/common/caulk" 0 0 0 ( 1 0 0 -520 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) "textures/common/caulk" 0 0 0 ( 0 0 -1 -512 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) "textures/common/caulk" 0 0 0 ( 0 -1 0 -512 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) "textures/common/caulk" 0 0 0 ( -1 -0 -0 512 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/stone/cobblestones/blocks_mixed_multicolour" 0 0 0 } } // primitive 3 { brushDef3 { ( 0 1 0 -512 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) "textures/common/caulk" 0 0 0 ( 1 0 0 -512 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) "textures/common/caulk" 0 0 0 ( 0 0 -1 -520 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) "textures/common/caulk" 0 0 0 ( 0 -1 0 -512 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) "textures/common/caulk" 0 0 0 ( -1 0 0 -512 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) "textures/common/caulk" 0 0 0 ( 0 0 1 512 ) ( ( 0.015625 0 -0 ) ( -0 0.015625 0 ) ) "textures/darkmod/ah_textures/marble/marble_medium_clean_egyptian_001" 0 0 0 } } // primitive 4 { brushDef3 { ( 0 0 1 -256 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) "textures/common/caulk" 0 0 0 ( 1 0 0 -512 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) "textures/common/caulk" 0 0 0 ( 0 0 -1 -512 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) "textures/common/caulk" 0 0 0 ( 0 -1 0 -520 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) "textures/common/caulk" 0 0 0 ( -1 0 0 -512 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) "textures/common/caulk" 0 0 0 ( 0 1 0 512 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/stone/cobblestones/blocks_mixed_multicolour" 0 0 0 } } // primitive 5 { brushDef3 { ( 0 0 1 -256 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) "textures/common/caulk" 0 0 0 ( 0 1 0 -512 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) "textures/common/caulk" 0 0 0 ( 0 0 -1 -512 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) "textures/common/caulk" 0 0 0 ( 0 -1 0 -512 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) "textures/common/caulk" 0 0 0 ( -1 0 0 -520 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) "textures/common/caulk" 0 0 0 ( 1 0 0 512 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/stone/cobblestones/blocks_mixed_multicolour" 0 0 0 } } // primitive 6 { brushDef3 { ( 0 -0 1 -256 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 1 0 -512 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0.8944271909999159 0 -0.4472135954999579 57.24334022399459 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 -1 0 -512 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( -0.8944271909999159 0 -0.4472135954999579 57.24334022399459 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( -0 -0 -1 208 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 } } // primitive 7 { brushDef3 { ( 0 1 0 -512 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0.8944271909999159 0 -0.4472135954999579 57.24334022399459 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 0 -1 192 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( -0.8944271909999159 0 -0.4472135954999579 57.24334022399459 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 0 1 -208 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) "_default" 0 0 0 ( -0 -1 -0 504 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 } } // primitive 8 { brushDef3 { ( 0.8944271909999159 0 -0.4472135954999579 57.24334022399459 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 0 -1 192 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 -1 0 -512 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 0 1 -208 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 1 0 -504 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( -1 -0 -0 8 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 } } // primitive 9 { brushDef3 { ( 0 0 -1 192 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 -1 0 -512 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( -0.8944271909999159 0 -0.4472135954999579 57.24334022399459 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 0 1 -208 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) "_default" 0 0 0 ( 1 0 0 -8 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) "_default" 0 0 0 ( -0 1 -0 504 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 } } // primitive 10 { brushDef3 { ( 0 0 -1 192 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( -0.8944271909999159 0 -0.4472135954999579 57.24334022399459 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 0 1 -208 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 1 0 -504 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 -1 0 -504 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 1 -0 -0 8 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 } } // primitive 11 { brushDef3 { ( -0 0 1 344 ) ( ( 0.015625 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/plaster/plaster_01" 0 0 0 ( 0 1 -0 -464 ) ( ( 0.015625 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/plaster/plaster_01" 0 0 0 ( 1 -0 0 88 ) ( ( 0.015625 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/plaster/plaster_01" 0 0 0 ( 0 0 -1 -416 ) ( ( 0.015625 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/plaster/plaster_01" 0 0 0 ( 0 -1 0 456 ) ( ( 0.015625 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/plaster/plaster_01" 0 0 0 ( -1 0 0 -104 ) ( ( 0.015625 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/plaster/plaster_01" 0 0 0 ( 0 0.9863939238321438 -0.1643989873053573 -522.1311836818147 ) ( ( 0.015625 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/plaster/plaster_01" 0 0 0 } } } // entity 1 { "classname" "info_player_start" "name" "info_player_start_1" "origin" "-328 -112 -512" // dummy brush 0 { brushDef3 { ( 0 0 -1 0 ) ( ( 0.125 0 0 ) ( 0 0.125 0 ) ) "_default" 0 0 0 ( 0 0 1 -8 ) ( ( 0.125 0 0 ) ( 0 0.125 0 ) ) "_default" 0 0 0 ( 0 -1 0 -16 ) ( ( 0.125 0 0 ) ( 0 0.125 0 ) ) "_default" 0 0 0 ( 1 0 0 -16 ) ( ( 0.125 0 0 ) ( 0 0.125 0 ) ) "_default" 0 0 0 ( 0 1 0 -16 ) ( ( 0.125 0 0 ) ( 0 0.125 0 ) ) "_default" 0 0 0 ( -1 0 0 -16 ) ( ( 0.125 0 0 ) ( 0 0.125 0 ) ) "_default" 0 0 0 } } } // entity 2 { "classname" "light" "name" "light_1" "light_center" "0 0 0" "light_radius" "320 320 320" "origin" "-192 -32 -360" } // entity 3 { "classname" "light" "name" "light_2" "light_center" "0 0 0" "light_radius" "320 320 320" "origin" "160 -312 -360" } // entity 4 { "classname" "light" "name" "light_3" "light_center" "0 0 0" "light_radius" "320 320 320" "origin" "256 104 -360" } // entity 5 { "classname" "light" "name" "light_4" "light_center" "0 0 0" "light_radius" "320 320 320" "origin" "-296 -344 -360" } // entity 6 { "classname" "light" "name" "light_5" "_color" "0.08 0.08 0.08" "light_center" "0 0 0" "light_radius" "1092 772 664" "nodiffuse" "0" "noshadows" "0" "nospecular" "0" "origin" "20 4 -128" "parallel" "0" "texture" "lights/ambientlight" } // entity 7 { "classname" "func_static" "name" "moving_platform" "bind" "rope" "bindsToJoint" "bone92" "model" "moving_platform" "origin" "0 424 -312" // primitive 0 { brushDef3 { ( 0 0 1 72 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 1 0 -64 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 1 0 0 -64 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 0 -1 -80 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( -1 0 0 -64 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 -1 0 -64 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 } } // primitive 1 { brushDef3 { ( 0 0 1 -48 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 1 0 56 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 1 0 0 56 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 0 -1 -72 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 -1 0 -64 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( -1 0 0 -64 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 } } // primitive 2 { brushDef3 { ( 0 0 1 -48 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 1 0 56 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 1 0 0 -64 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 0 -1 -72 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 -1 0 -64 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( -1 0 0 56 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 } } // primitive 3 { brushDef3 { ( 0 0 1 -48 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 1 0 -64 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 1 0 0 56 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 0 -1 -72 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 -1 0 56 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( -1 0 0 -64 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 } } // primitive 4 { brushDef3 { ( 0 0 1 -48 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 1 0 -64 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 1 0 0 -64 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 0 -1 -72 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 -1 0 56 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( -1 0 0 56 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 } } // primitive 5 { brushDef3 { ( 0 0 1 -64 ) ( ( 0.015625 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/plaster/plaster_01" 0 0 0 ( 0 1 0 -72 ) ( ( 0.015625 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/plaster/plaster_01" 0 0 0 ( 1 0 0 -72 ) ( ( 0.015625 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/plaster/plaster_01" 0 0 0 ( 0 0 -1 48 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 -1 0 -72 ) ( ( 0.015625 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/plaster/plaster_01" 0 0 0 ( -1 0 0 -72 ) ( ( 0.015625 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/plaster/plaster_01" 0 0 0 ( -0.7071067811865476 0 0.7071067811865476 -90.50966799187805 ) ( ( 0.015625 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/plaster/plaster_01" 0 0 0 ( 0.7071067811865476 0 0.7071067811865476 -90.50966799187805 ) ( ( 0.015625 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/plaster/plaster_01" 0 0 0 ( 0 -0.7071067811865476 0.7071067811865476 -90.50966799187825 ) ( ( 0.015625 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/plaster/plaster_01" 0 0 0 ( 0 0.7071067811865476 0.7071067811865476 -90.5096679918781 ) ( ( 0.015625 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/plaster/plaster_01" 0 0 0 } } // primitive 6 { brushDef3 { ( 0 0 1 32 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 1 0 -56 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 1 0 0 -64 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 0 -1 -40 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 -1 0 -56 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( -1 0 0 56 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 } } // primitive 7 { brushDef3 { ( 0 0 1 32 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 1 0 0 -56 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 -1 0 56 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 0 -1 -40 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( -1 0 0 -56 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 1 0 -64 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 } } // primitive 8 { brushDef3 { ( 0 0 1 32 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 1 0 0 -56 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 -1 0 -64 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 0 -1 -40 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( -1 0 0 -56 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 1 0 56 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 } } // primitive 9 { brushDef3 { ( 0 0 1 -80 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 1 0 -8 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 1 0 0 -8 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 0 -1 64 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 -1 0 -8 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( -1 0 0 -8 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 0.7071067811865476 0.7071067811865476 -59.39696961967 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 -0.7071067811865476 0.7071067811865476 -59.39696961966887 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0.7071067811865476 0 0.7071067811865476 -59.39696961967 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( -0.7071067811865476 0 0.7071067811865476 -59.39696961967 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 } } } // entity 8 { "classname" "atdm:env_rope_400" "name" "rope" "bind" "mover_pulley" "origin" "0 424 169" "rotation" "1 0 0 0 0.598762 -0.800931 0 0.800931 0.598762" // dummy brush 0 { brushDef3 { ( 0 0 -1 0 ) ( ( 0.125 0 0 ) ( 0 0.125 0 ) ) "_default" 0 0 0 ( 0 0 1 -8 ) ( ( 0.125 0 0 ) ( 0 0.125 0 ) ) "_default" 0 0 0 ( 0 -1 0 -16 ) ( ( 0.125 0 0 ) ( 0 0.125 0 ) ) "_default" 0 0 0 ( 1 0 0 -16 ) ( ( 0.125 0 0 ) ( 0 0.125 0 ) ) "_default" 0 0 0 ( 0 1 0 -16 ) ( ( 0.125 0 0 ) ( 0 0.125 0 ) ) "_default" 0 0 0 ( -1 0 0 -16 ) ( ( 0.125 0 0 ) ( 0 0.125 0 ) ) "_default" 0 0 0 } } } // entity 9 { "classname" "atdm:mover_door_sliding" "name" "mover_pulley" "frobable" "0" "model" "mover_pulley" "origin" "0 424 184" "translate" "0 -424 0" "translate_speed" "32" // primitive 0 { brushDef3 { ( 0 0 1 -22 ) ( ( 0.015625 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/plaster/plaster_01" 0 0 0 ( 0 1 0 -8 ) ( ( 0.015625 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/plaster/plaster_01" 0 0 0 ( 1 0 0 -6 ) ( ( 0.015625 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/plaster/plaster_01" 0 0 0 ( 0 0 -1 6 ) ( ( 0.015625 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/plaster/plaster_01" 0 0 0 ( 0 -1 0 -8 ) ( ( 0.015625 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/plaster/plaster_01" 0 0 0 ( -1 0 0 -6 ) ( ( 0.015625 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/plaster/plaster_01" 0 0 0 } } // primitive 1 { brushDef3 { ( 0 0 1 -6 ) ( ( 0.015625 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/plaster/plaster_01" 0 0 0 ( 0 1 0 -8 ) ( ( 0.015625 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/plaster/plaster_01" 0 0 0 ( 1 0 0 -10 ) ( ( 0.015625 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/plaster/plaster_01" 0 0 0 ( 0 0 -1 -14 ) ( ( 0.015625 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/plaster/plaster_01" 0 0 0 ( 0 -1 0 -8 ) ( ( 0.015625 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/plaster/plaster_01" 0 0 0 ( -1 0 0 -10 ) ( ( 0.015625 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/plaster/plaster_01" 0 0 0 ( 0.894427190999916 0 -0.447213595499958 -13.41640786499835 ) ( ( 0.015625 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/plaster/plaster_01" 0 0 0 ( -0.894427190999916 0 -0.447213595499958 -13.41640786499835 ) ( ( 0.015625 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/plaster/plaster_01" 0 0 0 } } } // entity 10 { "classname" "atdm:mover_button" "name" "func_static_1" "model" "models/darkmod/mechanical/numberwheel_button.lwo" "origin" "-96 456 -348" "target" "mover_pulley" } // entity 11 { "classname" "light" "name" "light_6" "light_center" "0 0 0" "light_radius" "320 320 320" "origin" "-88 232 -32" } // entity 12 { "classname" "light" "name" "light_7" "light_center" "0 0 0" "light_radius" "320 320 320" "origin" "-184 448 -384" } // entity 13 { "classname" "func_static" "name" "func_static_2" "model" "func_static_2" "origin" "-160 436 -452" // primitive 0 { brushDef3 { ( 0 0 1 -60 ) ( ( 0.015625 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/plaster/plaster_01" 0 0 0 ( 0 1 0 -20 ) ( ( 0.015625 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/plaster/plaster_01" 0 0 0 ( 1 0 0 -96 ) ( ( 0.015625 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/plaster/plaster_01" 0 0 0 ( 0 0 -1 -60 ) ( ( 0.015625 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/plaster/plaster_01" 0 0 0 ( -0 -1 -0 -20 ) ( ( 0.015625 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/plaster/plaster_01" 0 0 0 ( -0.7071067811865476 0 0.7071067811865476 -25.45584412271569 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) "textures/common/caulk" 0 0 0 } } // primitive 1 { brushDef3 { ( 0 0 1 52 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 1 0 -20 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 -1 0 -20 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( -1 0 0 -96 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0.7071067811865476 0 -0.7071067811865476 25.45584412271569 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) "textures/common/caulk" 0 0 0 } } // primitive 2 { brushDef3 { ( 0 0 1 44 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 1 0 -20 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 -1 0 -20 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( -1 0 0 -88 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0.7071067811865476 0 -0.7071067811865476 25.45584412271569 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) "textures/common/caulk" 0 0 0 } } // primitive 3 { brushDef3 { ( 0 0 1 36 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 1 0 -20 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 -1 0 -20 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( -1 0 0 -80 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0.7071067811865476 0 -0.7071067811865476 25.45584412271569 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) "textures/common/caulk" 0 0 0 } } // primitive 4 { brushDef3 { ( 0 0 1 28 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 1 0 -20 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 -1 0 -20 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( -1 0 0 -72 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0.7071067811865476 0 -0.7071067811865476 25.45584412271569 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) "textures/common/caulk" 0 0 0 } } // primitive 5 { brushDef3 { ( 0 0 1 20 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 1 0 -20 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 -1 0 -20 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( -1 0 0 -64 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0.7071067811865476 0 -0.7071067811865476 25.45584412271569 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) "textures/common/caulk" 0 0 0 } } // primitive 6 { brushDef3 { ( 0 0 1 12 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 1 0 -20 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 -1 0 -20 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( -1 0 0 -56 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0.7071067811865476 0 -0.7071067811865476 25.45584412271569 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) "textures/common/caulk" 0 0 0 } } // primitive 7 { brushDef3 { ( 0 0 1 4 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 1 0 -20 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 -1 0 -20 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( -1 0 0 -48 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0.7071067811865476 0 -0.7071067811865476 25.45584412271569 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) "textures/common/caulk" 0 0 0 } } // primitive 8 { brushDef3 { ( 0 0 1 -4 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 1 0 -20 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 -1 0 -20 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( -1 0 0 -40 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0.7071067811865476 0 -0.7071067811865476 25.45584412271569 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) "textures/common/caulk" 0 0 0 } } // primitive 9 { brushDef3 { ( 0 0 1 -12 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 1 0 -20 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 -1 0 -20 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( -1 0 0 -32 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0.7071067811865476 0 -0.7071067811865476 25.45584412271569 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) "textures/common/caulk" 0 0 0 } } // primitive 10 { brushDef3 { ( 0 0 1 -20 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 1 0 -20 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 -1 0 -20 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( -1 0 0 -24 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0.7071067811865476 0 -0.7071067811865476 25.45584412271569 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) "textures/common/caulk" 0 0 0 } } // primitive 11 { brushDef3 { ( 0 0 1 -28 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 1 0 -20 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 -1 0 -20 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( -1 0 0 -16 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0.7071067811865476 0 -0.7071067811865476 25.45584412271569 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) "textures/common/caulk" 0 0 0 } } // primitive 12 { brushDef3 { ( 0 0 1 -36 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 1 0 -20 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 -1 0 -20 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( -1 0 0 -8 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0.7071067811865476 0 -0.7071067811865476 25.45584412271569 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) "textures/common/caulk" 0 0 0 } } // primitive 13 { brushDef3 { ( 0 0 1 -44 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 1 0 -20 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 -1 0 -20 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( -1 0 0 -0 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0.7071067811865476 0 -0.7071067811865476 25.45584412271569 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) "textures/common/caulk" 0 0 0 } } // primitive 14 { brushDef3 { ( 0 0 1 -52 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 1 0 -20 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 -1 0 -20 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( -1 0 0 8 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0.7071067811865476 0 -0.7071067811865476 25.45584412271569 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) "textures/common/caulk" 0 0 0 } } // primitive 15 { brushDef3 { ( 0 0 1 -60 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 1 0 -20 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0 -1 0 -20 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( -1 0 0 16 ) ( ( 0.0078125 0 -0 ) ( -0 0.0078125 0 ) ) "textures/darkmod/wood/boards/scratched" 0 0 0 ( 0.7071067811865476 0 -0.7071067811865476 25.45584412271569 ) ( ( 0.0625 0 -0 ) ( -0 0.0625 0 ) ) "textures/common/caulk" 0 0 0 } } }
  8. why does the player slide on moving entites? I made a moving platform out of brushes and turned it into an entity which moves at 32 speed (grid units per second?) and the player slides to the back of the mover, I can run back to the front but will continue to slide like the entity is accelerating really fast and I'm sliding backwards. I do move with the entity just not at the same speed. Can this be fixed?
  9. This problem just happened again with the latest release (0.9.6). I first created some brushes, then selected them all, then right clicked and converted to func_static. Then, with the entity still selected, I opened the entity window, and clicked on the "name" field. I changed to name to whatever, then select the "classname" field. I click on the "choose entity class" button that shows up in the entity window and browsed through the movers and realized that I didn't want to convert to a movable so hit the cancel button. Everything appears to work, but then I realized that I wanted to create a rope entity, so I right clicked and selected "Create entity..." but hit cancel for some reason. Realizing that I was indeed in the right window, right clicked again and selected "Create entity..." this time no window comes up and no error or message is verbosed to the console. Now you can't close the program by clicking on the "X" or going to File->Exit (sometimes it still works from the menu), and the last time I tried it five minutes ago, I had to Ctrl-Alt-Delete and end the process manually.
  10. Man I am LOVING the layers feature. I saw it in the pre-release builds but never used it. I just organized my map into layers and wow what a difference it makes. Keep up the great work with the editor guys, it's fantastic
  11. I have a six year old son and there are a few games on my computer that he likes and a few that he doesn't like so that shoots down that statement. So what are you talking about? Just because it's a game doesn't mean kids will automatically like them. I've shown games like Quake 4 to my son and he ran away scared, same thing with almost every game rated for adults, he doesn't like. Just my take on the whole thing.
  12. How about we make any object to attach to it have a bone? Are they simple to do?
  13. Well the only thing separating a chain from a rope is textures/model/joints. Shouldn't be to hard, just take out the rope texture from the rope model and change it for a chain texture, and voila and they'll work the same way.
  14. Yeah funny thing is I did use trim and cut them all up but the compiler stitched them back together.
  15. Okay so I was told this goes in here, so here it is: I remember reading that going over three lights for one brush is not good. Well I have this and I split the brushes but of course the compiler put them back together lol. See what I mean? the floor is one big piece even though in the editor I split them all up. I think this is the t-junction fix from the compiler? The performance in this scene is like 4 fps lol.
  16. I remember reading that going over three lights for one brush is not good. Well I have this and I split the brushes but of course the compiler put them back together lol. See what I mean? the floor is one big piece even though in the editor I split them all up. I think this is the t-junction fix from the compiler?
  17. Okay I have another issue; I made a monster clip brush that covers the entire ceiling, then used Filter->Clip Brushes to hide it so I could continue to make changes to the geometry. Well when I used the subtract command with a brush made out of caulk, which is inside the monster clip (which is being filtered) the filtered brush was included in the subtract.
  18. Okay I got around the part about having to offset by using the longest rope (400) and rotating it so it's straight up and down (more or less), and attached a block of wood to the bottom joint, then attached a hanging lantern to the block of wood, then attached a light to the lantern. When I went in game it all worked without having that crazy offset and the rope going all nuts. One thing though, the block of wood isn't actually attached physically to the end of the rope, it's almost touching it.
  19. 1> Okay go into the game, type g_showentityinfo 1 into the console. 2> Shoot an arrow into some wood and a bunch of entities are created. 3> Go and remove the arrow (frob it) 4> Notice that an entity is still there no matter how many times you shoot the arrow/s The entity in question is CProjectileResult_result_arrow_broadhead _(and a number) Will it matter if say 100 arrows get shot by guards and the player and their are all of a sudden 100 extra entities in the game?
  20. Yeah I noticed that too, when I jumped on the rope the attached entity would sway with the rope, but not the other way around.
  21. Okay I noticed that for all the ropes I made all the lengths all have their last 2 bones named: Bone_91 and Bone_92 regardless of how many bones there are.
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