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Post by draxi on Dec 30, 2006 13:39:36 GMT -5
anyone got some hints/tips on how to figure out the angles for them?!..
what values to go for etc..
maybe a .map file so I could see how's it set up.. that would be nice.. or is there a site explaining this??
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Post by Paril on Dec 30, 2006 15:51:02 GMT -5
Vectors maybe?
If you want I can probably whip up an application where you could enter two vectors and it would find out the angle needed to get from one to another if you think it would be needed..
It would have to wait till Wednesday though, I don't get my comp back till then.
-Paril
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Post by grieve[Q2C] on Dec 30, 2006 17:15:31 GMT -5
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Post by draxi on Dec 31, 2006 6:42:10 GMT -5
thanx Grieve!
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X7[Q2C]
Clan Q2C
100%
Quake II[x=x7a]
Posts: 1,429
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Post by X7[Q2C] on Dec 31, 2006 12:06:14 GMT -5
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Post by draxi on Jan 1, 2007 18:04:17 GMT -5
think i sorted it out! now i only gotta figure out how to place items up in the air ( and so they would stay there ).. any tips?!
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Post by grieve[Q2C] on Jan 1, 2007 18:15:57 GMT -5
they won't stay in the air for nothing ... not in Q2. you need a small, 1 unit big, invisible brush under them to keep them up there ( you can't make it much smaller, or it will be a microbrush) can be either a little skybrush or a brush with transparency texture (color 255) which is set to trans33 or trans66. skybrush should be better because it is also invisible in software rendering mode.
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Post by Paril on Jan 1, 2007 19:52:03 GMT -5
think i sorted it out! now i only gotta figure out how to place items up in the air ( and so they would stay there ).. any tips?! If you are using Lazarus, set the NO_FALLING flag. Otherwise, you would need to do what Grieve said. It IS possible to make a brush small enough that items though m_droptofloor will be able to detect it, but the player won't be able to touch it. It may be a microbrush, but I've seen it in this map a long time ago. -Paril
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Post by draxi on Jan 2, 2007 10:01:21 GMT -5
well.. i settled for a mini sky brush.. sooo.. guess I'm done with my competition map.. hmm.. oh well.. maybe i'll start with another map then.. and see if i can make it bether than this..
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Post by draxi on Jan 2, 2007 10:01:54 GMT -5
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SkiesOfBordom
Quake 2 Mapping Club
Welcome to Skyz's Domain[x=skiesofbordom ][x=skiesofbordom ][x=skiesofbordom]
Posts: 367
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Post by SkiesOfBordom on Jan 7, 2007 20:05:24 GMT -5
decompile tltf ( i think thats it) and have a look at it. it shows how the items where placed up in the air and the angled trigger_push.
make an specific in trigger_push called "angles". then set the set the value to "0 0 0" now you can drag around the angle indicator to what you want (units of 10 degrees i think).
you can use a .25sq poly (microbrush) to keep them up in the air. i think you have to set flags "no draw" or "player clip" to make it invis.
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Post by draxi on Jan 8, 2007 12:42:19 GMT -5
I've heard about using this method before, but never knew how to do it.. tlft?!.. is that a map?!.. if so, where can i get it?!
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SkiesOfBordom
Quake 2 Mapping Club
Welcome to Skyz's Domain[x=skiesofbordom ][x=skiesofbordom ][x=skiesofbordom]
Posts: 367
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Post by SkiesOfBordom on Jan 8, 2007 20:47:53 GMT -5
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Post by draxi on Jan 9, 2007 10:01:40 GMT -5
thanx m8!
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Post by draxi on Jan 9, 2007 10:27:55 GMT -5
probably just about the same method as grieve said..
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