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Sir Taffsalot

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Can anyone see why my key isn't getting attached to an AI? I have the def_attach and pos_attach spawnrags with what I think is the correct value which I got from the attach props to AI wiki. The key is right next to the AI if that makes a difference.

post-3947-131835891422_thumb.jpg

Edited by Sir Taffsalot

"I believe that what doesn't kill you simply makes you... stranger"

 

The Joker

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When you use def_attach you don't need to actually create the key in the map. It will be spawned automatically. The name you use is the class name not the entity name.

 

[EDIT] or are you saying that is what you are doing but the key is created in game attached but offset from the AI?

 

You only create and position an attachment if you are using bind instead of def_attach in which case you do use the entity name.

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SirTaff, the best way I have found of attached keys to Ai is to spawn them. here is a copy of the args I use -

 

 

How tyo spawn attach keys to Ai:

 

"def_attach6" "atdm:prop_silverkey"

"pos_attach6" "belt_back_right"

"name_attach6" "gate_key"

"set inv_name on gate_key" "gate key"

"set name on gate_key" "gate_key"

 

This info is in the wiki etc, let me know if you need a hand as I this is 5 minute job.

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What does Sys-queevent: overflow mean? My map is performing very slowly and that's what comes up in the console

 

Fixed! DR didn't like me changing the texture of a visportal

Edited by Sir Taffsalot

"I believe that what doesn't kill you simply makes you... stranger"

 

The Joker

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  • 2 months later...

post-3947-0-58353300-1326228182_thumb.jpg

 

What I have is two end cap patches at a right angle. I've extended the vertices on the end of each one to make it look like a tunnel that has a bend in it. It doesn't show up very well in that picture but where the vertices have been extended the texture looks unatural and stretched. I've copied the texture from the side of a brush and then selected the patch and clicked on paste shader (natural).

 

Can someone please tell me how to make a texture look normal on a patch ones the vertices have been modified? Thank you V much.

"I believe that what doesn't kill you simply makes you... stranger"

 

The Joker

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For the texture tool just select the patch and I think it's T or cntrl T... not positive.

 

Anyway, it allows you to manipulate the verts of a patch just like a 3d model uv editor. If you select multiple patches you can line them up right next to each other, etc..

Dark is the sway that mows like a harvest

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It's V for getting the verts on a patch. I've done that but the problem is that the texture is stretched because one side of the tunnel is longer than the other. I've tried fit texture from the surface inspector, copied the shader from the side of a brush and then paste shader naturally on to the patch. Each time the texture is stretched on the side of the tunnel thats been extended. Hope that makes sense.

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"I believe that what doesn't kill you simply makes you... stranger"

 

The Joker

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Sometimes paste shader alone works when natural is getting distorted. And the direction of the face you copied the shader makes a difference (as well as, appearently, the size of the brush, it should be about the same as the patch or group of patches), I would try copying the bottom surface and try to apply it, see if it works.

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It's V for getting the verts on a patch. I've done that but the problem is that the texture is stretched because one side of the tunnel is longer than the other. I've tried fit texture from the surface inspector, copied the shader from the side of a brush and then paste shader naturally on to the patch. Each time the texture is stretched on the side of the tunnel thats been extended. Hope that makes sense.

 

Yes, and the tex tool allows you to stretch the verts in UV mapping to fix that. it has nothing to do with the shape of the patch, only how the texture is applied to that shape.

Dark is the sway that mows like a harvest

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I'm sorry Baddcog but I think I might have misunderstood your post. You mean there's away to adjust the texture on a patch simular to the way you can adjust a patch using the verts? I've pressed T and ctrl T and niether work. The problem is solved now but if there's away to adjust textures on a patch instead of just copying and pasting from brushes that would be really helpful.

"I believe that what doesn't kill you simply makes you... stranger"

 

The Joker

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Yes there is, it's the texture tool (ctrl+alt+T or under View); it will bring up a window with a grid. Selecting a patch will make it appear on that window, you can then manipulate its vertices to change the way the surface covers the texture material (which would be the "background"). Selecting two or more patches will also show them in the window at the same time (sometimes overlapping each other, sometimes separated), you can then join their vertices so the transition will be seamingless between them for example, etc. I'll let Baddcog explain further, I rarely use it, but it's a great way doing some manual tweaking.

Edited by RPGista
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Whoops, had the shortcut wrong ;)

 

Not much more to really add. It's a pretty simple tool, basically just like the vert tool. But tex only. Works great on patches, but still you want to get as close as possible first. ie: natural or copy/paste it. Then adjust.

 

If you have severe warpage then in the tex tool your verts will be way off. So doing a quick adjust before hand just makes it easier.

 

It works on brush faces too (select face), but brushes are limited. If you select one of the top verts and move it up, the other top vert will move. You can't skew it, with a patch you can.

 

Bascially you have a skewed patch, but your uv's are still square, so you need to skew them.

 

anyway, here's the wiki tut, was a bit hard to find

 

http://wiki.thedarkmod.com/index.php?title=Texture_Tool

Dark is the sway that mows like a harvest

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  • 2 weeks later...

I've created a brush in DR but its not showing up in DM. here's the pics:

 

post-3947-0-37626700-1327836911_thumb.jpg

 

post-3947-0-25699900-1327836941_thumb.jpg

 

There's no visportal dicesting it and it's not touching any other brushes. But that should just cause Z fighting not make it dissapear.

 

Can someone help me before I loose all my hair?

"I believe that what doesn't kill you simply makes you... stranger"

 

The Joker

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That sort of thing happens.

1. Check if the architecture is grid-snapped. If it isn't, snap it. (I'll only mention this just in case.)

2. If it is grid-snapped, the easiest solution is to break up the surface with something - just splitting the brush will not do because the DMAP procedure will merge it again. So add vertical or horizontal beams, that sort of thing. Complicate it a bit.

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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It is snapped to grid. Not entirely sure what you mean about point 2 Melan. Do you mean break the brush up? I created a brush inside it then textured it as a window and used CSG subtract . Nothing. The brush does actually show up in DM it's just that surface area that's invisible. This brush is just copied from another one that shows up fine in DM. V confused.

Edited by Sir Taffsalot

"I believe that what doesn't kill you simply makes you... stranger"

 

The Joker

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Turning it into a func static seems to have fixed it. OK while I am happy to be on my way again I'm still not happy about been forced into converting my brushes into func statics. I had this problem in my last map which was annoying. Does anyone know what causes it so I can help avoid this pest in the future?

"I believe that what doesn't kill you simply makes you... stranger"

 

The Joker

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