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Trouble with a Tauntaun
May 23 2005 07:06pm

The Dragon Reborn
 - Student
The Dragon Reborn
Hi Everyone! I was just wondering if anyone could explain to me how to add pilotable vehicles (or, in this case, animals:P) to a map. More specifically, a Tauntaun. Thanks:D
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Padawan to Solitude
"Fear leads to anger, anger leads to hate, and hate leads to... suffering" -Jedi Master Yoda

"I shall not fear. Fear is the mind killer. Fear is the little death that brings total obliteration. I will face my fear. I will allow it to pass over me and through me, and when it has gone i will turn my inner eye to see its path. Where fear has gone there will be nothing. Only i will remain." -Bene Gesserit Litany, Dune

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Comments
Jun 15 2005 12:10pm

ozzcoz
 - Cosplay Nerd
 ozzcoz

ps, I'd love to see the prtview of that room. :P
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A wizard did it.

Jun 15 2005 09:20am

Virtue
 - Jedi Council
 Virtue

It's the misc_models themselvs in great numbers that cause the FPS lag, as they are all made up of lots of triangles.

Example: One of the maps I built for the 'secret' project a little while ago had a sort of 'armory' or 'ammo room' in it, it also had a couple of turrets in it. Anyways, when more than one person went in there, everyone would lag to hell.
I later found out that this was because I used the weapons_cache model twice in the room, after looking at the room using r_showtris, I discovered that the ammo_cache models had something like 10,000 triangles each - BAD for business. :P

Whether you use "spawnflags 2" or a system/clip brush to solidify your models, it won't really make much difference unless you have about 20 of one model in the same area.

One of the better ways of placing models though, is to use a misc_model_static, with the key/value of "model: <modelname>", this makes the models and their triangles totally invisible to the vis process and cuts down greatly on fps issues.
The only problem with this approach is tha you cannot use the "spawnflags 2" key/value on it, you have to use clip brushes. But it's a small price to pay for smooth FPS. :)

- Virtue. :alliance:
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Academy Architect

This comment was edited by Virtue on Jun 15 2005 09:22am.

Jun 14 2005 08:26pm

Setementor
 - Jedi Master
 Setementor

Raven use a system/clip on their non-solids. For once, you should too! :D

Jun 14 2005 07:09pm

Bail Hope of Belouve
 - Student
 Bail Hope of Belouve

I heard it is system/clip doing that

dang erm ... predicament!

anyone able to shed a light on this?
Like Virtue?
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Jun 02 2005 04:42pm

Setementor
 - Jedi Master
 Setementor

I heard that setting it on too many models can cause big issues such as lag, fps, etc.

May 31 2005 09:47pm

Bail Hope of Belouve
 - Student
 Bail Hope of Belouve

Quote:
Use a system/clip brush and block out the general shape of the model with them.


what about 'spawnflags' with a value of 2 ? :P
_______________
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.


May 26 2005 12:37am

Scythus Aratan
 - Student
 Scythus Aratan

Use a system/clip brush and block out the general shape of the model with them.
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Padawan to the great Jacen Aratan!
<Setementor> Scythus is a genius!
Claimer of the 5000th post in the Count thread [Solitude] scy rocks [Casual] good point scythus, you're really smart


May 25 2005 11:56pm

The Dragon Reborn
 - Student
 The Dragon Reborn

Thanks Ozzcozz:) Oh dear, one problem solved and another appears:( Every prefab entity that i add to my map is nonsolid. I wouldn't mind, as the look nice, but i would be most dissapointed if someone visited my castle and tried to lean against a statue or tree, and got hurt. Can anyone tell me how to make my entities (trees, statues ect.) solid?:confused:
_______________
Padawan to Solitude
"Fear leads to anger, anger leads to hate, and hate leads to... suffering" -Jedi Master Yoda

"I shall not fear. Fear is the mind killer. Fear is the little death that brings total obliteration. I will face my fear. I will allow it to pass over me and through me, and when it has gone i will turn my inner eye to see its path. Where fear has gone there will be nothing. Only i will remain." -Bene Gesserit Litany, Dune


May 24 2005 02:02pm

ozzcoz
 - Cosplay Nerd
 ozzcoz

In your map (I assume this is a mapping question) you need to create an entity to spawn the vehicle and perhaps a trigger (recommended).

First the vehicle spawning entity:
1. Needs to be an entity NPC_vehicle. Create it by right clicking --> selecting the NPC submenu --> bottom of the NPC submenu choose NPC_vehicle

2. Set a key to define which NPC vehicle you want to spawn, for example: NPC_type tauntaun

3. Set a key to define how many times it should spawn such as: count 1 (the npc will only spawn once until the map is restarted) use a value of -1 to allow infinite spawnings. You might also want to set a wait x(seconds) key to stop too many spawnings in a short period of time.

4. Optionally add an angle to have the vehicle point in your desired direction. Also, go ahead and add any other things you might want. Don't let me limit you. :P

Next, it's a good idea to creat a trigger, lest you have no other way of controlling the spawning of you new ride.
1. Make a trigger_multiple (I hope you know how to do this, it's quite simple) by mking a brush out of the system/trigger shader and then choosing trigger_multiple from the entities menu (right click)

2. Make it triggerable by the use button or by the force, or in whatever way you desire (use button is best in my opinion) by selecting the "use button" check box, etc

3. Good idea to add a wait key here, especially if you didn't on the NPC_vehicle entity. wait 2 is about the shortest I would ever make this.

4. Target your trigger at the NPC_vehicle entity by a) selecting the trigger_multiple b) selecting the NPC_vehicle c) hitting the key combination ctrl+k to target the first selection at the second selection

There are other ways of doing it, but this is the way I personally prefer. Other mappers/modders feel free to post your own method.
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A wizard did it.

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