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func_splinemover


grayman

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While writing the Wiki pages for creating cutscenes, I discovered the entity func_splinemover.

 

I didn't use this in SATC's cutscene, because I didn't know it existed. Tutorials I researched and spline examples I found in TDM maps didn't use this entity. I checked what the Doom 3 maps use, and they use it.

 

So ...

 

If I create a func_splinemover entity, it comes with no spline curve data. It would be really nice if, on the main menu, clicking on "Curves->Create NURBS Curve" with a func_splinemover selected added a spline curve to the func_splinemover. As opposed to creating a separate func_static with the spline data in it.

 

Are there uses for splines other than in combination with a func_splinemover?

 

If not, I can't see any reason why you'd want to create a func_static spline. When the map runs, you get an unsightly black box at the spline's origin. The way to get rid of the black box, used in SATC, is to give the spline the empty model, but as soon as you do that, you can no longer use Vector mode to move the spline's control points.

 

I suspect that the Doom 3 map editor (Radiant?) plugged spline data directly into a func_splinemover.

 

Does anyone know why DR doesn't do this?

 

The alternative is to create both entities separately, ensure they have common origins, copy the spline data over to the func_splinemover, then delete the spline. Seems like the long way around.

 

Thanks.

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I haven't honestly noticed any differences other than those you mentioned when I used them in NHAT 1/3 or elsewhere. Something to ask over at doom3world?

 

Can't ask unless I'm logged in.

 

Can't log in unless I'm registered.

 

Can't register because it replies that I'm not allowed to use the email address I provided, which is the one I've used since the dawn of time.

 

Seems they're very restrictive over there.

 

No one here has used Radiant? (Is that the name of the Doom3 editor?)

Edited by grayman
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