tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Oct 3, 2015 19:19:39 GMT -5
I was looking at all the Lazarus example maps so I could get an idea on how to use the better entities that comes with the mod...and I discovered something interesting about the conveyor belt example map.
id screwed up the conveyor belt textures.
In stock quake 2 all the conveyor textures - named "plate1_2-4",at least in the unit 2 texture group, are all facing north/south.
But in Lazarus the conveyor texture is orientated east/west.
In the game the engine default direction faces right (0) and any flow parameters follow this philosophy, so whenever the conveyor direction changes to any other direction (90/180/270), you can rotate the texture to perfectly match this if it is properly orientated before you use it in the editor.
Took me ages to figure this out, but I've now made copies of the Q2 conveyor textures and re-orientated them like the Lazarus one.
Now my conveyors will work properly...I haven't tried this map yet with stock Q2 to see if it still works properly.
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Post by knightmare on Oct 5, 2015 16:39:58 GMT -5
The func_conveyor entity was also broken, it didn't actually do anything. Before Lazarus, conveyors were actually made with func_train segments that teleported back to a starting path_corner.
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Oct 5, 2015 17:15:32 GMT -5
I remember reading about having to do that in the rust tutorials years ago :-)
I did try out the func_conveyor in stock 3.20 quake2 last night and I was able to transport myself along it but I haven't tried any crates or anything...I think that's what you mean by it being broken right?
Why would id ship a game with broken entity definitions???
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Post by MaRiNe [Q2C] on Oct 5, 2015 19:20:17 GMT -5
It's not like they ever actually used it in their maps. I reckon you can find a lot of scrapped ideas in every game if you dig deep enough in its files.
That said, what you've managed to do with the conveyors sounds intiguing. Are you working on a Q2 SP level?
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Oct 6, 2015 23:47:47 GMT -5
I just tested dropping items on the conveyor belts that i made for a test level in stock quake 2, patched to 3.20. They work for transporting items you can pickup. Haven't tried brush objects like crates yet, but I wouldn't know what entity to make them, so I will have to check out the Lazarus levels to see what entities they are.
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Oct 6, 2015 23:48:54 GMT -5
And yes I am trying to start my SP level pack. I've been at it for way too long now and I just wanna get it done!
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Post by knightmare on Oct 7, 2015 23:53:56 GMT -5
Func_pushable is what you want to use for crates on conveyors. You'll want to clone one or more source crates (in a walled-off area) with target_clone to have multiple ones. Putting lots of unique brush models in a map for vanilla Q2 is not a good idea (it will contribute to index overflow errors). Then, once out of view, you'll want to destroy the crates with something like a crusher to prevent the accumulation of too many entities.
Misc_explobox (exploding barrel) also works.
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Oct 8, 2015 3:38:23 GMT -5
Thanks for that mate.I'm guessing func_pushable is a Lazarus entity?
I checked a few sites and stock Quake 2 doesn't have it so I probably answered my own question lol.
I will test this tomorrow.
Also I have maxed out the vismap on my dm map tmg3dm1, and need a better vus program to compute bigger vismap algorithms.
Can I get something like that?
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