Sushi's Question Topic

Sushi's Question Topic

Re: Sushi's Question Topic Posted by Sushi on Sat Aug 30th 2003 at 11:41pm
Sushi
20 posts
Posted 2003-08-30 11:41pm
Sushi
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20 posts 12 snarkmarks Registered: Aug 30th 2003 Occupation: Student Location: Hollywood, California
I am just starting out as a mapper and I figured instead of always making new topics I would have one where I could ask my questions without spamming. As for my first question:

 

 Can, and if you can how, you make 2 blocks into one?
Re: Sushi's Question Topic Posted by mike9292 on Sat Aug 30th 2003 at 11:55pm
mike9292
41 posts
Posted 2003-08-30 11:55pm
mike9292
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41 posts 14 snarkmarks Registered: Jun 11th 2003
well besides grouping them i dont think its possiable but if u want to group them click the 2 blocks and under the tools tab click group
Re: Sushi's Question Topic Posted by Campaignjunkie on Sun Aug 31st 2003 at 5:33am
Campaignjunkie
1309 posts
Posted 2003-08-31 5:33am
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
To combine 2 objects into "one", it depends on what you mean.

You can combine the 2 brushes via Wordpad by opening the .map file and tweaking the vertices of a brush. However, there is no way to "combine" blocks physically in the editor, and this is generally not worth the effort.

But, if you wish to simply combine them into one selectable group, just use the Group tool.
Re: Sushi's Question Topic Posted by Cash Car Star on Sun Aug 31st 2003 at 5:52am
Cash Car Star
1260 posts
Posted 2003-08-31 5:52am
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
QuArK allows for brush merging! It's tricky though, and you gotta make sure the resulting polyhedron is still convex.
Re: Sushi's Question Topic Posted by diablo on Sun Aug 31st 2003 at 6:05am
diablo
189 posts
Posted 2003-08-31 6:05am
diablo
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189 posts 29 snarkmarks Registered: Oct 19th 2002 Occupation: Guitarist Location: Melbourne, Australia
I suggest just leaving it as two blocks and grouping them, its not worth the hair pulling doing otherwise. Having 2 blocks instead of one isn't really going to change the way your map runs.
Re: Sushi's Question Topic Posted by Cash Car Star on Sun Aug 31st 2003 at 6:52am
Cash Car Star
1260 posts
Posted 2003-08-31 6:52am
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
Ah, but there is actually a clipping error that can occur between brushes shaped at odd angles. This can create odd climbable spots in cliffs, and sometimes corners that a player can get caught on. Until recently the only fix would be to either make one brush or mess with some clip brushes. However, XP Cagey's compile tools, with the clipnode optimization, actually fixes this problem I believe, no brush optimization by the mapper necessary.
Re: Sushi's Question Topic Posted by Campaignjunkie on Sun Aug 31st 2003 at 7:08am
Campaignjunkie
1309 posts
Posted 2003-08-31 7:08am
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
In my experience, XP Cagey tools usually corrupt some part of the map. For example, I tried using them and my environmental lighting was never rendered. So... Beware. :razz:
Re: Sushi's Question Topic Posted by Cash Car Star on Sun Aug 31st 2003 at 7:15am
Cash Car Star
1260 posts
Posted 2003-08-31 7:15am
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
Hmm, that is a good point Merl's, so far as I have heard are fairly bug proof, and should be considered the standard set, but Cagey's make a lot more drastic changes and should be used with caution. For example, he found a way to eliminate a whole bunch of the planes from the final bsp, which may or may not do something to the final project. TBH, I'm not with the times at all and still mostly use Zoner's last build before he stopped, basically. I think I'm gonna get and install Merl's right now.
Re: Sushi's Question Topic Posted by Myrk- on Sun Aug 31st 2003 at 11:59pm
Myrk-
2299 posts
Posted 2003-08-31 11:59pm
Myrk-
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2299 posts 604 snarkmarks Registered: Feb 12th 2002 Occupation: CAD & Graphics Technician Location: Plymouth, UK
I had CSG problems with it, no errors would occur but I'd get random invisible walls in the middle of my maps, stopped happening with standard ZHLT ones.
Re: Sushi's Question Topic Posted by Sushi on Mon Sep 1st 2003 at 5:58pm
Sushi
20 posts
Posted 2003-09-01 5:58pm
Sushi
member
20 posts 12 snarkmarks Registered: Aug 30th 2003 Occupation: Student Location: Hollywood, California
Yup you guessed it! Another Sushi Question: and here it is:

A want to make a hologram of a scientist. So naturally I put an entity with monster_scientist; and for Render FX or one of those I put hologram; when I tested it he looked nice and hologrammy but he was still a scientist so I could move him and I don't want that :rolleyes: . So how would I make him walk-throughable and not responding pressing the action button next to him?

 
Re: Sushi's Question Topic Posted by Wild Card on Mon Sep 1st 2003 at 6:29pm
Wild Card
2321 posts
Posted 2003-09-01 6:29pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
I do believe you will have to use a aiscripted_sequence.
Re: Sushi's Question Topic Posted by Orpheus on Mon Sep 1st 2003 at 7:02pm
Orpheus
13860 posts
Posted 2003-09-01 7:02pm
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
i believe you are skipping the search option, thereby ruining the others chances of solving problems and being credited for it..

i understand why, but i was one of the ones pushing for this system, its rather annoying to see it being circumvented this way.. :sad:
Re: Sushi's Question Topic Posted by Cash Car Star on Mon Sep 1st 2003 at 7:22pm
Cash Car Star
1260 posts
Posted 2003-09-01 7:22pm
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
The idea of one thread for all your questions, Sushi, kinda ruins the forums for two reasons. One, as Orph said, you haven't searched for info (although the tutorial bank is rather low at this moment). Two, and I feel more importantly, future users will be unable to find your question and use your thread to learn themselves. They won't know that in this thread brush merging and holographic scis are covered as topics.

BTW, I recommend an env_sprite if you just want him stationary.
Re: Sushi's Question Topic Posted by Campaignjunkie on Mon Sep 1st 2003 at 7:35pm
Campaignjunkie
1309 posts
Posted 2003-09-01 7:35pm
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
Yeah, I agree with CCS and Orph; this is one forum that encourages multiple threads/topics, and it sort of defeats the purpose to have multiple questions in 1 thread, not to mention confusing for future reference.

Anyway, you should probably use a monster_generic to get what you want.