WIP/questions - dod_navarone_b3


Caveman
03-26-2004, 01:04 PM
Greetings.

I've never posted before but visit here quite often.
I was inspired to make a map, the link below should give an idea what it's about. These forums have been most educational for me and I'd like to thank everyone for sharing their knowledge.

Comments regarding the screenshots are most appreciated, however I have some specific problems that I hope somebody can help me with. I must say Hammer is quite an amazing thing but I have come to a point where it has also become a bit frustrating. This is my first map and my understanding of certain entities is still somewhat confused. What I've tries hasn't worked so I won't even bother describing my attempted solutions.

so here's my questions:

1. How could I make a working door that is usable by Axis only while being a TNT target for the Allies?

2. Player models go dark when crossing my rope bridge. (see screenshot second from bottom) Maybe no big deal, but has proven exceedingly difficult to fix. The bridge is made of func_walls and func_illusionaries.

3. I have so many custom maps and stuff on my hard drive I'm not sure where everything has come from. I'd like to give credit to everyone, but as I said I'm not sure where it all came from. I've listed the files I've used so far, if anyone can fill in the blanks it would be nice.

and here's the map stuff:
dod_navarone_b3 (http://www.sunlitgames.com/navarone/)
mostly up to date, but the 88's do cast shadows now.

a B2 version escaped my hard drive late last year, some may have seen it. Much good feedback was received and this version should be much improved.

[I&S] Captain Caveman

Mythic_Kruger
03-26-2004, 04:19 PM
Hi
I will only comment the "door as tnt target".

As you know a brush can be tied to only one entity, impossible to combine entities together. But the engine is very flexible, quite everything is possible. Use this trick:

- Set up your dod_object_goal normally for the tnt (assuming you know this part. otherwise there are several tutorials for tnt)
- Create your func_door_rotating normally with the origin brush, give it a name. Check "axis only" if you want.
- On each side of the door, put 2 brushes AAAtrigger as trigger_multiple. They will trigger the door to open it.
When explosion occurs,
- hide the door with a env_render which will set his Render Mode to Solid and render Amount to 0,
- and show some func_wall_toggle for the rubble...

I suggest you to get the door working first, in your test map.
When you are sure it works (open, close), attack the tnt entities.

...Good luck. It works.

Caveman
03-27-2004, 01:21 PM
thank you Mythic_Kruger

That did work.
Only problem I had was that the render entity only makes the door invisible, so it's still there blocking movement, just can't see it. Is this what's supposed to happen?

It's ok as long as I make sure the door stays open after the Allies blow it up, which it does. And I added a func_push to keep players from standing on top of the invisible door.

thanks again

Caveman

Jello_Biafra
03-27-2004, 02:01 PM
Well you could set the door rotation to 180 degrees so that it is embeded in the wall.

Mythic_Kruger
03-28-2004, 03:12 AM
Ah! so the allies are using a small charge! Was thinking they used a normal charge, (like in axis left side of vicenza), just to block the axis door!

In this case, things are a bit more complicated.
Some quick thoughts (just woke up coffee cup in hand):

- did you try to change the env_render to set the door to Texture 0 after explosion?
- use a env_master to control the door. Door open = Master On; door closed = Master Off. By the way the trigger_multiple used to open the door should be dependant of this master (to avoid to open the door after it was blown)
- remove the door, and put a ramp like in vicenza...Radical method but that's not exactly what you want.
- JB solution. Not realistic but ok. Should be tested.

I'll think about it and test this later today. I'll put 4 or 5 ideas in the same small test map. It will be posted if it works, post yours if it works b4.

greenhorn
03-28-2004, 07:55 AM
for your door i would make a normal door_rotating , name it, then when tnt is planted by allies, have a trigger_relay "kill" the door entity, and rubble appears etc. Use the "kill target" field instead of the 'target' field and it will remove that entity altogether.

the models going dark on the bridge, an annoying problem we've all had. 2 things u might try,
1: if the func_wall that you are standing on is set to opaque, change it to normal (you wont get a shadow from it anymore but there are other ways to make a shadow)
2: change the direction of the light_enviroment, sometimes the engine just thinks that the model is 'in the shade' -note this may change the lighting in other places

Caveman
03-28-2004, 11:01 AM
Here's the solution I've got for the door. Seems to work. You definitely set me on the right track Kruger. The trigger_multiple used by the Axis to open the door is killed when the explosion occurs.

<http://www.members.cox.net/captain-caveman/navarone_door_test.zip>

May have the potential to get buggy. I wonder what will happen if the Allies blow the door when it is already in the up position. not likely but also not impossible, hard to test this on my own.

In this particular situation, rotating the door 180 degrees would have it sticking up through the floor above, but I see how this may be applicable elsewhere.

Also, I didn't realize there were different types of charges, I'll have to look into this.

Rope Bridge:
Right now the light_environment is set to align with the sun in the skybox, I'd prefer to avoid messing with it if possible. I've tried illuminating the bridge with spotlights which had no effect, just made the dark player look more unnatural. At this time the bridge is definitely in shadow though, I'll make sure it's set to normal lighting for next compile.

Caveman
03-30-2004, 09:19 AM
Greenhorn

very good suggestion.
killing the door removes it all together, eliminating the need for the render entity, and dealing with the invisible door. For some reason I thought this would just make it cease functioning, but it works as you say. Excellent I think this problem is solved.

Caveman

Caveman
04-01-2004, 09:01 PM
Ok maybe I spoke too soon.
One more problem. Anything I use killtarget on does not reset for the next round. Do I have to do something to re-enable it at round start or is this just how it is? Sorry to be a pain.

Caveman

Mythic_Kruger
04-02-2004, 07:35 AM
That was predictable. That's the Killtarget purpose.
Your test map is nice, but as you pointed out, the explosion and the state of the door must be coordinated. Otherwise people will rush into an invisible solid door...
I guess it will be here http://www.sunlitgames.com/navarone/navss6.jpg
We should discuss about it do you have AIM.

Caveman
04-04-2004, 05:11 PM
Yes Mythic_Kruger. If I can get it working I intend to use the destructible door there (back door) and for the front door as well (see screenshot called level 1). The main reason I want to do it this way, is to provide obstacles for the Allies without limiting the Axis movement in any way. As well as to retain the look of the toy.

I think this is the key thing I am not getting

- use a env_master to control the door. Door open = Master On; door closed = Master Off. By the way the trigger_multiple used to open the door should be dependant of this master (to avoid to open the door after it was blown)

I can not find an env_master in the entity list.
are you perhaps refering to a env_state or multisouce entity?
I do not understand either of these very well but am trying to glean what I can from google searches.

I do have AIM. I will pm you my screen name.

Caveman

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