Easy way to place path_corners? Created 19 years ago2004-07-03 05:11:37 UTC by RabidMonkey RabidMonkey

Created 19 years ago2004-07-03 05:11:37 UTC by RabidMonkey RabidMonkey

Posted 19 years ago2004-07-03 05:11:37 UTC Post #38443
I've got this detailed func_train in my map. Here's a pic.
User posted image
As you can see, its complex. (the interior of the Jeep is enterable.) Is there an easy way to find the center of the dang thing and place the path corners for me? I don't want to have to spend hours recompiling and editing the corner three units so my train runs correctly. There's gotta be an easier way, although its neat enough that if there is no other way, I will spend hours recompiling and testing it :P .
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-03 05:49:29 UTC Post #38449
Oh yeah, as I can clearly see. Get a better webhost.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2004-07-03 05:50:17 UTC Post #38450
To find the center of the jeep, just select it... the cross you see when you have a selection is it's center... that should make it easier to place a path_corner at the right place.

As for compiling, for things like this I would compile without VIS and RAD as they aren't necessary in this case, it's just a compile to see if the jeep is at the right place.
Posted 19 years ago2004-07-03 06:16:52 UTC Post #38457
You could compile with -onlyents. Look it up with Nem's Compile thing.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2004-07-03 07:42:35 UTC Post #38468
If you have a very detailed jeep (with lots of brushes everywhere) then the center handles may be all over the place... make a box arround the jeep and use the center of that instead

yes, use only ents, you can compile your map fully with lots of info_nulls, then use onlyents compiles to add the path corners and tweak them
MAKE SURE you keep the number of entities the same, the simplest way is to change an info_null to a path_corner as needed don't change any geometry or add and remove entities
Posted 19 years ago2004-07-03 13:46:44 UTC Post #38522
Damn. My webhost took away my hotlinking that they used to allow.

http://dhost.info/RabidMonkey777/img/crane.JPG

if anyone is really interested.

CP, the jeep is made out of many brushes as it allows players to get inside it.
And as for compiling, thnx for the tips.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-03 17:35:48 UTC Post #38556
Ah, my mistake. Selections don't get a cross at their center.

Kol's method is probably the easiest appearance. Although the resize handles of the selection can guide you somewhat too, together with the grid. Nah, you'll find a way that works best for you.
Posted 19 years ago2004-07-03 19:05:50 UTC Post #38573
i thought the origin brush acts as the part of the train that is guided along the paths, no? or am i missing the point?
Posted 19 years ago2004-07-04 00:50:28 UTC Post #38609
Umm, its not a func_tracktrain, so it has no origin. It just moves to one end, then goes back. Players can team up and one (or two) can sit in the jeep while the other stays in the top of the crane and moves it.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-04 06:52:27 UTC Post #38657
the origin brush and clip brushes can be part of a func_tracktrain

This is the only entity that can have clip brushes part of it
Posted 19 years ago2004-07-04 08:16:01 UTC Post #38690
No it isn't. I've used clip brushes in func_wall_toggles.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2004-07-04 08:27:44 UTC Post #38697
About clip brushes and func_trains... I've done some testing on it sometimes. Normal func_trains would crush a player between a wall, we all know that. Clip brushes however do not... however, as long as the player is in this clip brush, he cannot move... It seems clip brushes only hold the player back when he moves, not when the clip brush moves... Just a funny thing I thought might be usefull or funny to know... :)
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