Update added content for mappers


[oap]Agent_S
06-29-2006, 02:29 AM
Was dissapointed to see that the SDK wasnt updated with any of the new code but the good news is there are new models to play with.

I will list the ones I have noticed if I missed any please post and I'll update this top post.

** UPDATED MODELS **
Flak38
Flak38_gib1
Flak38_gib2
Flak38_gib3
Flak38_gib4
Flak38_destroyed
Pak40
222_Snow_Destroyed
222_Snow_Destroyed_Gib1
222_Snow_Destroyed_Gib2
222_Snow_Destroyed_Gib3
Halftrack_US1_Destroyed
Halftrack_US1_Destroyed_Gib1
Halftrack_US1_Destroyed_Gib2
Halftrack_US1_Destroyed_Gib3
Halftrack_US1_Destroyed_Gib4
Halftrackgun_US1_Destroyed
Halftrackgun_US1_Gib1
Halftrackgun_US1_Gib2
Halftrackgun_US1_Gib3
Sherman_Tank << (New Skin)
Sherman_Tank_Destroyed
Sherman_Tank_Gib1
Sherman_Tank_Gib2
Sherman_Tank_Gib3
Sherman_Tank_Gib4
Hedgehog_small1
Hedgehog_small1_gib1
Hedgehog_small1_gib2
Hedgehog_small1_gib3
Hedgehog_small1_snow
Colmar_Bridge
Colmar_Church <(skybox)

** UPDATED CODES / FUNCTIONS **
proper snow
func_precipitation
Precipitation Type "3"
Thanks to cheese-sarnie

Rolk
06-29-2006, 02:41 AM
I'm getting the update now, so there's no new code with stuff like destroyable/objective 'things' -- if you get what I mean?

Sorry long day at work, any normal way of saying things elude me right now.

[oap]Agent_S
06-29-2006, 02:47 AM
Not that I can see, the SDK hasnt updated so I cant see how there is anything new, but the groundwork is there with the new models.

CoolHand
06-29-2006, 03:59 AM
I got one of my four objective converted in dod_longbow, my map I am working on.

here the entity you need, I was able to compile and blow the objective with sachel:

New entity with the patch are :

dod_bomb_target
point_template (not sure if this is new but it's definitly used)
dod_bomb_dispenser (to dispense the tnt to player)

They use :
env_physexplosion (2)
env_physimpact
env_smokestack
env_explosion (4 or 5)
ambient_generic (4 X Weapon_C4.Explode)
point_template

New spawn protection:
func_team_wall

The entity do not list but they do work ;)

McJewels
06-29-2006, 04:40 AM
Awesome. good to know CHL. You figured that out quickly.

[oap]Agent_S
06-29-2006, 05:12 AM
Originally posted by CoolHand
I got one of my four objective converted in dod_longbow, my map I am working on.

here the entity you need, I was able to compile and blow the objective with sachel:

New entity with the patch are :

dod_bomb_target
point_template (not sure if this is new but it's definitly used)
dod_bomb_dispenser (to dispense the tnt to player)

They use :
env_physexplosion (2)
env_physimpact
env_smokestack
env_explosion (4 or 5)
ambient_generic (4 X Weapon_C4.Explode)
point_template

New spawn protection:
func_team_wall

The entity do not list but they do work ;)

Nice job CoolHand, If they arent listed but are there then hopefully it wont be long before there is an SDK update and it is listed.

Ca-Chicken-Soup
06-29-2006, 06:57 AM
Originally posted by CoolHand

New spawn protection:
func_team_wall

The entity do not list but they do work ;)

omg!! I wondered how they did it!

Dwin
06-29-2006, 11:46 AM
Originally posted by [oap]Agent_S
[B]
Trench_High_l_1024
Trench_High_T_1024
Trench_High_T_Descend_1024
Trench_High_TightLl_1024
Trench_High_TightLl_Descend_1024
Trench_High_X_1024
Trench_High_X_Descend_1024
Trench_High_Z_512
Trench_High_z_Descend_512
/B]

Are you sure these are in there? These are Waldo's custom trench models.

[oap]Agent_S
06-29-2006, 12:14 PM
Originally posted by Dwin
Are you sure these are in there? These are Waldo's custom trench models.

LOL oops I had a feeling they were but couldnt find his zip to check it out before I went out. thanks for pointing it out.

FuzzDad
06-29-2006, 02:06 PM
Originally posted by [oap]Agent_S
Nice job CoolHand, If they arent listed but are there then hopefully it wont be long before there is an SDK update and it is listed.
I spoke with Mugsy; they are working on an sdk update and perhaps (no promises) something (tutorial/faq?, etc) to explain how the new detonation entities work. No date for the release was given/asked but we usually get these things a few weeks after each major code change.

cheese-sarnie
06-29-2006, 02:11 PM
cool proper snow :)

func_precipitation

Precipitation Type "3"

schuft
06-29-2006, 02:11 PM
Has anyone discovered how the falling snow was done in colmar?

[oap]Agent_S
06-29-2006, 02:30 PM
Originally posted by FuzzDad
I spoke with Mugsy; they are working on an sdk update and perhaps (no promises) something (tutorial/faq?, etc) to explain how the new detonation entities work. No date for the release was given/asked but we usually get these things a few weeks after each major code change.

Thanks for the help FD even without a tutorial we have some top people on here who would probably figure it out and post a tutorial very fast

Originally posted by cheese-sarnie
cool proper snow :)

func_precipitation

Precipitation Type "3"

Congrats to cheese-sarnie for using his psychic abilities to answer schuft's question at the same time as he posted it :p

[SAS]==Dirty_Harry
06-29-2006, 02:35 PM
Managed to get the falling snow to work by making a large trigger area and as previously stated setting the precipitation to 3 but once you leave this trigger area the snow stops.

I would assume from that, that the entire map would have to be covered by one large trigger area or multiple smaller trigger areas.

p.s. RGB needs to be set to 255 255 255

Dustin Diamond
06-29-2006, 02:51 PM
yeah you guys can decomp Colmar and see all the stuff. I couldnt get Jagd to work though...

Dash
06-29-2006, 02:53 PM
Hm, not a lot of useful stuff IMO. There's like 5 new models really (the rest are gibs)....

Ginger Lord
06-29-2006, 03:33 PM
Originally posted by FuzzDad
I spoke with Mugsy; they are working on an sdk update and perhaps (no promises) something (tutorial/faq?, etc) to explain how the new detonation entities work. No date for the release was given/asked but we usually get these things a few weeks after each major code change.

Or in the case of the base SDK code, 13 months and waiting...

Dustin Diamond
06-29-2006, 03:58 PM
Originally posted by CoolHand
I got one of my four objective converted in dod_longbow, my map I am working on.

here the entity you need, I was able to compile and blow the objective with sachel:

I'm having problems with this. I just copied all the entities straight from Colmar to a little testmap I have. Compiles fine, but when I run the map, immediately when the round starts, one of the teams wins. I have one objective point for each team currently. It's strange. I dont even get a chance to start running and the allies win. Any ideas?

Dwin
06-29-2006, 04:37 PM
Originally posted by Dash
Hm, not a lot of useful stuff IMO. There's like 5 new models really (the rest are gibs)....

More like eleven.

TOP GUN Mav
06-29-2006, 04:53 PM
This afternoon, I'll be posting up a d/load link to Dod_Tiger_detonation_b1

I had a play with it last night, and using colmar for the coding, I was able to get tiger converted to detonation mode.

In the Middle of the tiger map you grab the TNT and then you have to blow 2 objectives where the Axis and Allies first and second flags where.

It works too :)

Stay tuned for the d/load link.

Not sure how the gameplay will be with this detonation style in Tiger, but we'll see how it all goes.

TGM :D

Dustin Diamond
06-29-2006, 08:33 PM
So i see some of you are getting it working. Is anyone having the same experiences as I am with the round ending immediately? I asked it just a few posts up.

schuft
06-29-2006, 08:50 PM
Ok, i've looked all thru my dod folders, where is the colmar map located on my PC? I cant find it to decompile it. I know its there because I played it on the server. Any help is appreciated

Rolk
06-29-2006, 11:06 PM
They've also added a new snow effect, with func_precipitation change Precipitation Type as 3 (Not rain or snow) -- and it'll snow pretty lightly!

Generally add it to a trigger brush.

[oap]Agent_S
06-30-2006, 02:49 AM
Originally posted by schuft
Ok, i've looked all thru my dod folders, where is the colmar map located on my PC? I cant find it to decompile it. I know its there because I played it on the server. Any help is appreciated

You neef GCF Scape to open the DOD SOURCE GCF, then extract the colmar map from there and decompile it with VMEX.

Originally posted by Dustin Diamond
So i see some of you are getting it working. Is anyone having the same experiences as I am with the round ending immediately? I asked it just a few posts up.

I havent played with any of the code yet but might get time to look at it today but from the sounds of it I would look for the game timer, if you dont add a timer and the allies own all the objectives they win, also check the DOD_Detect etc and see if its different in colmar / jagd than yours as it may need to specify for the game that its an objective map.

Dustin Diamond
06-30-2006, 10:18 AM
Ok i figured out my problem. Make sure all the settings for each flags match perfectly. If the axis are to capture it, make sure the flag defaults to allies, etc. There are some other random settings i changed too, so I'm not sure which one actually fixed it, but just make sure everything is right.

Caldbeck
06-30-2006, 01:39 PM
Originally posted by [SAS]==Dirty_Harry
I would assume from that, that the entire map would have to be covered by one large trigger area or multiple smaller trigger areas.

Im guessing it would have to be multiple triggers, cos i tried one huge trigger over the whole map, from top to bottom, and it now snows inside the buildings >_<

Dustin Diamond
06-30-2006, 02:21 PM
Originally posted by Caldbeck
Im guessing it would have to be multiple triggers, cos i tried one huge trigger over the whole map, from top to bottom, and it now snows inside the buildings >_<

Yeah from what it looks like in dod_colmar, there are a whole bunch of triggers that cover all the outdoor areas. Have fun with that :)

Maybe you could start with a big one covering the whole map, and then clip out the buildings.

[oap]Agent_S
06-30-2006, 03:49 PM
Originally posted by Caldbeck
Im guessing it would have to be multiple triggers, cos i tried one huge trigger over the whole map, from top to bottom, and it now snows inside the buildings >_<

I havent had time to test it yet but are the roof's to your buildings func_detail or world geomatry?

If I remember correctly func_precipitation is blocked by world geomatry

wickit
06-30-2006, 05:42 PM
i've got the code fully working like topgun has
im just making some new objective icons for my map :)

when its done i will put together a tutorial map

Ol' Noodle Head
07-01-2006, 12:42 AM
I'd love to see Ranson give us a destroyed version of his fabulous and popular 88 model.

caboose
07-01-2006, 05:37 PM
i just tried making a demolition map.
this is my set up:

2 neutral flags, only cappable by allies.
1 neutral destructable item to be blown up with det packs.

the allies can plant the bombs just fine, axis cant plant the bomb, so all seems fine.

however if the allies ignore the destructable item and just take the flags, then they win.


is there any way to make this work. other than putting a 3rd uncappable flag on the level. in the same place as the destructable vehicle...so when its destroyed it outputs to cap the flag for the allies?

would in theory work but it would add a extra flag to the flag list on screen so players may be thinking...where the heck is that 3rd flag!
another option is to disable 1 flag until the vehicle is blown. maybe

any suggestions

TOP GUN Mav
07-01-2006, 10:37 PM
I don't beleive there is a way to add a cap flag and an objective (that gives the player points) in the map at the same time. Like you said it just auto wins whenever a player caps the flags and ignores the objective.

My thoughts are that it might not be popssible as the dod control point master thinks your are playing detonation mode.

P.S - I've figured out how to get the TNT packs to blow open walls (they're not objectives, but it gives the player new routes to open up).

You can also set who can blow it open, or leave it so that both teams can place a TNT pack on it.

Tiger_detonation_b2 will have this, and should be out within a week.

TheMiede
07-02-2006, 02:45 AM
How come i can't find these entities. They appear as obsolete in my hammer. I just refreshed my SDK and it still wont show me the new objective entities. Please help.

TOP GUN Mav
07-02-2006, 02:55 AM
They won't show up as they have not yet been implemented into the SDK just yet.

The entites will show up as "obsolete" in hammer editor, but you can still edit their properties and do what you need to do to make them work in you map. (by pressing alt-enter after you have selected it)

TheMiede
07-02-2006, 04:46 AM
TOP Gun, can you please write a quick tutorial on how to use these entities. THat would be awesome if you could do that. Especially since you are the only one so far that has been able to get this working.

TOP GUN Mav
07-02-2006, 08:26 AM
LOL, If I get sometime tomorrow I'll post up a little tutorial on them.I also include a vmf file so you can grab the entites and paste them into your own map.

TheMiede
07-02-2006, 05:24 PM
Great! I cant wait.

ultranew_b
07-03-2006, 12:13 PM
Just open up colmar and see how they did it, simple. I have a fully operational objective map as well, just by using Colmar as reference.

:)

tabu.jack
07-03-2006, 04:40 PM
To create the snow you simply create multiple brushes which stretch from your skybox to just above the ground filling the streets

TOP GUN Mav
07-03-2006, 10:19 PM
See here for basic tutorial:

http://www.dayofdefeat.com/forums/showthread.php?s=&threadid=66640

[oap]Agent_S
07-04-2006, 03:16 AM
Originally posted by tabu.jack
To create the snow you simply create multiple brushes which stretch from your skybox to just above the ground filling the streets

The problem people are having with that is that once the player leaves one snow brush area when he comes back the snow is not triggered again, so for each area of snow you would require a func_trigger.

I havent had time to play with it yet and see another way of doing it or checking that world geometry does block the snow like it used to with the rain.

Originally posted by TOP GUN Mav
See here for basic tutorial:

http://www.dayofdefeat.com/forums/showthread.php?s=&threadid=66640

Great job Mav, will have a look at your tutorial later but thanks for contributing, im looking forward to making some obj maps when I get time.

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