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 Post subject: ut4_train
PostPosted: 04.02.09 
Attachment:
train.jpg


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 Post subject: Re: ut_train
PostPosted: 04.02.09 
also wie auf dem bild zu sehen kann man auf der standard version noch oben rumlaufen, die beiden linken roten "stecken" sind dachrinnen mit denen man von den bombspots hoch kommt, dazu gibts die leiter wie in cs, und noch eine dachrinne beim redteam/terror spawn, mit der man über einen gang zu den fenstern kommt. die die in der bildmitte hinten zu sehen sind, die beiden blauen quadrate.

hier die frage:

- soll das wie in cs werden, dass man nur auf das kleine stück unten links im bild gehen kann, bis zu dem lüftungsschacht, über die leiter, so wie im standard counterstrike?

- oder soll man, innerhalb eines kleineren bereichs trotzdem oben spazieren gehen können, etwa zwischen leiter und hintere rechte ecke (des auf dem bild rechten) bombspots B?

ich geh wieder weiter mappen...



 


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 Post subject: Re: ut_train
PostPosted: 04.03.09 
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Godlike
User avatar

Joined: 08.31.08
Posts: 285
Location: 1408
-----tdm:  
nick: TitaniusAngleSmith
skill: 1164.22
kills: 9429
deaths: 6605
ratio: 1.42
-----bomb:  
nick: TitaniusAngleSmith
skill: 886.644
kills: 963
deaths: 678
ratio: 1.42
you're great man! :mrgreen:

i like the cs way...no need to remember new ways...and this cs-style rox :x

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 Post subject: Re: ut_train
PostPosted: 04.03.09 
so an update what is going on when it comes to design questions:
1.) scaling will stay more or less the same, but the map will become a bit bigger... so you can crouch under the trains, and you get falling damage when falling of a wagon.
just for fun i tried twice the size and it sucked hard. if i can manage it to achieve everything in order using the scaling tool, that will be fine for me. if not i will have to change the wagons one after another. because just removing the train tracks did not do the trick. =(
edit: scaling wont do the trick as i will get floating point values... so i make the wagons a bit lower and simply lift them up.

2.) maybe i will make 2 versions:
for sure the layout like the cs way and maybe once with accessable space where i described, way up at bspot B.
edit: not two versions, but a window instead. better solution imo.

3.) edit: bombspots are like in counterstrike, but you can plant/defust on and under the wagons

now i will clean up much much much much useless brushwork...
once this is done (and this will take several days if i am correct) i will put some textures on it, and i hope i will not have to make some of my own...............
after this i will have to make up my mind considering lightning and that f§$% visibility stuff... so a beta of this map will be out sometime next week. i will hit shit when i am finally finished here.............


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 Post subject: Re: ut4_de_train
PostPosted: 04.03.09 
so i am out... see you next week guys



 


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 Post subject: Re: ut4_de_train
PostPosted: 04.08.09 
NO LEAKS ;DDDDDDDDD (finally)

after starting all over now all works as expected.

next moves are:
- adding bombspots like shown in the picture above
- make it possible to crouch under the trains and make the wagons al lil bit higher so you get slight falling damage (when falling of them, as long as you walk off onto the train tracks you're fine, because it is a difference of about 1 (!) unit, that decides if you get damage. this will be a test build, i will make another without it if it sucks too hard =P )
- cleaning brushwork
- some really bad texturing, just enough to have some colors in it for orientating.

edit: SV_SetBrushModel: NULL sucks hard....
Quote:
There are several possible causes for the SV_SetBrushModel: NULL error, if in trying to fix it with one method you find the solution doesn't work then that means the error is being caused by one of the other alternatives.

Corrupted brush in the map

During the course of manipulating brushwork these 'broken' brushes happen occasionally. They're often 'phantom' brushes, brush objects that you can't see in the editor but appear in game when once a map has been compiled.
How to fix a corrupted, broken or phantom brush

To fix this first try the 'brush cleanup tool' from the main menu (it's location may vary depending on which version of GTKRadiant you're using.

If that doesn't work make sure you've not got any objects hidden and make sure the show/hide options in 'View > Filter' are set to display everything.

Draw a brush in the editor and resize it so that it covers the whole map. Leave it selected.

Right click and from the pop up menu choose 'Select > Select Inside'. This will select everything in the map (that was contained inside the brush).

Go to 'File > Save Selected' and save the selected brushwork to a completely new and clean file.

If the error was caused by a phantom brush doing this should remove it from the map.

Bad func_group

A collection of brushes that have been 'connected' together using the editors func_group 'entity' has got corrupted somehow, usually by the presence of a bad brush in the group, or in some cases by the accidental deletion of a brush from a group (it's usually best to ungroup, delete and then regroup).
How to fix a bad func_group

The only way to fix a bad func_group is to ungroup the entity and clean the brushwork up (using brushcleanup) before regrouping the objects back together.
Incomplete or partial brush entity

This is the most likely cause of the error and it happens when trying to make brush based entities that involve the 'origin' shader. The origin brush is 'entity specific' which means it can't exist in the world on it's own like other brushes, it always has to be grouped with other brushwork to form an entity; func_door, func_mover, func_rotate, func_script_mover and so on, all of these are brush based entities that are comprised of normal brushes and an 'origin' brush. If an origin brush is left in the world ungrouped with other brushes the 'Null' error results.
How to fix an incomplete or partial brush entity

You need to track down the offending orphaned origin brush. Once found either delete it, or regroup it with whatever brushwork it was supposed to have been grouped with. You may need to ungroup the entity, select the origin brush and then regroup.

Improperly placed 'entity' texture

Related to an orphaned origin brush is the accidental improper use of entity specific textures/shaders. This happens when an entity shader is 'mixed' with other normal textures on an object. More often than not, it's the 'origin' texture/shader that's been misplaced on one or more faces of a door or similar brush based entity (see above). Entity textures/shaders can't be mixed in this way (unless it with specific instances of 'nodraw'), they have to be placed on all faces of a brush.
How to fix improperly placed entity textures

Again as with an orphaned origin brush, the offending texture will need to be tracked down and corrected. Look at all the brush based entities in the map to see if any faces are covered in origin (or areaportal, clusterportal and so on)
Code:
Design note : If you're working on a big map that has a lot of real-estate being used, tracking a single faces on any given brush can be very time consuming so here's little 'trick'. Simply draw out a block and then texture the whole thing in 'origin' (or whatever texture you think may be causing the problem). Once done, select a face and then press 'Shift+A'; this selects all brush objects that have the initially selected texture applied to it allowing you quick and easily visible reference points as to the location of likely offending brushwork.


edit: deleting all entities and ladder brushes did the trick.
bombspots and playerspawns are set, after some texturing a playable beta for bombmode is within reach yay!

other idea would maybe have been:
Code:
SV: SetBrushModel_NULL
That one is easy to fix. Go into your map, and hit L. click the plus button. Zoom out on your map grid. Click each entity, until you find one that does NOT highlight anything. Delete that one. Simple fix



 


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 Post subject: Re: ut4_de_train
PostPosted: 04.08.09 
so und nu gaanz vorsichtig anheben =P
Attachment:
heben!.jpg


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 Post subject: Re: ut4_de_train
PostPosted: 04.11.09 
anfang...
Attachment:
train37_2.jpg

zerstörungswut...
Attachment:
dresden'45.jpg

wie soll ich die rollen machen?
Attachment:
ROLLEN.jpg

so schauts von oben aus...
Attachment:
OVERVIEW.jpg


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 Post subject: Re: ut4_de_train
PostPosted: 04.11.09 
Attachment:
mesh.jpg


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 Post subject: Re: ut4_de_train
PostPosted: 04.11.09 
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Godlike
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Joined: 01.08.09
Posts: 1295
Location: Berlin, Germany
-----tdm:  
nick: Samtron
skill: 584.92
kills: 316
deaths: 269
ratio: 1.17
Sieht gut aus! Zumindest kann ich mir da gut 32 verrückte TDMler drin vorstellen... falls die Frage mit den Rollen ernst gemeint war: richtig modellieren (wie die Rollen rechts) aber dann natürlich noch texturieren :)

Hier mein erstes und einziges Model aus meinem letzten Semester (Autodesk Maya). Sieht von weitem ganz gut aus, man darf nur nicht zu nahe ran gehen und auf die Kanten achten ;)


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