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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Misc_explobox2 + Trigger 
I want explosion of misc_explobox2 to trigger stuff.
Tried 'default' and hacked triggers, but it seems they don't take damage from that entity.
Setting enemy:1 to box makes it shot-through. 
 
And another question.
Guys, how do you create caves?

Quick experiments taught me that it would be nearly impossible to do it in radiant or at least very long and masochistic experience.
Trying to use trenchbroom atm. Alas, it crashes often, but in the meantime gives much more freedom.

Technique I use is pretty much what was shown in TB tutorial-gifs - making a grid of 64x64 boxes and then pushing vertices.
https://i.gyazo.com/067766322d24018d6c8b2cadc916b4e0.png

It goes very slow and I'm not quite happy with my results so far.
Tips, rules, your personal general pipeline - I'm interested in everything. 
DeeDoubleU 
I use Netradiant, and it's as quick as TB in my experience if you work in tri prisms and drag-select multiple vertices. You can even do all the pushing and pulling in the 3d view, like in TB.

Once I'm happy with the shape, I combine the tris to make them quads, which halves the brushcount and probably makes the compiler happier.

The trick is knowing which configuration of tri prism pairs makes a convex quad, and it takes a while to develop an intuition for that.

Your probably better off sticking to TB. 
TB Tutorials? Where? 
 
Uhm, I Meant This 
http://kristianduske.com/trenchbroom/docs/images/vertex_editing_multibrush.gif

I wonder if there is testbuilds of TB2 available. 
DW 
You could try a trigger with health that's the same size as the box, that triggers the box, plus whatever else it is you want activating. 
Ijed 
Unfortunately I wasn't able to detonate the box by triggering it. 
Caves 
I used tri-souping to make the opening cave area of the map I did for Fire and Brimstone (Detour), three walls and the roof anyway. The floor is flat with various bits and chunks added. The map is in the pak if you want to take a look. 
DW 
Exploboxes don't fire triggers, but they do work with buttons. 
Also - Essential Reading 
Look at sock's rock wall tutorials:

http://www.simonoc.com/pages/articles.htm

It's much more brush/face efficient than trisoup.

As a rule of thumb if I can use sock-style "rock wall" geometry for terrain/cave stuff, I will use that. I only do tri-soup for places where the above doesn't cut the mustard, and for joining disjointed bits together smoothly. 
Negke 
Can you please get into more details with this?
Simply linking button or trigger to box does not work for me for some reason. 
 
Thanks for the link, Kinn, gonna check it out tomorrow. 
 
Small button with "health" "1" next to the box, so the exposion damage triggers it. See bbin1 for reference, at the end of the second level part. 
Button That Works Only After A Trigger Fires 
I'm possibly missing something obvious, but is there a way to do the following two related things?

(1) make a button that activates when the player touches it but that cannot be activated until after a particular trigger is fired.

(2) make a door that opens when the player approaches it but not until a particular trigger is fired. 
 
Could it be as simple as an invisible func_wall in front of the button that you killtarget later? 
Yes, That Works 
Yes, that works. Actually, I had thought of something like this but for some reason convinced myself that func_wall wasn't implemented in Quake.

Thanks for putting me right. 
UE3 Question 
This should be something really simple but it is driving me insane :/

Ok, so I have a prop properties page open in UE3 editor and in this prop I can assign other props to die when this prop dies, all I have to do is input the name of the props I want.

One of the buttons says "use current selection item in the content browser" but if I select the thing I want in the content browser it brings up the properties for that item and I can no longer enter it into the ui.

I can see no way to copy the name of the item either.

So, it seems the only option is to type out an insanely long reference name which I will inevitably fuck up somewhere and create bugs.

What gives?! 
Ubiquitous 
Your 2nd question needs something like this i think:

https://tomeofpreach.wordpress.com/2013/05/13/new-logic-gate-design/ 
 
Did my tweet not help? Locking the property window will stop it from changing the window when you click another actor.

And typing in the name won't fuck anything up because it won't take a bad name ... the name will have to exist or it won't accept it. 
Since When Do Tweets Help? 
wait a second.. 
Yup 
Thanks Warren you are a life saver. That was driving me mental!

btw : I accidentally a xcom 2 map pack http://steamcommunity.com/sharedfiles/filedetails/?id=625430712

Will probably work on it some more tomorrow. 
@mfx 
Thanks. Building a logic gate in that way is definitely something I hadn't thought of, but makes a lot of sense now. 
Ubiquitous 
my jam2 map used one of those, exactly for the stuff you described(open a door when an event has fired/happened). Glad to help! 
Simple Things 
(2) make a door that opens when the player approaches it but not until a particular trigger is fired.

While it's cool that my logic gate got another outing so soon after the last one, there's an easier way to do what you need here. Create the door with a targetname, then add a trigger_multiple around the door to define the area you enter to open in. Once you're happy with that trigger, use the trick from...

https://tomeofpreach.wordpress.com/2012/11/18/mid-map-entity-spawning/

...to make it a spawnable trigger_multiple. Before you've spawned it there's no way to trigger the door to open, afterwards it opens as soon as you go near.

Of course, if you need the ability to rescind and reactivate the proximity trigger repeatedly, then the logic gate is the way to go. In the case you described, I think you only need the transition from off to on to happen once, so I'd recommend this way as being easier to build. 
 
A button that doesn't work is counter intuitive to me. I would at first be inclined to think that the mapper messed something up.

It seems better to me that access to the button simply be physically blocked.

I suppose it might work if there was an extremely obvious reason for the button to do nothing. 
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