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GTKradiant : misc_gamemodel, script_mover and vertices


Young Fox

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Salut ! Oui, je suis en ligne avec l'équipe! Je vous ferai savoir et mettre la solution à la fin. thx:)

Oops, sorry : Hi ! Yes, I am online with the team! I will let you know and put the solution to the end. thx

Edited by Young Fox
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C'est youngfox 23, Regarde sur le lien que j'ai mis de splash damage, tu saura exactement où j'en suis et comment j'ai proceder

donc enfait la seule chose qui me reste a savoir c'est comment retourner la voiture dans le bon sens et comment faire pour pas qu'il disparaisse

 

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For the model not showing up it is 

 

setstate default  //to show

setstate invisible //to hide

setstate remove //to terminate

 

look in entity list and remove the car and use misc_model // I know your trying to get around the vertices not happening will continue.

 

if the car comes back with shader missing just add a skin to the thing

 

skin file will be named modelname.skin with the contents of the qc file like so if it's "police_a.skin"

 

contents of a skin

police_a, directory/used/to/store/the.jpg "or TGA "<-- note the comma after the police_a, that is not the accurate qc layout

 

if you have hood trunk lights wheels etc etc then you have to give each one like the .qc file

 

hood, directory/used/to/store/the.jpg "or TGA "

trunk, directory/used/to/store/the.jpg "or TGA "

wheels, directory/used/to/store/the.jpg "or TGA "

etc 

etc

 

this eliminates the usage of a shader file unless your using a light emitter on the shader then your would need to remap shader various times

 

ok back to script 

 

above you say it is stopping can I ask what is stopping video is blank but I get the idea but your script is looped back to sp_02 or is that supposed to be sp_12?

 

Next you have to control the models with in the script but your tag_ is hooked onto a script mover and not to a model: tags are just for models to set animations with in the model.

 

so to help resolve a unreasonable question your script needs to be changed at the end of stopsound sound/mapa/sirene_police.wav

 

add this // 

 

wait 500

trigger police_car_a 

 

inside this trigger remove  attachtotag police_a tag_police_car_a and put 

 

setstate police_a default

 

because your defining a scriptmover to a tag begone with it. Only use tag_ for model animations in game through script like turrets wheels etc etc these only point at part of a group of tags not individual scripts

 

 

 

 

 

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Your car is running down the x axis of the origin brush you need to give it a face angle

 

inside of police_car_a where you need to show police_a you add 

 

faceangles 0 90 0 50

 

you can figure it from there

 

 

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Hi! @DoubleDragon 
I managed to configure the model in the right direction, just configure it in the right order in a 3D software (Blender, 3ds Max).
So good for the "sp_02 / sp_12" except that now, when the model arrives at the last splines, it changes axis, it does not go, an idea?

 

2019-01-08-160934-mapa.thumb.jpg.fc3a7cc7191879f8c9ffa93c63595580.jpg

 

For informations!

 

the "tag" is a small object inserted since 3DS max, or Blender, which allows to join a model, to see here

https://forums.splashdamage.com/t/gtkradiant-misc-gamemodel-script-mover/233677


In game, Enemy Territory does not support a group of more than 1025 verts, that's why I "split" the bodywork of my car, it includes more than 1025 verts, when it divides, it passes ( if you tell me where to do a tutorial, I would do it with all the details), so no need for "tag" or "misc_gamemodel" or "misc_model" I'm going through the script_mover:
value:

models2: models / mapobjects ... etc

So the only problem is the car arrived at the last spline! (picture)

 

 

My script without "tag" or "model"

Quote

game_manager
{
    spawn
    {
        wait 50
        wm_axis_respawntime 8        // Axis respawn time
        wm_allied_respawntime 8    // Allied respawn time
        wm_set_round_timelimit 15    // Map timelimit
        
        // Stopwatch mode defending team (0=Axis, 1=Allies)
        wm_set_defending_team 0
        
        // Winner on expiration of round timer (0=Axis, 1=Allies)
        wm_setwinner 0
    }
}
police_a //scriptname of script_mover
{
    spawn
    {
        wait 800
        followspline 0 sp_01 50000 length 32 wait //spawn the tank to here
        trigger self police_path //goto tank_path
    }
    trigger police_path
    {
        playsound sound/mapa/sirene_police.wav looping volume 500
        //play a tank sound
        followspline 0 sp_01 100 wait length 304
        //this says goto sp_01 at a speed of 100 and don't look at
        //the next command until after waiting 304
        followspline 0 sp_02 300 wait length 304
        followspline 0 sp_03 500 wait length 304
        followspline 0 sp_04 500 wait length 304
        followspline 0 sp_05 500 wait length 304
        followspline 0 sp_06 500 wait length 304
        followspline 0 sp_07 500 wait length 304
        followspline 0 sp_08 500 wait length 304
        followspline 0 sp_09 500 wait length 304
        followspline 0 sp_10 500 wait length 304
        followspline 0 sp_11 500 wait length 304
        followspline 0 sp_12 500 wait length 304
        stopsound sound/mapa/sirene_police.wav
  //add more lines for how many more splines u have
  //notice that you don't include scripting for spline controls
    }
}

(And he work ! ) 

Edited by Young Fox
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Ok guys
it's simple

If you have 13 splines for example, then you will have to stop at 12 in your scripts, otherwise it will create a bug in your script_mover.

1.thumb.jpg.8fdd0e7cd77fe15e87e288ad28d421ca.jpg

2.thumb.jpg.553c5aca58b622a7bacd77e55cdf4572.jpg

3.thumb.jpg.44b385193b181d0ff3c35fb5f5fece63.jpg

 

Quote

police_a //scriptname of script_mover
{
    spawn
    {
        wait 800
        followspline 0 sp_01 50000 length 32 wait //spawn the police car to here
        trigger self police_path //goto police_path
    }
    trigger police_path
    {
        playsound sound/mapa/sirene_police.wav looping volume 500
        //play a tank sound
        followspline 0 sp_01 100 wait length 304
        //this says goto sp_01 at a speed of 100 and don't look at
        //the next command until after waiting 304
        followspline 0 sp_02 300 wait length 304
        followspline 0 sp_03 500 wait length 304
        followspline 0 sp_04 500 wait length 304
        followspline 0 sp_05 500 wait length 304
        followspline 0 sp_06 500 wait length 304
        followspline 0 sp_07 500 wait length 304
        followspline 0 sp_08 500 wait length 304
        followspline 0 sp_09 500 wait length 304
        followspline 0 sp_10 500 wait length 304
        followspline 0 sp_11 500 wait length 304
        followspline 0 sp_12 400 wait length 304
        stopsound sound/mapa/sirene_police.wav
  //add more lines for how many more splines u have
  //notice that you don't include scripting for spline controls
    }
}

It's resolved, I managed to do what I wanted, a big thank you to you! Would it be possible for me to do a tutorial on this? Passers of 3ds max, Blender and GTKRadiant, to help whoever will be in need! :)

Edited by Young Fox
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I said setstate wrong earlier it's setstate nameoftargetmodel remove , invisible , default was tired

 

try remapshaderflush at the end of the script

 

if it fails then your going to need to remove the current md3 at the end of the run and add a different 1 with gamemodel and use the entity it self in gtk and change the angle to what you need

angle 180 // this is 1-360 

and remove it in game manager and trigger it to show when it gets to that point

 

should look like this some what can be used various ways

 

game_manager
{
    spawn
    {
        wait 50
        wm_axis_respawntime 8        // Axis respawn time
        wm_allied_respawntime 8    // Allied respawn time
        wm_set_round_timelimit 15    // Map timelimit
        
        // Stopwatch mode defending team (0=Axis, 1=Allies)
        wm_set_defending_team 0
        
        // Winner on expiration of round timer (0=Axis, 1=Allies)
        wm_setwinner 0
        
        wait 500
        setstate police_car_b invisible
    }
}
police_a
{
    spawn
    {
        wait 800
        followspline 0 sp_01 50000 length 32 wait
        trigger self police_path 
    }
    
    trigger police_path
    {
        playsound sound/mapa/sirene_police.wav looping volume 500
        //play a tank sound
        followspline 0 sp_01 100 wait length 304
        //this says goto sp_01 at a speed of 100 and don't look at
        //the next command until after waiting 304
        followspline 0 sp_02 300 wait length 304
        followspline 0 sp_03 500 wait length 304
        followspline 0 sp_04 500 wait length 304
        followspline 0 sp_05 500 wait length 304
        followspline 0 sp_06 500 wait length 304
        followspline 0 sp_07 500 wait length 304
        followspline 0 sp_08 500 wait length 304
        followspline 0 sp_09 500 wait length 304
        followspline 0 sp_10 500 wait length 304
        followspline 0 sp_11 500 wait length 304
        followspline 0 sp_12 400 wait length 304
        stopsound sound/mapa/sirene_police.wav
        
        wait 500
        trigger police_car_b

    }
}

police_car_b //name of new model replacing a
{
        wait 500
        setstate police_car_a remove
        setstate police_car_b default
}

 

 

Took out the bars // to remove skipping it's not necessary to have the comments

 

As for your warmup time you can change it to 10 secs by creating a shortcut using it's properties to do so

 

this is what I use most times for custom resolution + map setup

 

"C:\Program Files (x86)\Wolfenstein - Enemy Territory\et.exe" +r_customwidth "1680" +r_customheight "1050"  +set r_mode "-1" +set g_gametype 2 +set sv_pure 0 +set g_warmup 10 +vid_restart +devmap nameofmap

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  • 2 weeks later...

Just want to clarify the reason why I said remove the tag_ from script. Cause I was sure the model you used had no tag_ data or a Animation file or MDM or MDX file to support it.

 

Tags are made for models in model editing tools like for instance Q3 Model Tool used to view 3D Studio Max or other applications that make animated 3D models including Milk Shape that also would require a .tag file of the model tags to create animated models or you'll be stuck with Milk Shape having to script every movement of a model hope that helps. 

 

If you use Q3 Model Tool you will see the tag_ in tools to add tag's but you can just make a blank .tag file and it would print the needed source code that can't be run in DOS to the file with the tool. 

 

Unfortunately these applications aren't available in the site's download section and I don't have the internet speed to upload the Q3 Tool at this time but is available on line I or someone can upload it one day plus the 3D SMax is out dated and Obsolete for Quake Engine's if you find 3D Smax try to find versions 4-6 they only support the plugin for skeletons that is used for player models this isn't available either from SMax web site any more it would take a lot of surfing to find it for future reference to making new models just for models/players/temperate/body.md3 which isn't available in Pak0.pk3 only the body.mdm is available but they can be added in a separate way like a map file would be in same directory or a plan models.pk3 

 

There was some other things I forgot been so long but this sums up what tag's actually are used for.

 

A model has to have a tag_ made in the model and basically a attatchtotank tag_tank <--- is in the tank model it self and the attatchtotank is used to attach two animated models to make one model so there's no separation during any movements according to the tags making it just one model.

 

have a good day

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