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> Winchester Pub, Still early, but making progress..
Shoot_me
Posted: February 03, 2005 05:42 am
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I think he was suggesting that you use a model that's created in a similar (or same) fashion as player, weapon, etc. models. Basically, 3d models (.mdl) that take up epolys instead of wpolys. I think you use a cycler for this, and simply load in a model from your models directory (or whever you keep yours).

You can simplify objects by keeping textures from repeating, reducing the number of brushes used for it, or maybe make your own textures to simulate detail so that you can further simplify brushwork.


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fcuk
Posted: February 03, 2005 07:15 am
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"You're not using func_breakables are you? Even when you trigger them (only calling them via a trigger object to be broken, not shooting etc.) then you'll run into problems. Use a func_wall_toggle along with a shooter and ambient_generic.

The func_wall_toggle actually dissappears once removed, the shooter will spit out the wall/glass/etc. gibs and the ambient_generic to make the sound of whatever it is that breaks. "

damn...i´ve used complex func_trains with invisible func_brekables all the time..-.-
i should read more tuts... didnt even know of a wall toggle...


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zombieslaya
Posted: February 03, 2005 01:37 pm
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just another idea, place one barney in there and instead of the default barney model use the Shaun barney replacement model, that would make it waaaaaaaay more fun if he was in there! biggrin.gif


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Radman
Posted: February 03, 2005 03:16 pm
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QUOTE (zombieslaya @ Feb 3 2005, 01:37 PM)
just another idea, place one barney in there and instead of the default barney model use the Shaun barney replacement model, that would make it waaaaaaaay more fun if he was in there! biggrin.gif

good idea!...

Shame you cant change the model so its holding a winchester and not a pistol...


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Katayama
Posted: February 03, 2005 05:01 pm
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wow, thats looking dam good! cant wait for it 2 b finished biggrin.gif


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Zuwahmbi
Posted: February 04, 2005 12:48 am
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That was actually an idea I had, with the Shaun model. But I can't release the map with the model, as it's not my model and I have no say in the matter. I'll ask the creator of the model when (or if) I get done with the map if it's alright. Right now I'm still waiting for 4thidUSA to send some kind of update to my map, fixing that issue with the breakable doors. If they don't get back soon, I'll go ahead and try what Shoot_me suggested. Then I just have to find someone to host the first playable version of the map.
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(4THIDUSA) SSG H.
Posted: February 04, 2005 01:12 am
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Still working on things, kill target makes them go away , but not the effect you wanted.

I have four servers, let me know when its done


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-Rusty-
Posted: February 04, 2005 05:27 am
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QUOTE (Zuwahmbi @ Feb 3 2005, 06:48 PM)
That was actually an idea I had, with the Shaun model. But I can't release the map with the model, as it's not my model and I have no say in the matter. I'll ask the creator of the model when (or if) I get done with the map if it's alright. Right now I'm still waiting for 4thidUSA to send some kind of update to my map, fixing that issue with the breakable doors. If they don't get back soon, I'll go ahead and try what Shoot_me suggested. Then I just have to find someone to host the first playable version of the map.

you have my permission to use the shaun model happy.gif
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Zuwahmbi
Posted: February 04, 2005 09:23 pm
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QUOTE ((4THIDUSA) SSG H. @ Feb 4 2005, 01:12 AM)
Still working on things, kill target makes them go away , but not the effect you wanted.

I have four servers, let me know when its done

So what does kill target do? If Shoot_me's idea works, that'd be fine with me. The bigger issue would be, of course, getting the zombies to pour in, but also getting the doors to break, say, one at a time after the lights go on. Either way, I either need to get your solution or come up with one on my own before I can proceed with the map. As it is, kind of in a rut at the moment.
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zombieslaya
Posted: February 04, 2005 09:26 pm
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QUOTE (Zuwahmbi @ Feb 4 2005, 12:48 AM)
That was actually an idea I had, with the Shaun model. But I can't release the map with the model, as it's not my model and I have no say in the matter. I'll ask the creator of the model when (or if) I get done with the map if it's alright. Right now I'm still waiting for 4thidUSA to send some kind of update to my map, fixing that issue with the breakable doors. If they don't get back soon, I'll go ahead and try what Shoot_me suggested. Then I just have to find someone to host the first playable version of the map.

ill host the map for free. just pm me for my email address.


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Skullky
Posted: February 04, 2005 09:43 pm
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Shoot me... Would you please stop turning every thread you post in into a offtopic advert for your map...


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OMEGA5.1
Posted: February 05, 2005 12:23 am
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He isn't.

He's comparing other peoples problems to his map because we have all played it and it makes it easier for us to understand. That way he can show pics and whatnot.

This post has been edited by OMEGA5.1 on February 05, 2005 12:24 am
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Shoot_me
Posted: February 05, 2005 12:47 am
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QUOTE (Skullky @ Feb 4 2005, 08:43 PM)
Shoot me... Would you please stop turning every thread you post in into a offtopic advert for your map...

I'm not, but I didn't HAVE a copy of the pub map so I used my own to show how you can use the gl_wireframe variable to look at how the compilers cut the brushes up on your map (and use the information to optimize the source map before compiling). wacko.gif

Had I been simply plugging my map I wouldnt have taken the time to EXPLAIN what I was showing in the images. And since I made the map, I knew where to look to make an image to use as an example. I may have been lazy in that respect, but wasnt trying to derail this thread, just help Zuwahmbi out as best I could (and giving examples of what to look for is usually the most effective).

This post has been edited by Shoot_me on February 05, 2005 12:59 am


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Shoot_me
Posted: February 05, 2005 12:53 am
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QUOTE (Zuwahmbi @ Feb 4 2005, 08:23 PM)
QUOTE ((4THIDUSA) SSG H. @ Feb 4 2005, 01:12 AM)
Still working on things, kill target makes them go away , but not the effect you wanted.

I have four servers, let me know when its done

So what does kill target do? If Shoot_me's idea works, that'd be fine with me. The bigger issue would be, of course, getting the zombies to pour in, but also getting the doors to break, say, one at a time after the lights go on. Either way, I either need to get your solution or come up with one on my own before I can proceed with the map. As it is, kind of in a rut at the moment.

Don't they simply make the object disappear? I'm not really sure, never used them before...

The only problem with my suggested method is that you'll have quite a few ents for a single event/effect.

1 trigger (unless controlled by a mission in the .tsk file)
1 wall_toggle
1-3 func_shooter(s)
1 ambient_generic
n zombie spawns (you'll probably need to place them inside the pub to get the "zombies pouring in" effect).
1 multi_manager (if you want to mess with the timing instead of having it happen all at once)

So, that's an approx number of 8 ents (give or take a few depending on the methods you're using).


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(4THIDUSA) SSG H.
Posted: February 05, 2005 01:31 am
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right and with a trigger_once, target door, killtarget door, when activated makes the door go away, not busted in, just disappear, works, but not quite the effect you wanted


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