Forum posts

Posted 20 years ago2004-10-05 05:04:02 UTC
in FGD ??? Post #64169
If you wont to only change the weapons, you don't need a new or midified .fgd.
But you have to learn how to model weapons, or you can use weapons made by other, just ask for permission to the authors.
Posted 20 years ago2004-09-29 11:19:02 UTC
in Moving skys. Post #62926
In the OP4 intro the rocks are made with func_trains and func_rotating.
You can use it if you have to make something similar (i.e. a canyon)

A func_conveyor can be good if your plane is on the open sea, using a water scrolling texture.
Posted 20 years ago2004-09-29 11:15:24 UTC
in Moving skys. Post #62924
In the OP4 intro the rocks are made with func_trains and func_rotating.
You can use it if you have to make something similar (i.e. a canyon)

A func_conveyor can be good if your plane is on the open sea, using a water scrolling texture.
Posted 20 years ago2004-08-12 09:21:42 UTC
in Scrolling terrain help Post #50391
Yes, in fact, the train is stationary, while the terrain around is scrolling; nearly like a river.
Posted 20 years ago2004-08-12 08:52:42 UTC
in Scrolling terrain help Post #50378
I have finally found the solution. Simply, all the moving entities must be placed at the center of the map (coordinates 0, 0); when the level start, they spawn at the correct place.

Ok, thanx for all.

P.S. don't think that SOF have animated skys, this is a fetaure introducted with Quake 3.
Posted 20 years ago2004-08-12 07:03:43 UTC
in Textures Post #50352
Posted 20 years ago2004-08-12 06:54:17 UTC
in Scrolling terrain help Post #50348
Why?

Anyway, i have looked also at the SOF map; but here only the train is made by brushes; probably the terrain is a model or something other.
Posted 20 years ago2004-08-12 06:52:13 UTC
in Textures Post #50346
http://www.planethalflife.com/wadfather

Here you can find a good selection; but i'm not sure if the site works ok.
Posted 20 years ago2004-08-12 06:47:02 UTC
in Scrolling terrain help Post #50344
Theorically yes; and is the same ting Gearbox did for the intro in Opposing force (where you are on an osprey flying trough the canyons).
I think that there is a bug or something when a func_train travel too long (over the half of the map space).
Posted 20 years ago2004-08-12 06:27:02 UTC
in Scrolling terrain help Post #50341
Err... but i need the entire map covered; otherwise it result a too short train. Maybe i can reduce the lenght of the terrain and split into 2-3 levels the train...
Posted 20 years ago2004-08-12 06:09:59 UTC
in Scrolling terrain help Post #50338
The strang thing is that Kiltron, a Ritual mapper, has made similar map (except for the fact that the terrain is a giant func_conveyor); and there is a func_train (the bridge) that goes from one edge to the other with no problem! :(
Posted 20 years ago2004-08-12 05:16:31 UTC
in Spirit of HL Post #50329
Dod has used an older version of Spirit. I think that most of the features are not usable/included in other mods.
Posted 20 years ago2004-08-12 04:41:53 UTC
in Spirit of HL Post #50324
Pro- there are many and many advanced things that you can use; just some examples:
-A great particle system
-movewith function: you can bind an entity to another (example a breckable glass that move with a door)
-Use of custom models and custom beaviour; you can have barney that attack you and marines that help you.
and many other things (someone has made also a working veichle)

Cons: a documentation not really complete.
Posted 20 years ago2004-08-12 04:18:48 UTC
in Scrolling terrain help Post #50315
Yes i have read the Verc article. And make a similar map. But in this article the rocks are less long than mine. My terrain goes from one edge of the mapsize to the another (i takes all the map lenght). I think that maybe is a bug in the func_train that cannot travel too long discances.

Anyway, if you can, download the map and take a look. I have not included the textures, but there are only 3-4 texture used; so you can quickly replace them.
Posted 20 years ago2004-08-12 03:58:38 UTC
in Scrolling terrain help Post #50310
Posted 20 years ago2004-08-12 03:56:59 UTC
in Scrolling terrain help Post #50309
This is a map i'm making for CZ:Deleted Scenes.
The map will be a mission like the Train level in Soldier of Fortune 1, or SC:Pandora Tomorrow.

Basically there is a train (not made) running; but in reality the train will be the static part of the map, and the terrain is scrolling around it.
I have divided the terrain into 7 func_trains; there are 8 path_corner. All the terrain pieces have the same name, but a diffrent start point; when they're triggered they start moving.

Here is the problem: some pieces wait at the last path_corner, and some others, when reached the last (the 8th) path_corner dont go to the first, but at another point.

The terrain is triggered by a trigger_once near the player; move around a bit to start the terrain.

Help me, please.

Thanx

Mik