move_rope and keyframe_rope issue.

move_rope and keyframe_rope issue.

Re: move_rope and keyframe_rope issue. Posted by Rambomst on Thu Jul 8th 2010 at 12:23pm
Rambomst
4 posts
Posted 2010-07-08 12:23pm
Rambomst
member
4 posts 0 snarkmarks Registered: Jul 8th 2010 Occupation: Student Location: Sydney, Australia
I am having a serious issue creating a simple rope and I can't see where I have gone wrong.

This is what it looks like ingame.
User posted image
The rope is leading to 0,0,0 cords and there are no entity's or brushes at those cords and there are no duplicate names.

This is what it looks like in hammer.
User posted image
User posted image
User posted image
User posted image
User posted image
Also I have tried making a func_brush above the light on the roof then connecting the phys_ballsocket ent 1 to the func_brush then connecting ent 2 to the light model but that didn't work either.
Re: move_rope and keyframe_rope issue. Posted by haymaker on Fri Jul 9th 2010 at 1:08am
haymaker
439 posts
Posted 2010-07-09 1:08am
haymaker
member
439 posts 921 snarkmarks Registered: Apr 1st 2007 Location: CAN
iirc in the 06 engine at least, any playable space at 0 0 0 results in all kinds of anomalies, you may be running into one

try selecting your entire map w tex lock on and moving it downwards until 0 0 0 is outside your play area
Re: move_rope and keyframe_rope issue. Posted by Rambomst on Fri Jul 9th 2010 at 5:17am
Rambomst
4 posts
Posted 2010-07-09 5:17am
Rambomst
member
4 posts 0 snarkmarks Registered: Jul 8th 2010 Occupation: Student Location: Sydney, Australia
After doing that the rope just goes through the roof in the direction of 0,0,0.

edit

I am not sure if this is linked but I am also having issues getting logic_auto to work. I have it set to to run on OnMultiNewRound but it never activates any of the sounds or other things I have set it to do.
Re: move_rope and keyframe_rope issue. Posted by Riven on Fri Jul 9th 2010 at 11:21pm
Riven
1640 posts
Posted 2010-07-09 11:21pm
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
Well, if your logic_auto is not working, my first question to you would be: does your map have a leak?

Then from the first image, I'm guessing even though the rope stretches to the 0,0,0 coordinates, the light model still swings as wanted?

If not, the only thing I can suggest would be to follow this tutorial if you haven't already: Tire Swing.

It looks as though you're missing the phys_lengthconstraint entity. If your setup matches that of the one in the tutorial you might have better results. If not, try posting your compile log, and we may see something in there that tells us what the issue is.

One thing of note in the tutorial: The tutorial assumes it's ok for the physics object attached at the end of the rope to move about freely on a bendable rope. Using a phys_ballsocket will treat the rope like more of a solid rod, and the physics object on the end too. Is that what you're intending?
Blog: www.playingarchitecture.net
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Re: move_rope and keyframe_rope issue. Posted by Rambomst on Sat Jul 10th 2010 at 1:08am
Rambomst
4 posts
Posted 2010-07-10 1:08am
Rambomst
member
4 posts 0 snarkmarks Registered: Jul 8th 2010 Occupation: Student Location: Sydney, Australia
Using that method allows you to shoot the light into the ceiling, that's why I was using a phys_ballsocket and the rope still didn't work >.<

So here is my compile log.
** Executing...
** Command: "d:\steam\steamapps\XXX\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "d:\steam\steamapps\XXX\counter-strike source\cstrike" "C:\Users\XXX\Documents\Map\jb_portal_test.vmf"

Valve Software - vbsp.exe (Jun  8 2010)
2 threads
materialPath: d:\steam\steamapps\XXX\counter-strike source\cstrike\materials
Loading C:\Users\XXX\Documents\Map\jb_portal_test.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
"materials/glass/glasswindow_refract01.vtf": cached version doesn't exist
Could not locate 'GameData' key in d:\steam\steamapps\XXX\counter-strike source\cstrike\gameinfo.txt
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 332 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\XXX\Documents\Map\jb_portal_test.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_wasteland02*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_wasteland02*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (5) (904346 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 4475 texinfos to 3538
Reduced 56 texdatas to 52 (1556 bytes to 1395)
Writing C:\Users\XXX\Documents\Map\jb_portal_test.bsp
7 seconds elapsed

** Executing...
** Command: "d:\steam\steamapps\XXX\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "d:\steam\steamapps\XXX\counter-strike source\cstrike" "C:\Users\XXX\Documents\Map\jb_portal_test"

Valve Software - vvis.exe (Jun  8 2010)
2 threads
reading c:\users\XXX\documents\map\jb_portal_test.bsp
reading c:\users\XXX\documents\map\jb_portal_test.prt
 424 portalclusters
1225 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 88 visible clusters (0.00%)
Total clusters visible: 24988
Average clusters visible: 58
Building PAS...
Average clusters audible: 385
visdatasize:38718  compressed from 47488
writing c:\users\XXX\documents\map\jb_portal_test.bsp
0 seconds elapsed

** Executing...
** Command: "d:\steam\steamapps\XXX\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "d:\steam\steamapps\XXX\counter-strike source\cstrike" "C:\Users\XXX\Documents\Map\jb_portal_test"

Valve Software - vrad.exe SSE (Jun  8 2010)

      Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\users\XXX\documents\map\jb_portal_test.bsp
Setting up ray-trace acceleration structure... Done (2.38 seconds)
7350 faces
260965 square feet [37579056.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
7350 patches before subdivision
54840 patches after subdivision
84 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (7)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (28)
transfers 11310980, max 1217
transfer lists:  86.3 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(172774, 218640, 245185)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #2 added RGB(47794, 60796, 67174)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(12962, 16699, 18250)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #4 added RGB(3811, 4840, 5132)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(1125, 1405, 1444)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #6 added RGB(358, 429, 420)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(116, 133, 123)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #8 added RGB(40, 43, 38)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(14, 14, 12)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #10 added RGB(5, 5, 4)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added RGB(2, 2, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #12 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0259 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (9)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (12)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                 232/1024        11136/49152    (22.7%)
brushes               1826/8192        21912/98304    (22.3%)
brushsides           18784/65536      150272/524288   (28.7%)
planes               13698/65536      273960/1310720  (20.9%)
vertexes             11000/65536      132000/786432   (16.8%)
nodes                 2204/65536       70528/2097152  ( 3.4%)
texinfos              3538/12288      254736/884736   (28.8%)
texdata                 52/2048         1664/65536    ( 2.5%)
dispinfos                0/0               0/0        ( 0.0%)
disp_verts               0/0               0/0        ( 0.0%)
disp_tris                0/0               0/0        ( 0.0%)
disp_lmsamples           0/0               0/0        ( 0.0%)
faces                 7350/65536      411600/3670016  (11.2%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces             6688/65536      374528/3670016  (10.2%)
leaves                2437/65536       77984/2097152  ( 3.7%)
leaffaces             9358/65536       18716/131072   (14.3%)
leafbrushes           2640/65536        5280/131072   ( 4.0%)
areas                    2/256            16/2048     ( 0.8%)
surfedges            60332/512000     241328/2048000  (11.8%)
edges                37053/256000     148212/1024000  (14.5%)
LDR worldlights         84/8192         7392/720896   ( 1.0%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips            337/32768        3370/327680   ( 1.0%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices          7941/65536       15882/131072   (12.1%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 9/512          3168/180224   ( 1.8%)
LDR lightdata         [variable]     4147956/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]       38718/16777216 ( 0.2%)
entdata               [variable]      220713/393216   (56.1%)
LDR ambient table     2437/65536        9748/262144   ( 3.7%)
HDR ambient table     2437/65536        9748/262144   ( 3.7%)
LDR leaf ambient      8689/65536      243292/1835008  (13.3%)
HDR leaf ambient      2437/65536       68236/1835008  ( 3.7%)
occluders                0/0               0/0        ( 0.0%)
occluder polygons        0/0               0/0        ( 0.0%)
occluder vert ind        0/0               0/0        ( 0.0%)
detail props          [variable]           1/12       ( 8.3%)
static props          [variable]           1/23438    ( 0.0%)
pakfile               [variable]      174112/0        ( 0.0%)
physics               [variable]      904346/4194304  (21.6%)
physics terrain       [variable]           2/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 18550
Writing c:\users\XXX\documents\map\jb_portal_test.bsp
1 minute, 5 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\XXX\Documents\Map\jb_portal_test.bsp" "d:\steam\steamapps\XXX\counter-strike source\cstrike\maps\jb_portal_test.bsp"
Re: move_rope and keyframe_rope issue. Posted by Rambomst on Sat Jul 10th 2010 at 2:56am
Rambomst
4 posts
Posted 2010-07-10 2:56am
Rambomst
member
4 posts 0 snarkmarks Registered: Jul 8th 2010 Occupation: Student Location: Sydney, Australia
Also just to add onto that. The map doesn't have a leak and the light model does swing as I wanted.