Forum posts

Posted 18 years ago2006-03-08 22:23:40 UTC
in Getting CS:S textures into HL2 SDK Maps Post #167092
RabidMonkey, as always, you are a lifesaver. That worked perfectly - my problem was that I was putting them inside the sourcesdk materialsrc folder, like you would for custom textures (the one thing I could remember). Again, thanks - that saved me a lot of further headscratching :glad:
Posted 18 years ago2006-03-08 21:36:38 UTC
in Getting CS:S textures into HL2 SDK Maps Post #167082
:zonked: I do regret having to ask this, because I once knew the answer myself. However, due to a system reformat, I lost all my altered file hierarchies within the Valve folder and I didn't backup anything outside of my VMFs, thinking that it would be a simple process to set back up.

In any case, after much searching on the forums and on Google, I cannot seem to find the answer. Therefore, I put it before you, my fellow mappers: how does one export Counter-Strike Source textures so that they show up in Hammer when under the Half-Life 2 configuration? All my web searches have directed me to the GCFScape program, but I remember not having used that to accomplish this before. If anyone has the solution, please pardon my forgetfullness and let me know - I'd be most appreciative (a map I'm working on for a university presentation is now a mess of white textures). :nervous: :nervous: :zonked: :zonked:
Posted 18 years ago2006-01-21 00:53:31 UTC
in A site organized "twhl modding team"?? Post #158847
That looks spectacular. You really should consider reviving the project, even in a limited capacity.
Posted 18 years ago2006-01-14 15:03:49 UTC
in Hammer 3D window problem Post #157916
I think it has something to do with complex/carved brushes. I got TONS of them in my dm_castle level, especially when doing unintelligent things like, say, carving a sphere in an imperfect half. As far as I can tell, though, it is harmless - I seem to get them in all my maps, and everything still works fine and the performance is as slick as a wet seal pelt (even when doing full compiles).
Posted 18 years ago2006-01-13 22:35:40 UTC
in 6600GT Issues Post #157839
It very may well be faulty - I had to deal with a Radeon 9600 XT that gave me the most inexplicable errors, including (but certainly not limited to) the problems you were describing. I'd post screenshots of what it did to in-game textures, but I don't want to scar you for life. Mind you, I find it odd that an NVIDIA card would malfunction like that...usually it's ATI cards that are more prone to do so.
Posted 18 years ago2006-01-13 22:32:12 UTC
in Hammer 3D window problem Post #157836
That's creepy (the bounding boxes, that is). Perhaps a setting in the 3D view control option panel controls that sort of behaviour? Also, did they appear for the first time in the middle of one of your mapping sessions, or the second you started up Hammer?

That's some very nice brushwork, by the way.
Posted 18 years ago2006-01-11 17:12:04 UTC
in Spotlights Post #157499
I'll also add that the spotlight entity has useful applications for vehicles, so if you're planning on including a custom vehicle (or even a modified buggy/boat) in your level, point_spotlight's make for great headlights (using dynamic lighting, and they can be switched on and off for effect).
Posted 18 years ago2006-01-01 02:29:07 UTC
in Hammer running error Post #155572
I agree. The simple fact that such an error became so distressing and critically important to we mappers speaks volumes about the influence, quality, depth, and appeal of Valve's products.
Posted 18 years ago2005-12-31 21:57:26 UTC
in Hammer running error Post #155546
Valve, you are forgiven. :glad:

I never really was angry at them, but the fact that the error came just as Ichthyosaur and I were getting our maps ready for our LAN party was very disappointing. At least they, unlike some software companies, actually respond quickly to such unfortunate problems.
Posted 18 years ago2005-12-30 21:33:56 UTC
in Hammer running error Post #155355
thepreacher, that's one of the many, general problems associated with that temporary fix - I think I speak for almost everyone when I say that "We've got it, all right!" : You're not alone, so don't feel bad!

Texturing is virtually impossible, isn't it? On that note, so is doing just about anything, including brushwork.
Posted 18 years ago2005-12-25 20:34:53 UTC
in Hammer running error Post #154514
Here's one mapper they won't trick so easily into being an unwilling guinea pig - .dll errors be d**ned, I'm going to compile my map using the old Hammer even if the 3D view continues its polar-bear-in-a-snowstorm-at-night tirade. Let's hope Valve's Christmas gift to us all this year is a working SDK...they've got about 4:30 hours before it's too late where I live.
Posted 18 years ago2005-12-24 00:24:02 UTC
in My physbox isn't exploding when brok Post #154237
Thanks a lot for snooping into my LAN party surprise, Ichthyosaur :sarcastic:

Habboi, you just wait until I release the finished version - I have taken some, err, "creative liberties" with the Tumbler's weapon systems; namely, an 8-count SCUD launcher and 2 "anti-anything" front mounted torpedos, and all of it is complete with smoketrails and and deadly explosion effects.

Especially in the case of the torpedos, if you can see the blast from anywhere on the map...you're dead (the sheer blast wave is enough to kill anyone not in the Tumbler). The steering on it is still a little buggy, but when you've got firepower like that, who needs to move?
Posted 18 years ago2005-12-24 00:00:44 UTC
in Hammer running error Post #154235
I'm getting this error too - and I'm so sorry to hear you've got it too, Ichthyosaur (what ever shall we do for the LAN party?). Apparently, Valve fixed this problem once, but somehow their latest update has caused it again. I'm going to try reinstalling the SDK entirely, and I'll let you guys know this.

...sometimes, I actually envy myself 2 months ago, when I was using dial-up and never went online with Steam...

[EDIT] On second thought, I don't want to have to re-extract all those Counter-Strike and custom textures. I'll wait for a patch. In the meantime, everyone should try the method Slackiller mentioned - but you have to do it for each game type (HL2, DM and CS, depending on which you map for). The only problem is that the 3D view is REALLY screwed up, so you won't be able to see textures or much of anything unless it's in wireframe mode.
Posted 18 years ago2005-11-29 21:26:32 UTC
in My physbox isn't exploding when brok Post #149815
Nevermind, I was able to manage this using a trigger_multiple that is mounted on the tip of the torpedo. Wow, that's powerful stuff :glad:
Posted 18 years ago2005-11-29 19:29:32 UTC
in My physbox isn't exploding when brok Post #149798
In my revisions to the Tumbler, I'm adding weapon systems - namely, torpedoes. Now, I have the torpedoes made, and they shoot off as they're supposed to and they break, also as intended. However, they are not exploding. I have tried fiddling with the physbox entity's explosion settings, as well as parenting an env_explosion which is set to explode upon the torpedo's breakage, but neither have solved the problem. Is there something I'm doing wrong, or is there another entity I could use? :
Posted 19 years ago2005-11-17 22:56:29 UTC
in Features I want to use in my HL2DM Mod Post #147726
The room is virtually finished - I just have to go through and add (maybe) some decals to make the design a bit more eye-catching. As promised, here's your screenshot:

http://i10.photobucket.com/albums/a136/Gackt_C/dm_modteaserC.jpg

I'm working on an official website for this mod, which will go online once I reveal what the mod's name is. Until then, know that things are going wonderfully and that this is arguably the coolest project I've ever worked on. However, I can see the need for some hardcore playtesting to make sure the gameplay is balanced - anyone up for guinea pigging in a few months?
Posted 19 years ago2005-11-17 15:50:44 UTC
in Features I want to use in my HL2DM Mod Post #147662
Egad, you've solved it! :P

Just kidding, you're quite a ways off; but don't worry, you'll all find out soon enough. I'll update the screenshot once the room is finished (I'm moving all those plugs around the room). Here's a useless fact to mull over until then: there are 75 of them.
Posted 19 years ago2005-11-17 10:36:13 UTC
in Features I want to use in my HL2DM Mod Post #147568
Much to my amazement, Dorian27 was able to identify my mod concept based on that screenshot. Congratulations, Dorian27! However, that still doesn't mean I'll release the name publicly, so the rest of you will still have to keep guessing....

Also, I have changed the image somewhat to reflect its apparent obviousness. The old URL won't work anymore, so here's the new picture:

http://i10.photobucket.com/albums/a136/Gackt_C/dm_modteaserB.jpg

In other news, I've had to scale back that room in the screenshot due to framerate/loading issues, so it has changed considerably overnight. There are still as many plugs, though.
Posted 19 years ago2005-11-16 23:57:50 UTC
in Features I want to use in my HL2DM Mod Post #147532
The new teaser poster is up for you guys to look at! The particular room that it is taken from wasn't as hard to make as I imagined, so I decided to post an early pic of that one first before the big room I'm also working on. I'm still not telling what the mod is about, but you're welcome to guess - check my latest journal entry for my unofficial guessing "contest".

http://i10.photobucket.com/albums/a136/Gackt_C/modteaserB.jpg
Posted 19 years ago2005-11-12 18:23:46 UTC
in Features I want to use in my HL2DM Mod Post #146864
Actually, after some further thought, I may leave in-game text chat as it is. I've realized that my map's "challenging qualities" are difficult enough that quick communication alone won't guarrantee victory to any player. Therefore, I'll probably leave it in (and, after hearing how terrible those voices are on Deathmatch last night, I've remembered why I never used a microphone before....).
Posted 19 years ago2005-11-12 00:59:09 UTC
in Features I want to use in my HL2DM Mod Post #146738
That's the point, dear Captain P, that's the point ;)

I'm fully aware of the terrible voice encoding HL2:DM uses. In fact, I consider it an advantage for the gameplay I'm looking for. Ooooo, I am dying to say what the mod is, but I simply have to hold it in until it's ready to play!
Posted 19 years ago2005-11-11 19:39:31 UTC
in Features I want to use in my HL2DM Mod Post #146686
Nope, but I'll worry about that when it's time to put the finishing touches on. I did figure out a work-around for the timer thing, though (see clock in the picture).

The reason I want to remove text chat is because I find it is too quick and too easy to communicate with. While teamplay is important in my mod, I wanted to make the communication level a bit more tense and challenging. Therefore, microphones will be a requirement. Some of the gameplay elements depend on voice communication alone - I could alternately use text chatting as well, but I find that takes away from the experience. I'm still working on that next room for the new teaser shot, but trust me - it'll be worth it. I'm hoping to have this mod finished in as late as 2 months or so, at the rate things are going.
Posted 19 years ago2005-11-10 23:55:10 UTC
in Features I want to use in my HL2DM Mod Post #146496
Hurray! Suspense is building! I definately won't let you guys down - the mod is coming along great so far, and it looks to be done a lot sooner than expected (at least the basic gameplay). Once I have my next big area done, I'll take another teaser screenshot, this time with a "picture riddle" for you to figure out.

Also, I've decided I'm going to host a special release "party" for TWHLers only when the first build is finished. Ideally, we'll have about 4-8 (or even more if possible) people from TWHL playing. I'll post a link for downloading the mod installer as well as the game's password once its ready, and we'll establish an appropriate time to play. I delight at the thought of having my fellow mapping colleagues as the first players of my mod - yoroshiku onegaishimasu! :glad:
Posted 19 years ago2005-11-10 23:49:15 UTC
in Getting fast zombies to patrol an area Post #146495
Thanks, I'll keep everyone posted. However, I have a different mod in development now... see my Journal for a teaser pic.
Posted 19 years ago2005-11-10 15:53:22 UTC
in Features I want to use in my HL2DM Mod Post #146425
That's true - it has a dull reflection when you look at it from a different angle. It's a model from HL2, so I take no credit for it (although the hands are my own work, and they DO move in real-time). I'll have some more teaser shots soon.
Posted 19 years ago2005-11-10 10:43:36 UTC
in Features I want to use in my HL2DM Mod Post #146354
As in a brush? The model itself has a dull glass plate over it, under which the hour and minute hands move.
Posted 19 years ago2005-11-09 20:24:45 UTC
in Features I want to use in my HL2DM Mod Post #146280
Alright guys, I've got a teaser photo up (you can even use it as a wallpaper if you wanted to - it's 1024x768). You can find it here:

http://i10.photobucket.com/albums/a136/Gackt_C/DMMod_teaser.jpg

So, anymore winks of understanding? ;)
Posted 19 years ago2005-11-09 02:25:26 UTC
in Features I want to use in my HL2DM Mod Post #146139
Gotcha. I'm glad I didn't put in the quote I was going to originally. I'll let you know when the screens are up.
Posted 19 years ago2005-11-09 00:33:39 UTC
in Features I want to use in my HL2DM Mod Post #146133
Point taken, and with that, I have begun development of the mod. So far, things are going extremely well, and the atmosphere I was looking for is perfectly executed. I'll post some teaser screenshots later when I've got the first room nailed down (pun intended?).

In any case, here's another riddle for you:

"I made a clock to help remind everyone of the time. Running out of time is definately not good if you're playing a game."

Does that clear up any remaining doubt for you, M_Gargantua?
Posted 19 years ago2005-11-08 03:50:19 UTC
in Features I want to use in my HL2DM Mod Post #146013
Wow...I underestimate Source on an almost routine basis now. Seventh, that news has opened up a green pasture of hope for the future of my DM mod. Having people be eliminated from the game server is crucial to the storyline (yes, storyline) of what I have in mind. Not to drop too many hints, but here's a cryptic riddle for you to play around with regarding what my mod will be:

It's not about how many people you kill, but rather how much blood you are willing to shed.

If you understand what I'm referring to, just wink or something so as not to give away the secret :lol:
Posted 19 years ago2005-11-08 00:55:54 UTC
in Features I want to use in my HL2DM Mod Post #146010
Here are two more features that came to mind as I was writing my latest term paper:

1. Displaying an in-game timer (say, 1:30 and counting downwards - an hour and a half).
2. Kicking a player off of the server the first time they die (this may seem nuts, but my mod isn't about deathmatches in the traditional sense...you only get to die once).

Are these ideas, specifically #2, even possible? It'd really be nice if I could get the game to kick players out after they've died; if not, I'll have to have them transport to a completely self-contained area all by themselves until they willingly decide to leave the game. Preferably, though, I'd prefer the former.
Posted 19 years ago2005-11-06 17:20:39 UTC
in Features I want to use in my HL2DM Mod Post #145793
Thanks for the encouragement, Seventh - once I'm ready, I'll start asking around.

Now, let's just hope I can finish all these stupid term papers so I have time for what really matters - mapping and modding! :glad:
Posted 19 years ago2005-11-06 13:25:28 UTC
in Features I want to use in my HL2DM Mod Post #145729
Then I guess that counts that idea out... the most programming I've ever done was with QBasic.

Perhaps when I finish the mod, I'll see if someone would be willing to add the no-text-chat-feature - I can't see it being too hard, since it's just that one adjustment that needs to be done, but it is certainly beyond my abilities. However, due to the top-secretness of the mod's basic concept (trust me, the surprise in store will be worth it), I can't start asking for help until the mod itself is near ready for distribution.
Posted 19 years ago2005-11-06 11:01:58 UTC
in Features I want to use in my HL2DM Mod Post #145689
Coding...oh joy, oh bliss. :nervous: Well, at least it's possible!

Thanks for your help, guys - any suggestions on where to start learning to code for HL2 ? The in-game text chat feature must be disabled at all costs - it hurts a special gameplay mechanic that is crucial to the enjoyment/difficulty of this mod.
Posted 19 years ago2005-11-05 17:30:23 UTC
in Features I want to use in my HL2DM Mod Post #145550
I'm making a very unique Half-Life 2 Deathmatch mod (to tell you what it is would be to spoil a very big surprise), but before I get really into it, there are some features I want to make sure are possible. If anyone knows whether the following are possible, please let me know:

1. Disabling in-game text chat, while letting voice chat remain enabled.
2. Having people spawn in a specific place when they die (not the same spot they started off).
3. Having all player's health constantly decrease at a fixed level (say, 1 point every 5 minutes).
4. Disabling/disarming players of the default DM weapons (so that they are weaponless at the start).

Also, how does one write those messages that you see whenever you join a DM server (such as clan information, etc)? If anyone can answer any of these questions, I'd be most appreciative. :glad:
Posted 19 years ago2005-10-24 21:09:42 UTC
in Trying to make ground-mist, suggestions? Post #143457
Wow, RabidMonkey...the effect was even better than imagined. Thanks a bundle. I've got to start retraining myself to remember that there are so many cool brush-based entities in Source.... :glad:
Posted 19 years ago2005-10-23 23:22:10 UTC
in Trying to make ground-mist, suggestions? Post #143267
I have an area in my Brethren mod that would look very nice with some soft white mist along the floor. This is an outdoor environment, so if you think of the mist seen in the forest of Beauty and the Beast (Disney's version, naturally), you'll get the idea. I'm having some trouble in its execution, though.

What could I use to cover the floor - but only about a few feet off the ground's level - with mist? I've been experimenting with smokestacks and env_steam, but without the desired result. Any suggestions?
Posted 19 years ago2005-10-16 13:15:00 UTC
in Getting fast zombies to patrol an area Post #141852
I guarrantee you that I will. It will probably end up as a full-blown single-player mod, but I'll also release a DM version for those who want to slay other people (not ol' zombies) in the mansion's confines. Considering all the other projects I have going, and my diminishing free time, I won't be able to release this before Halloween, but definately before 2006 is over. I'll keep everyone posted on major milestones in the project until then, and perhaps some occasional screenshots. :glad:
Posted 19 years ago2005-10-12 23:36:01 UTC
in Getting fast zombies to patrol an area Post #141169
Thanks, guys. The path_corners, combined with info_nodes around them, have produced more than the desired effect - those crazy zombies are completely unpredictable now. I saw one of them run up the stairs of the mansion's porch, jump off onto the ground, race around the yard and then jump back onto the porch without taking the stairs. VERY frightening. I can only imagine how insane they will be in a closed-off indoor environment.... :glad:
Posted 19 years ago2005-10-12 15:45:00 UTC
in Getting fast zombies to patrol an area Post #141105
Would that be in a similar fashion to a tracktrain, using path_tracks, or is there some other entity you recommend?
Posted 19 years ago2005-10-12 14:04:28 UTC
in Getting fast zombies to patrol an area Post #141084
I've expended my creative energies making that leg of my mech work, so I thought I'd rest up a bit and work on something else so that the quality on it wouldn't drop because of boredom. Since it's close to Halloween, I'm resuming development on my mini-mod, "Brethren". Think of it as a thinking-man's Resident Evil: just you, a lantern, a crowbar (no guns), a HUGE mansion and more fast zombies than a Ravenholm drainpipe. I have the building virtually finished (minus furnishings) and I have the storyline completed, but before I go any further, I need my army of fast zombies to be more threatening.

I've tried ground nodes, but they won't start walking around unless they see me. I've also tried hint nodes and the actbusy system, but it appears that the fast zombies have no actbusy commands (they seem to be human-exclusive). Is there any way I can get those lovable little guys to wander aimlessly (...or perhaps "hunt aimlessly" is a better term...heh heh heh) through the rooms and halls of the mansion? Even if they just moved around in 1 room, that'd be fine. Does anyone know what I'm doing wrong? :quizzical:
Posted 19 years ago2005-10-10 16:50:17 UTC
in A really obscure theoretical question... Post #140781
Just to let everyone know, I have at last submitted a demo map of the mech leg as it will appear in the final version. I had to sacrifice most of its articulation, but at least it's stable and it moves somewhat believably. It will look much better when it is actually moving across terrain and not touching the same point over and over. I'm going to start the cockpit and then attach the other leg to the other side, after which I'll give you an indication of how well things are working. Until then, enjoy the map (and I HIGHLY advise against using it in Garry's mod - I did so to take the funny screenshot, and it caused havoc on the tracktrain's movement path :zonked:).
Posted 19 years ago2005-10-10 13:31:42 UTC
in A really obscure theoretical question... Post #140725
I thought of that early on, so don't worry. I don't have any permanent setup yet (since I have yet to start the body of the mech), but what will happen is that the pod you strap yourself into will decend from the bottom of the mech on a platform that uses tracktrains to extend up and down (sort of like one of those toy punching gloves with the criss-cross bars that make it extend, only this will be vertical). If that turns out to be too complex for the mech to handle, then I'll just use a platform-based elevator. As far as I'm concerned, that's one of the easiest part of the mech to deal with - I can't wait to start making it!
Posted 19 years ago2005-10-09 21:20:37 UTC
in A really obscure theoretical question... Post #140577
:cry: .... :( ...... :| ....... :o ....... :) ....... :D ......... :biggrin:

I HAVE DONE IT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

The above sequence of smileys illustrates the radical transformation of my emotional state within the last 5 minutes. Through a breakthrough discovery, I have discovered "THE" problem with my mech's leg! All this time, all these solutions...none of them worked because they weren't addressing what was really at fault. And what was, you may ask?

The placement of the tracktrain itself.

I had been thinking all along that the joint in the calf/thigh connector brush was the track, even though I knew it wasn't. This caused me to be blind to the fact that the tracktrain was actually a meter or so away from the movement track, or that the train's movement track was NOT appropriate to its position (which directed the leg to curl vertically backwards - therefore, it was the cause of the instability). I have begun tweaking its position and also the movement path, but one thing is clear - the mech's leg IS working, and it is for REAL this time.

I don't want to submit a sample map while it is still in need of so much readjustment (to erase all the errors I made "fixing" it), but once it is at least on a satisfactory level, I will post it for you all to see. Thanks for all your support and comments up until now - I hope the mech will live up to all expectations! I'll let you know when it's ready!
Posted 19 years ago2005-10-09 19:58:41 UTC
in A really obscure theoretical question... Post #140575
cries

I can't believe that I've forgotten how I made the tracktrain pull the calf physprop forward...but I have. None of my maps show any relation between the 2 entities, and the posts I have made don't allude clearly enough to it.

My dear, dear mech...how shall I ever save you? And just when I had the idea that might have reversed my fortunes...

Well, it's back to the lab... :cry:
Posted 19 years ago2005-10-09 16:39:37 UTC
in A really obscure theoretical question... Post #140559
cs_mechwar, I believe.

I have not played a working version of it (the mech was invisible and the missiles were missing their textures, but its effects have been described to me (I got an idea from the screenshot when I downloaded it, but I didn't spend enough time playing the map to figure out what was going wrong with my copy). I think the map creator was going for something more along the lines of Mechwarrior mechs. Mine's based on more contemporary Japanese mechs. This one is the basis for my project: http://www.full-metal-panic.com/hangar/hangar.php

Keep in mind that my colour scheme in the final edit will be quite different and I have many features planned that aren't in that mech (but not some that it DOES have that I wish mine could). I don't like the head, so that will change too. Either way, prepare yourself for a wild ride in a fun, hopefully agile mech.

And yes, Habboi - I will be sure to put it in a relatively non-complex map. Perhaps I will use my Christmas Manor with an extended field...that could have some funny reprecussions.

My wrists are a bit better now, and I've relocated my PC to a much more egronomical desk (I was using a TV tray for my mouse and keyboard until now), so I'm going to see what I can do to the leg. I think the main problem has been that I have tried to make the calf move, which requires the thigh and foot to both align properly. If the thigh is the one being moved, the calf and foot can be easily ball-socketed and the problem is solved (I hope). Wish me luck...I'm running out of ideas :
Posted 19 years ago2005-10-07 22:45:04 UTC
in A really obscure theoretical question... Post #140200
Nope. The mech is intended, as was dm_castle's "secrets in the walls", to give me the upperhand against my friends in our too-infrequent LAN matches. Mind you, it's all in good fun, but I like to make a big surprise in my maps, so imagine if you will a secret hangar in a wide field suddenly opening up and me climbing into a mech, ready to kill everyone and anything. I'm going to make a really flashy start-up sequence that will dazzle anyone who's watching.

I'm not making any headway just yet on it, sadly. I have to give my wrists a break, but once they're fine again, I'll get back at it. I have some rethinking to do - I just want to get the legs OVER WITH already.

BTW, Transformers? Do you enjoy making an already-impossible mapping project even MORE complicated? :sarcastic: If you want to try, be my guest - we'll have a mech battle afterwards ;)
Posted 19 years ago2005-10-06 14:36:51 UTC
in A really obscure theoretical question... Post #139887
I should have remembered about the SDK maps...thanks for bringing that up.

Anyway, I've got the leg doing its basic movements now, and the main problem is keeping it from twisting around. I'm just happy I'm at the point where I am now - the movement system works, now it's just fine-tuning (and a LOT of it, as things are going now). I also eliminated a joint on the foot, so it moves more like a human's would (it used to bend right before the ankle, where that brace-thingy with yellow decorations on it is in the screenshot). I'll report back when I've made more progress.
Posted 19 years ago2005-10-06 13:01:08 UTC
in A really obscure theoretical question... Post #139830
Ironically, I'm back at square one - and it isn't a bad thing.

What I mean to say is, I'm using the original movement setup (physbox leg pieces constrained to a tracktrain), only this time it WORKS. Instead of making the axles in the legs as the train, I made a separate brush that is textured with nodraw and is very small. Also, I replaced the very complex axle connection that joined the leg to my test cockpit, which was one of the reasons it failed at the beginning, with the phys_ballsocket that [VDC] Rad Brad suggested, and the results are much better.

Now, the only problem - other than setting up a true-to-life movement path - is to get the constraints to stop fighting each other. I know this will require constraint systems, but I truly don't understand how they work (Hammer's description is clear, but I am having trouble fitting it in my project's context). Mind you, I'm going to try to make it work right now, but I don't think I'll get great results. Anyone have a "for Dummies" explanation?

P.S. once I have this problem worked out, I WILL upload a sample map so you can see all of your intellectual contributions working together to power the leg :lol:
Posted 19 years ago2005-10-06 10:24:20 UTC
in A really obscure theoretical question... Post #139768
Sadly, the func_door_rotating idea was a physics disaster (I'm still shaking...and the mech's leg probably is, too :). I tried using the phys_ballsocket, but it isn't parent-able, so it won't function the way I need it to.

Unless there is a way to make the func_rotating's more controllable (I'm running cockpit simulations now, so I'm testing how it works when you move forward), I'm going to have to give the idea up. Since it may come to that, I'm trying to rethink the movement scheme of the leg. I will attempt the tracktrain leg method again, and this time I'll see how I can get them to rotate around the joint origin. If anyone has an alternative idea for this, by all means, tell me.