A door's speed=How many units Created 19 years ago2005-08-02 19:07:03 UTC by Elon Yariv Elon Yariv

Created 19 years ago2005-08-02 19:07:03 UTC by Elon Yariv Elon Yariv

Posted 19 years ago2005-08-02 19:07:03 UTC Post #125493
I constructed a bathtab and now I want to make it useable! Now my idea was to make the water rise and in the same speed a func_train will rise too! This train will be the end of a beam! Now my problem is that the train's speed is messured by units per second and the water with another way! If I'll make the water rise at the speed of 25 how many units will it pass per second? :confused: And I can't test it in my map for it takes like 2 hours just to compile it! :zonked:
Posted 19 years ago2005-08-02 19:14:07 UTC Post #125498
Cordon off the bathtub area--then it should compile in seconds--for testing purposes?
Posted 19 years ago2005-08-02 19:16:19 UTC Post #125500
Well I'll try to copy it alltough if someone knows something about it it will really help me! :(
Posted 19 years ago2005-08-02 21:49:49 UTC Post #125535
Ever try using a func_door instead? (Not Solid Flag)
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 19 years ago2005-08-02 21:51:19 UTC Post #125536
Um... 2 hours O_O Well, try compiling without rad when you just test things. Perhaps that would work.

And btw, I'm not at all sure about this, but I think the value = units per second.
Posted 19 years ago2005-08-02 22:20:54 UTC Post #125539
I'll try that!
Posted 19 years ago2005-08-03 03:17:31 UTC Post #125560
I think speeds and stuff like that are usually in units/second.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-08-03 03:20:17 UTC Post #125562
Or you can test all you want, by making a separate mp with the stuff you need to test. :quizzical:
Daubster DaubsterVault Dweller
Posted 19 years ago2005-08-03 05:41:08 UTC Post #125592
Cordon off the bathtub area
You should cordon it as rowleybob said. No need to turn off rad.
Posted 19 years ago2005-08-03 05:47:33 UTC Post #125593
Did it allready! Now my problem is that when the water gets to the top they just disapear! :zonked: It's set as any regular door that stays open! :confused:
Posted 19 years ago2005-08-03 06:01:50 UTC Post #125597
the water gets to the top and disappears or it stops moving and then disappears?

Edit
You of cource know that water can be seen only from the top?
Posted 19 years ago2005-08-03 06:17:22 UTC Post #125602
I know! They get to where they they are sepposed to get when they are open and then they disapear! :nervous:
Posted 19 years ago2005-08-03 06:18:49 UTC Post #125603
does the water gets in the ceilingor something like that?
Posted 19 years ago2005-08-03 11:14:22 UTC Post #125687
No far from it it's still in the bath but invisable! :(
Posted 19 years ago2005-08-03 11:54:49 UTC Post #125694
elon , here GRIDS 32 :the one you start off with: 16 :first click of `smaller grid. 12 :second click 3 : last click. ps. sorry about the lettering its these french keyboards . :(
Instant Mix Instant MixTitle commitment issues
Posted 19 years ago2005-08-03 12:06:59 UTC Post #125697
You mean that in the speed value I should write something like this- 8/1? : And how can you use a diffrent model's body when using monster ferniture? :confused:
Posted 19 years ago2005-08-03 12:13:57 UTC Post #125698
no, that will just confuse the engine, all the speeds are in units per second, but it always assumes your telling it how many units it moves in one second.

and im betting you can use altenate bodys
Posted 19 years ago2005-08-03 12:18:30 UTC Post #125699
Yes but how! I know how with a monster_generic but they can always get stuck in walls! :( And how can I view diffrent bodies in hammer! Well if I can't choose between models with monster_furniture then how can I extruct from a model that body? : (to create a model with that body only)
Posted 19 years ago2005-08-03 13:29:08 UTC Post #125710
use a func_door!!

so much easier
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 19 years ago2005-08-03 13:42:42 UTC Post #125716
But you wont sufficate! : And the other quastion is more importent! :( And I heard that there is a way to scale models just like sprites!(I don't care if it will be made out of a monster_generic or a cycler_sprite but such an effect will be nice)
Posted 19 years ago2005-08-03 13:57:35 UTC Post #125720
I think to scale a monster smaller or bigger you'd have to scale down the room or scale the room up to make the effect. Unless you're interested in using spirit for the job.
38_98 38_98Lord
Posted 19 years ago2005-08-03 14:10:20 UTC Post #125726
It's for the compo! And the model is not for a cemera sequence so don't think on how SlayerA did it for it was only an illusion that the models were scaled but I can't do this illustion for you need to see this model not only in a cemera sequance and another model will be near him with the actual size! :
Posted 19 years ago2005-08-03 14:55:22 UTC Post #125732
You might be able to make the water a func_door so you can do the texturing. Make it passable so it can be walked through.

Put an invisible trigger_hurt in the area where the tub fills to and trigger it with whatever you use to trigger the func_door.
Posted 19 years ago2005-08-03 15:18:50 UTC Post #125735
The part with the models is far more importent and I understood that! :x

Now I remember how they did it! They scaled the model with Hlmv!
Posted 19 years ago2005-08-03 20:41:39 UTC Post #125775
how do you scale models with hlmv :S :S: :S:S:S:S:S
Posted 19 years ago2005-08-03 20:44:20 UTC Post #125776
Damn it there is no save so I can't scale it through there! :cry:

When you use one of those fade textures,the one used to create volumatric lights,on additive/solid render mode the black doesn't show up in game but when I use the tnnl_map/+0lab1_cmpm2/+0lab1_cmpm3/lab1_cmpm5/lab1_cmpm6/lab1_cmpm7 the black parts doesn't disapear! How did they make them disapear with the fade textures???? :confused:

And can you please answer my quastion about extructing bodies or monster_furniture and scaling models!! :(
Posted 19 years ago2005-08-04 02:46:45 UTC Post #125803
About using a different model's body with monster_furniture - see Andy Gone's tutorial (the newest one)... He explains, how to extract poses from models and make them into separate models. Use hlmv to see the poses you need.
Hope this helps. :)
Daubster DaubsterVault Dweller
Posted 19 years ago2005-08-04 03:59:52 UTC Post #125811
Thanks Daubster and andy gone! I think I figured how to scale models! :) In the .qc file there is somthing like this- $scale 1.0 :glad: Now all I want to know is about those stupid textures!! :x

Woohoo that scale thingy worked!! :D
Posted 19 years ago2005-08-07 07:00:10 UTC Post #126507
Scaling models? .qc file?

It sounds like you went the long way round that one. Just load the model in Jed's model view and change the scale then save the model? :nuts:
monster_urby monster_urbyGoldsourcerer
Posted 19 years ago2005-08-07 10:48:02 UTC Post #126547
Yeah, it works in both ways, you can scale the model in hlmv, if i recall right there is a export button/save as.

You could also recompile the edited qc file, and last but not least import the model in milkshape and export it again, obviously you need to scale it before exporting.
Posted 19 years ago2005-08-12 23:11:07 UTC Post #127353
When you use one of those fade textures,the one used to create volumatric lights,on additive/solid render mode the black doesn't show up in game but when I use the tnnl_map/+0lab1_cmpm2/+0lab1_cmpm3/lab1_c
mpm5/lab1_cmpm6/lab1_cmpm7 the black parts doesn't disapear! How did they make them disapear with the fade textures???? :confused:
Now I made one of those fade textures,fades from red to black,and it worked! I called it EY_FADE and I created it using photoshop and I didn't do any coding. Then why didn't it work when I used those textures? They have black parts. :zonked:
Posted 19 years ago2005-08-20 06:07:57 UTC Post #128571
Using additive?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-08-20 06:15:13 UTC Post #128573
Tried both additive and solid and it didn't work! :(
Posted 19 years ago2005-08-20 07:29:53 UTC Post #128586
Did you reduce the image to 256 colours?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-08-20 07:39:40 UTC Post #128588
Well I really don't know! I created it in photoshop cs and saved it as a BMP without changing anything in the BMP settings! :nervous: Did you try it yourself? :|
Posted 19 years ago2005-08-20 07:57:27 UTC Post #128591
No. On consideration, though, Wally almost certainly processes it for you as necessary.

Try with a different (custom) texture and see if that works.
Seventh-Monkey Seventh-MonkeyPretty nifty
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