model floating/moving | |
D@ve Bundy - Student |
How can i floating/moving a model in a map, like in mp/duel1? I have got an answer somewhere else but if i do it i always get an error when i want to load the map: "its func_bobbing you want and to get a model to do it you need to: -make a misc model and set the path to the model you want, then press ok. after that press 'N' to open the entities window. copy the model path in the value section. -make an origin brush. right click on it and make it a func_bobbing. press 'N' and write the key: model2 and value: [the copied model path] you can also set how fast the bobbing is and other things in the entities menu as well." If i do it i get an Error: SV_SetBrushModel: NULL message. Have any idea? _______________ "You suckers try to front like you've got the force But I'll slay like Vader sip you for a first course" - Beastie Boys |
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tarpman - The Tarped Avenger |
Yes, JK3 does support ICARUS in multiplayer. Siege wouldn't be possible without it. _______________ Saving the world, one kilobyte at a time. |
JavaGuy - Student |
I have never gotten the path thingy to work. I believe it can be done, but I haven't figured out how. Are you making a single-player or multiplayer map? All the mapping I've done has been for JK2 single-player. I bring this up because it means that ICARUS is a big part of my bag-o'-tricks. I can make a model move around anywhere I want on any path I want, but in JK2 there is no ICARUS scripting for multiplayer, only single-player. I'm told JK3 supports ICARUS in multiplayer, but I haven't made a JK3 map and so do not know what the particular quirks of that are. _______________ My signature is only one line. You're welcome. |
Bail Hope of Belouve - Student |
great! got that to work, thanks Javaguy oh btw, is there a way to make the model follow your path? so that you can define an entire route? I've tried path_corners, but he doesn't seem to respond correctly to this. is there a way? Thanks in advance _______________ Visit the Belouve Family Website! Quote: I try to have fun with my friends and try to make a difference as best I can. What does making a difference mean? Well, it can be as simple as saying hello, answering a question that seems obvious or heck, just talking. -- Vladarion
Want to know Vladarion? Read the Article about his life here. |
JavaGuy - Student |
Hold the presses! I took a look at a func_static I have in a single-player map I'm working on--not a func_bobbing, but similar and I know this works 'cause I've tested the map a bizillion times. The key is model2, not model. Here's the section of my .map file: Quote: // entity 252 { "script_targetname" "skiff" "angle" "90" "model2" "models/map_objects/nar_shaddar/skiff.md3" "classname" "func_static" // brush 0 { ( -816 1200 320 ) ( -816 1192 320 ) ( -816 1192 272 ) system/origin 16 48 0 0.500000 0.500000 0 14 0 ( -808 1200 320 ) ( -816 1200 320 ) ( -816 1200 272 ) system/origin -16 48 0 0.500000 0.500000 0 14 0 ( -808 1192 320 ) ( -808 1200 320 ) ( -808 1200 272 ) system/origin 16 48 0 0.500000 0.500000 0 14 0 ( -816 1192 320 ) ( -808 1192 320 ) ( -808 1192 272 ) system/origin -16 48 0 0.500000 0.500000 0 14 0 ( -816 1192 280 ) ( -816 1200 280 ) ( -808 1200 280 ) system/origin -16 -16 0 0.500000 0.500000 0 14 0 ( -808 1200 272 ) ( -816 1200 272 ) ( -816 1192 272 ) system/origin -16 -16 0 0.500000 0.500000 0 14 0 } // brush 1 { ... Here's the relevant documentation, showing that both func_bobbing and func_static use model2, not model. This works. [edit/addendum] Doh! I reread Bundy's post more carefully, and he actually did use model2. Anyway, something to keep in mind. _______________ My signature is only one line. You're welcome. This comment was edited by JavaGuy on Oct 02 2004 05:05pm. |
Urded - Student |
this is impossible as far as i know _______________ Mapper a la strange. Proud owner of SilkMonkey Award for Wishing He Had Menaxia's Best IRC Smile Award. A Penguin Jedi is Me! |
JavaGuy - Student |
Are you getting the brushmodel null thingy? Is your func_bobbing just an origin brush? I don't think you can do that. If you're making a brush model that's just a placeholder for a model you'll need an actual brush--I recommend just a box of caulk. Plus, the md3 will not be solid anyway, so you'll need a caulk brush to give it some substance. Now, that origin brush...If you're not moving the thing around using ICARUS scripts, there's only one reason to have an origin brush at all, and that's to show you exactly where the model origin will be when you're working in Radiant. This can be useful if you want to carve out the caulk brush to make its shape more or less like the model: Just place a misc model so that its origin coincides with the origin brush and carve away. Then remove the model, select the caulk brush and origin brush together, create your func_bobbing and copy the model path into the entity's model property. A word about editing these things: Whenever I create one of these and then try to add brushes to the entity after the fact, Radiant doesn't like it. For example, if you have a func_bobbing with just an origin brush and then try to add a caulk brush, my experience has been you get two func_bobbing entities, one with the caulk and one with the origin, and the map still won't compile. That's been my experience, anyway. Your mileage may vary, but for me it's best to delete the entity entirely and create it from scratch, selecting the caulk and origin brush together and the right-clicking to create the entity. If you're still having troubles, send me your map (e-mail on my profile is the real deal). I'll be happy to have a look. _______________ My signature is only one line. You're welcome. |
Bail Hope of Belouve - Student |
To be honest, I'm lost at this one ... I've looked up a tutorial how to do it step by step, which I did completely... It explained using a simple brush, but this does not work with a model I was wondering Javaguy if you could work something up really quickly. Very basic is cool by me, just as long as it works Btw, I've also looked at my .map in Notepad, but everything seems kosher there ... _______________ Visit the Belouve Family Website! Quote: I try to have fun with my friends and try to make a difference as best I can. What does making a difference mean? Well, it can be as simple as saying hello, answering a question that seems obvious or heck, just talking. -- Vladarion
Want to know Vladarion? Read the Article about his life here. |
JavaGuy - Student |
There's an easier way to select the entire map (I'm assuming you're using Radiant). First hit escape to make sure you don't have anything currently selected. Then just hit the "I" key to invert your selection--Everything that is currently selected (nothing) will become unselected, while everything that is currently unselected (everything) will become selected. _______________ My signature is only one line. You're welcome. |
Bail Hope of Belouve - Student |
Edit: this does not work for a func_bobbing it appears ... hey Dave I took a look at the mail you sent me about this, and this seems to be the problem: There is a group_entity that apparently shouldn't be there. So select your entire map (make brush around your map, right click -> Select -> Select Inside) and then right click again and click Ungroup Entity It actually worked in my case _______________ Visit the Belouve Family Website! Quote: I try to have fun with my friends and try to make a difference as best I can. What does making a difference mean? Well, it can be as simple as saying hello, answering a question that seems obvious or heck, just talking. -- Vladarion
Want to know Vladarion? Read the Article about his life here. This comment was edited by Bail Hope of Belouve on Oct 01 2004 06:25pm. |
JavaGuy - Student |
Ah! Setbrushmodel null, if you Google it, is caused by one of your brushes being too thin. But I've never actually found this to be the problem, and in fact I have successfully compiled maps with the ostensibly forbidden width-one brushes in them. When I dug into this about a year ago I found a forum where a few people actually admitted that it's controversial that this can cause the error. What can really cause it? Basically you've got a brush entity. Not every entity is a brush entity, but those that are have to have some brushes in them (at least one). What has always caused this error for me is that somehow your .map file has ended up with an entity with no brushes inside it. Try this: Open up your .map file, not with Radiant but with a text editor. If you've never done it, it's quite enlightening. You'll see the definitions of all the brushes, with the coordinates of their vertices and textures of every polygon, along with all the entities, with each "object" in the world delineated by brackets. Look at some of the brush entities, e.g. a Trigger. Inside the brackets there will be a brush definition. Most likely, one of you entities does not have a brush inside the brackets--it has happened to me that I created a brush entity with the brush, and then through some kind of glitch the brush got saved outside of the entity. Your best bet is to delete the offending entity with the text editor, then open the map in Radiant again and recreate it. Another thing to watch for is entities in the void. Hope this helps. If not, send me your .map file, and I'll have a look. _______________ My signature is only one line. You're welcome. |
Carda Jowol - Student |
This is an error which related to one of the entities in your map, say you have placed a areaportal texture on a door entity, thats going to give this error. You should look through your entities and see if you can see anything dodgy. Look for mainly irregular textures on entities, like the areaportals on doors, origin textures on triggers etc, remove textures that shouldn't be on certain entities. Debatably can also be where you have entities that are only 1 smallest unit thick. This error has been debated to whether it does really cause this error, still if the other solution doesnt work try this. _______________ [Gran Father/Founder of the Jowols] |
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