Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
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Post by Mikemc on Jul 29, 2009 5:11:20 GMT -5
How can I remove the fat spawn point model? It's very ugly and my map has very thin floors so sinking it won't do.
- Mike
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Post by Le Ray [Q2C] on Jul 29, 2009 8:44:36 GMT -5
I don't know of any other way to remove it from view other than sinking it into the floor. You may have to make your floors thicker?
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Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
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Post by Mikemc on Jul 29, 2009 14:35:05 GMT -5
Ohhh Check THIS sh*t out! I found it in my Quake Notes folder! But now the room with those killed models is laggy, maybe it's just my computer. So now I can have the player spawn in a dark room, be pushed into a teleport and 'spawn' in the map area
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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 Jul 29, 2009 15:04:49 GMT -5
Ohhh Check THIS sh*t out! I found it in my Quake Notes folder! *EDIT* OMG! Killtarget works for deleting deathmatch spawns as well!! The only way to remove the dm pad is to sink the in to the floor. IF you killtarget an info_player_deathmatch it is removed. so if there is no info_player_deathmatch and no info_player_start the game will crash with this error.. ******************** ERROR: Game Error: Couldn't find spawn point ******************** X7
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Jul 31, 2009 21:14:14 GMT -5
what about using that "model" key in the spawn pads properties? Like when paril said you can set the model to anything you like using the model key in the entity properties. couldn't you just set it as nothing and see what happens?
just a thought
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Post by QwazyWabbit on Aug 16, 2009 23:13:21 GMT -5
I believe the only way to hide a teleporter is to bury it in the floor and then box above it with a brush. That seems to be the way mappers like Maric did them. The pad location is flush with the floor and the box hides the sparks. Otherwise the teleport and targets seem to be normal entities. This is true for wall-curtain teleports also. The brush doesn't stop player entry but masks off the particles from the pad.
From marics77 with a tubular teleport:
{ "origin" "-384 2032 332" "classname" "misc_teleporter_dest" "angle" "270" "targetname" "tele1" }
{ "origin" "-384 288 -300" "classname" "misc_teleporter" "angle" "270" "target" "tele1" }
Marics15 is full of boxed teleport walls.
I have found no example where the teleport model has been overridden as you suggest. The SP_misc_teleporter function has a hard-coded model in the game engine and doesn't provide for any overrides.
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Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
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Post by Mikemc on Aug 17, 2009 3:14:53 GMT -5
Well this is what I ended up doing: The spawnpoint is in a box off to the side with a misc_teleporter inside and a little above. Then in the arena is an info_notnull which acts as the new spawnpoint. It seems to be working
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Post by Paril on Aug 18, 2009 17:36:09 GMT -5
The only problem with teleporters inside the ground is some engines still show the particles. I've seen EGL display the particles in a bunch of maps.
The model key only works with items, as for reasons unknown they let the model key override the model.
-P
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Post by peeweerota on Aug 18, 2009 19:58:01 GMT -5
You can replace the view models that you see in your hud as well with some kind of client command. I'm sure that allowing items to have their models overridden is probably debug related. It would be an easy way to test models in the game if the programming for spawning that item doesn't exist yet.
As for trying to replace the model for a deathmatch spawn pad, even if you could, it wouldn't change the bounding box. The only way to hide the bounding is to sink it into the floor.
However there is another weird issue. Once released, you'll notice in my contest map an instance where I set a deathmatch spawn pad inside of a slight divit in the ground to run flush with the ground on both sides. The purpose was to walk from left to right of that platform without stepping down so that a spawning player can quickly strafe left and right to get his items.
For some reason even though spawn pad is at the right height and is literally flush with both surfaces, the player experiences a little bit of glitching passing from the spawn pad to the solid surface. Sometimes ducking or jumping is required to move back and forth. So no matter what you do to hide or take advantage of that bounding box, it still can cause trouble.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Aug 19, 2009 13:14:30 GMT -5
I sink them into the ground by exactly 10 units on all of my maps.
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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 Sept 27, 2009 11:21:11 GMT -5
No, that quote mikemc is from my website..
you killtarget the trigger_always AND the teleport pad. becuase yes, if you leave the trig always running , it WILL lag. it just kills itself after killtargeting the pad.
but back to this discussion... you cant hide the spawn pad... like spirit said, just sink them 10 units (any higher and u will see the pad; any lower and the player will bounce up n down.
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Post by Wixen1 [Q2C] on Sept 27, 2009 14:45:06 GMT -5
I ran into trouble when I used/changes the grid in a map and made it forth and back while mapping. That causes the spawnpoint not to realize the 10 units!. As somewhere 10 units wasent 10 units but suddently 8 or 12...made me realize that you have to stick to a grid and dont chance it during mapmaking. Just my penny... -W1
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Post by draxi on Sept 28, 2009 5:21:13 GMT -5
hmm.. I change grid all the time while making maps! Never had any problems with it.. But then again.. QERadiant grid system rocks imo!!
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