Help with my tjmap


(stealth6) #21

ok thanks I will do that if I can make it work =P

next question:
I am trying to make a cushion effect on a texture.
I was using block03a from socs eypt floor textures, since it was used in the Q3 style power ups so if I wanted to put those in the map the floor would have to be the same texture.

Anyway I renamed it to block03adjusted
because I wanted to add the cushion funtion in the shader file, but not everywhere where I had the block03a texture.

then I added this to the egyptsoc.shader file:

textures/egyptsoc_floor/block03adjusted
{
map textures/egyptsoc_floor/block03adjusted.tga
surfaceparm nodamage
}

it does show up in the editor so no problems there, but it doesn’t ingame, it just shows yellow and black in other words shader not found I think
and if I fall onto it I still recieve damage s no luck there either.

Could somebody please tell me what went wrong. (it is probably very obvious, but I have been searching for around 2 hours now so plz can I know now?)


(-SSF-Sage) #22

You shouldn’t modfiy existing shaders. Copy the shader (if it exist) to your own shader file and then just add the line there. Remember the add the filename to your shaderlist ofc.


(stealth6) #23

ok, I will try this, but while waiting I tried some more things and…
sv_setbrushmodel: NULL is back

So I went to the L-list as you said and everything has a brush except for the game_model needs a “node” what is that? where can I find a node?


(RayBan) #24

you should check out this site here,
http://www.katsbits.com/htm/tutorials/common_error_messages.php?subaction=showfull&id=1149147724&archive=&start_from=&ucat=15&

for the brushmodel error. i have gotten this error myself a few times, but i
cannot remember a specific situation and how i remedied it. i think mine had
to do with a cloned origin brush on a mover… or something… anyways, check out
kats site there and hopefully that will help.

on the shader you have, it would be a good idea to just make the shader and
not create a new texture for it, since your using that texture already and
loading a duplicate ( with a different name ) is a waste of memory… its up
to you if you want to go that route, but i would recommend just making a new
shader ( make shure your shaders are in the shader list ) and use qer_editorimage
to show the texture, since the texture is already loaded into mem, your
new shader is just going to reference it, but with different attributes since
its a different shader.

EDIT:: i did this shader wrong… so i’ll fix it… =P



textures/egyptsoc_floor/block03adjusted
{
     qer_editorimage textures/egyptsoc_floor/block03a.tga
     surfaceparm nodamage
     {
          map textures/egyptsoc_floor/block03a.tga
          rgbGen identity
     }
     {
          map $lightmap
          blendFunc GL_DST_COLOR GL_ZERO
          rgbGen identity
     }
}

as to why the shader didnt show up in your game, i think the problem
may be you mapped the texture first, then defined the parms after…
ie… surfaceparm nodamage… im just guessing though…

in the shader example i posted above, you can actually call the shader
any name you want, ie,

textures/egyptsoc_floor/block03a_nodamage or textures/egyptsoc_floor/block03a_cushion ect… it will still work since
the meat of the shader defines what texture to show in the editor and which
one to use in-game… and by meat i mean deep-fried with extra msg…


(stealth6) #25

the sv_setbrushmodel: Null won’t leave me alone :stuck_out_tongue:

tried brush clean up, and copied all the pieces and saved selected about 3 times, but still no luck

If I look in the list that you see when pressing L I have everything except by every misc_gamemodel it askes for “node”, and I don’t know what that is…

Haven’t tried the shader yet thoug, but all my teleporters an sounds are in place aaaaaaah if I could just get rid of that problem then I could try it :frowning:


(-SSF-Sage) #26

And I forgot to mention you should always name the shader with unique name imo. To make sure they won’t overlap. For example:

textures/egyptsoc_floor/block03adjusted_blablalalbla

I would give the new shader name by this way:

textures/filename_or_map_name_or_nickname/something

If you wan’t to make things easy way, just double up the brushes (or make another brush 1 unit on top of it and give it texture common/cushion or what ever you want it to have. I prefer this way since it’s the fastest and easiest way.

In misc_gamemodels there HAS to be one node. If there isn’t it’s probably causing the problem. You can just delete those “broken” entities. If you have grey hairs from the problem already I might have a look at it. If I would be able to fix it. Just pm me if you do.


(stealth6) #27

OK, bt since I have ABSOLUTELY no idea what a node is to begin with I think you’ll be getting a pm soon :stuck_out_tongue:
But before I do that gonna add some for floating ammo and health from rayban
and adjust the cushion to the eaiest method because I am starting to get grey hairs + a bad headache


(-SSF-Sage) #28

Hmm… The node seems to be there autom. and can’t be removed via my radiant. I’m not sure if it can be removed with notepad though, but however it shouldn’t be removed. So I guess you just need to focus on something else. You might just ingnore the last chapter of my last post. :slight_smile: You can always just remove it and try if it helps. If not just undo. Sry for confusing you lol. :lol:


(stealth6) #29

Well does anybody else know how to solve this?
here is a link to the .map file:

http://rapidshare.com/files/66081463/tjmaptest2.map.html

problem is if you compile it then it says ERROR: sv_setbrushmodel: NULL ingame


(-SSF-Sage) #30

First all the easy stuff. I found 3 causes within the first minute of looking. There were two empty trigger_multiples and one trigger_teleport. For me it showed without +. I guess It was + but no brushes showing in the past releases of 1.5.0. Seems that the newest has no + at all in this case. Then there’s something with the bobbers. I’m getting on to them and will edit this when I see what it is.

Edit. When you will remove the 3 empty triggers and the both func_bobbings it works fine. I’m sorry to tell you but I’ve got no experience on func_bobbings with model so I don’t know what is causing it. So there’s two options. You can delete the bobbers or fix them somehow. You can ask rayban for help as I understood they are constructed by him. Good luck.

Btw nice gammas. Although little easy and needs some adjustamenst but good work. And your teleportters are working… :wink:


(RayBan) #31

i just tested out the sample map, im using 1.3.14 radiant…

from what i can see ( this is not the problem but things that need repair )
you should at least setup proper mapcoords… also every brush is structural
which just leads to long compile times, i would turn every brush inside to
detail.

now… for the bobbers, you cannot simply have an origin brush be an entity
by itself, and thats what is happening in the map. you have 2 origin brushes
with no other brush connected as the entity. when you remove those brushes
the map works.

the way i do the bobbers is to have an invisible bobber with a model set, so
i have the origin brush ( the long brush ) which is long so that you know where
to sit it on the ground, the dead center of that brush becomes the origin, but
i also have a dummy brush at the top area with a non-solid nodraw applied
to it, and both are selected ( the long origin and the nodraw ) and then
made into the bobber. haviing just that origin and no other brush in the
same entity is causing the sv_brushmodel error.


basicly… whats happening is the origin is defining… well, the origin for this
entity, but since there is no brushmodel ( other brushes ) with it, you will
get the sv_brushmodel error. there’s the origin but origin to nothing.

what you should do, is actually copy the brushs/entitys from the sample
map i made, and save as a prefab, then load into your map and finally
move into place.


(-SSF-Sage) #32

Oh I see now. :wink: I was too tired and didn’t check the brush info of them. I just get to a point where you have no error anymore. So other stuff like detail brushes etc. weren’t incount. I did check the “only origin brush,nothing else issue” from the other entities until I get to the bobbings. Then I forgot it. I just looked at it with N and I couldn’t find anything from there so I though there is something else, something that only god knows. :smiley: Shame on my, but hey I was tired lol. :stuck_out_tongue:


(stealth6) #33

Aaah great!!
I saw those entities withot brushes attached to them, but I couldn’t find them in my map…
Or is that a phantom brush?

and for the bobbers, I followed you tut in the file, but now I understand it first I had both origin and nodraw non solid, but now that I see you screenshot I realize that I made them all wrong, and I attempted to import them as a prefab, but I missed obviously that there was a no draw non solid brush there too.

aaah good news though, my work can be finished afterall (been having a few setbacks since saturday, for example my servers keeps kicking people for missing files, but all the settings are right :frowning: )
anyway got something to do now ty


(-SSF-Sage) #34

Look in the L and search for the trigger_multiples/teleports that doesn’t have + or arrow and delete them. Or as I though, but now I’m not sure if this happens in some versions, there’s + or arrow, but no brush showing up in the list when you press it, if this’s the case just click every of them and see which ones are missing it.


(stealth6) #35

ah ok deleted all those entities w/o an arrow and then compiled, and it didn’t work… BUT it was something to do with the bobbers, and… I fixed it!!!

BUT :stuck_out_tongue: I still have a few problems:

  1. the gamemodel doesn’t showup ingame (I think it has to do with that it is in the wrong folder in etmain maybe?)
  2. When I walk over the floating (yes they float alright!!) health and ammo I can take 1 health and 1 ammo and then they stop giving health and ammo…

I have to work now (back to reality), so gonna work on it again tomorrow

Thank you for the help much appreciated!


(stealth6) #36

grr still can’t get the game model to show.
I did notice that i forgot to put the shader file in my scripts folder, but I was first using portal2 (a different teleporter model) and that 1 did show up in game, so I don’t understand why this model doesn’t

EDIT:solved changed the misc_gamemodels to misc_model and voila fixed!! 1 to go

and can’t get the floating objects to work properly, the dispense 1 ammo of 1 health, then they don’t disappear, and I can’t get anymore ammo or health out of them

EDIT: ah it just dawned on me as I wrote this why… I have not trigger activate only a trigger activate1, so added a 1 behind activate in the script and the miracle happened… OK 1 down 2 to go

And the cushion effect isn’t working as I thought it would, I have 1 platform at a 45 degree angle so when you land on i you are flung forwards, but you jump on the spot when landing on it… or is this because I’m testing it in etmain?


(stealth6) #37

OK I dunno if the 3rd problem is solved by using etpro yet, but I changed the map and the floating objects don’t work properly anymore.

Looks like the alertentity doesn’t work, but I think everything is right, but obviously something isn’t otherwise it would work…

new dl link:
http://rapidshare.com/files/66903630/tjmaptest2.map.html

script:


game_manager
{
	spawn
	{
		wm_axis_respawntime 2
		wm_allied_respawntime 2
		wm_set_round_timelimit 90

		// Speed up Medic charge times for the needles
		setchargetimefactor 0 medic 0.1
		setchargetimefactor 1 medic 0.1

		// Stopwatch mode defending team (0=Axis, 1=Allies)
		wm_set_defending_team	0
						
		// If the round timer expires, the Axis have won, so set the current winning team
		// Set the round winner:  0 == AXIS, 1 == ALLIED
		wm_setwinner 0

		wait 500
		
		// now since we gave the item_health a targetname, it will not appear in the game
		// to start off with, so we need to alertentity it at the start to get it all working,
		// so we do that in the game_manager spawn

		alertentity hb_trigger6
		alertentity hb_trigger7
		alertentity hb_trigger8
		alertentity hb_trigger9
		alertentity hb_trigger10

		alertentity ab_trigger6
		alertentity ab_trigger7
		alertentity ab_trigger8
		alertentity ab_trigger9
		alertentity ab_trigger10


		// maybe you see now why i gave it the targetname of health_bobber_trigger, even though its
		// an item, it has the functionality of activating any targets its pointed at.. so in essence
		// its more of a health trigger, that gives you health.. but fires off a target you set once taken.
	}
}

hbs1	// script block
{			
			
	spawn
	{				

		wait 25			// now that this bobs up and down, we can
		setrotation 0 150 0	// rotate it for effect.. a bobbing and rotating powerup model.
	}


	trigger activate		// if this healthbox gets taken ( used ) , we then...
	{
		setstate hb6 invisible	// hide the bobber ( model ),
		wait 1000				// we wait.. oh... 5 seconds for this test

		setstate hb6 default		// then we reveal the healthbox again ( were respawning )
		alertentity hb_trigger6	// and we bring back the item_health so its ready
							// to use again.

		// once the item_health gets used, it's gone and wont respawn, so thats why we alertentity it
		// to bring it back.. we basicly manually respawn it ( the health_bobber_trigger ) after a time
		// of 5 seconds in this test.
		
	}
}
hbs2	// script block
{			
			
	spawn
	{				

		wait 25			// now that this bobs up and down, we can
		setrotation 0 150 0	// rotate it for effect.. a bobbing and rotating powerup model.
	}


	trigger activate		// if this healthbox gets taken ( used ) , we then...
	{
		setstate hb7 invisible	// hide the bobber ( model ),
		wait 1000				// we wait.. oh... 5 seconds for this test

		setstate hb7 default		// then we reveal the healthbox again ( were respawning )
		alertentity hb_trigger7	// and we bring back the item_health so its ready
							// to use again.

		// once the item_health gets used, it's gone and wont respawn, so thats why we alertentity it
		// to bring it back.. we basicly manually respawn it ( the health_bobber_trigger ) after a time
		// of 5 seconds in this test.
		
	}
}

hbs3	// script block
{			
			
	spawn
	{				

		wait 25			// now that this bobs up and down, we can
		setrotation 0 150 0	// rotate it for effect.. a bobbing and rotating powerup model.
	}


	trigger activate		// if this healthbox gets taken ( used ) , we then...
	{
		setstate hb8 invisible	// hide the bobber ( model ),
		wait 1000				// we wait.. oh... 5 seconds for this test

		setstate hb8 default		// then we reveal the healthbox again ( were respawning )
		alertentity hb_trigger8	// and we bring back the item_health so its ready
							// to use again.

		// once the item_health gets used, it's gone and wont respawn, so thats why we alertentity it
		// to bring it back.. we basicly manually respawn it ( the health_bobber_trigger ) after a time
		// of 5 seconds in this test.
		
	}
}

hbs4	// script block
{			
			
	spawn
	{				

		wait 25			// now that this bobs up and down, we can
		setrotation 0 150 0	// rotate it for effect.. a bobbing and rotating powerup model.
	}


	trigger activate		// if this healthbox gets taken ( used ) , we then...
	{
		setstate hb9 invisible	// hide the bobber ( model ),
		wait 1000				// we wait.. oh... 5 seconds for this test

		setstate hb9 default		// then we reveal the healthbox again ( were respawning )
		alertentity hb_trigger9	// and we bring back the item_health so its ready
							// to use again.

		// once the item_health gets used, it's gone and wont respawn, so thats why we alertentity it
		// to bring it back.. we basicly manually respawn it ( the health_bobber_trigger ) after a time
		// of 5 seconds in this test.
		
	}
}

hbs5	// script block
{			
			
	spawn
	{				

		wait 25			// now that this bobs up and down, we can
		setrotation 0 150 0	// rotate it for effect.. a bobbing and rotating powerup model.
	}


	trigger activate		// if this healthbox gets taken ( used ) , we then...
	{
		setstate hb10 invisible	// hide the bobber ( model ),
		wait 1000				// we wait.. oh... 5 seconds for this test

		setstate hb10 default		// then we reveal the healthbox again ( were respawning )
		alertentity hb_trigge10	// and we bring back the item_health so its ready
							// to use again.

		// once the item_health gets used, it's gone and wont respawn, so thats why we alertentity it
		// to bring it back.. we basicly manually respawn it ( the health_bobber_trigger ) after a time
		// of 5 seconds in this test.
		
	}
}

abs1	// script block
{			
			
	spawn
	{				

		wait 25			// now that this bobs up and down, we can
		setrotation 0 150 0	// rotate it for effect.. a bobbing and rotating powerup model.
	}


	trigger activate		// if this healthbox gets taken ( used ) , we then...
	{
		setstate ab6 invisible	// hide the bobber ( model ),
		wait 1000				// we wait.. oh... 5 seconds for this test

		setstate ab6 default		// then we reveal the healthbox again ( were respawning )
		alertentity ab_trigger6	// and we bring back the item_health so its ready
							// to use again.

		// once the item_health gets used, it's gone and wont respawn, so thats why we alertentity it
		// to bring it back.. we basicly manually respawn it ( the health_bobber_trigger ) after a time
		// of 5 seconds in this test.
		
	}
}

abs2	// script block
{			
			
	spawn
	{				

		wait 25			// now that this bobs up and down, we can
		setrotation 0 150 0	// rotate it for effect.. a bobbing and rotating powerup model.
	}


	trigger activate		// if this healthbox gets taken ( used ) , we then...
	{
		setstate ab7 invisible	// hide the bobber ( model ),
		wait 1000				// we wait.. oh... 5 seconds for this test

		setstate ab7 default		// then we reveal the healthbox again ( were respawning )
		alertentity ab_trigger7	// and we bring back the item_health so its ready
							// to use again.

		// once the item_health gets used, it's gone and wont respawn, so thats why we alertentity it
		// to bring it back.. we basicly manually respawn it ( the health_bobber_trigger ) after a time
		// of 5 seconds in this test.
		
	}
}

abs3	// script block
{			
			
	spawn
	{				

		wait 25			// now that this bobs up and down, we can
		setrotation 0 150 0	// rotate it for effect.. a bobbing and rotating powerup model.
	}


	trigger activate		// if this healthbox gets taken ( used ) , we then...
	{
		setstate ab8 invisible	// hide the bobber ( model ),
		wait 1000				// we wait.. oh... 5 seconds for this test

		setstate ab8 default		// then we reveal the healthbox again ( were respawning )
		alertentity ab_trigger8	// and we bring back the item_health so its ready
							// to use again.

		// once the item_health gets used, it's gone and wont respawn, so thats why we alertentity it
		// to bring it back.. we basicly manually respawn it ( the health_bobber_trigger ) after a time
		// of 5 seconds in this test.
		
	}
}

abs4	// script block
{			
			
	spawn
	{				

		wait 25			// now that this bobs up and down, we can
		setrotation 0 150 0	// rotate it for effect.. a bobbing and rotating powerup model.
	}


	trigger activate		// if this healthbox gets taken ( used ) , we then...
	{
		setstate ab9 invisible	// hide the bobber ( model ),
		wait 1000				// we wait.. oh... 5 seconds for this test

		setstate ab9 default		// then we reveal the healthbox again ( were respawning )
		alertentity ab_trigger9	// and we bring back the item_health so its ready
							// to use again.

		// once the item_health gets used, it's gone and wont respawn, so thats why we alertentity it
		// to bring it back.. we basicly manually respawn it ( the health_bobber_trigger ) after a time
		// of 5 seconds in this test.
		
	}
}

abs5	// script block
{			
			
	spawn
	{				

		wait 25			// now that this bobs up and down, we can
		setrotation 0 150 0	// rotate it for effect.. a bobbing and rotating powerup model.
	}


	trigger activate		// if this healthbox gets taken ( used ) , we then...
	{
		setstate ab10 invisible	// hide the bobber ( model ),
		wait 1000				// we wait.. oh... 5 seconds for this test

		setstate ab10 default		// then we reveal the healthbox again ( were respawning )
		alertentity ab_trigger10	// and we bring back the item_health so its ready
							// to use again.

		// once the item_health gets used, it's gone and wont respawn, so thats why we alertentity it
		// to bring it back.. we basicly manually respawn it ( the health_bobber_trigger ) after a time
		// of 5 seconds in this test.
		
	}
}


You can take 1 ammo and 1 health, but then it doesn’t “activate” so it oesn’t become invisible and it thus doesn’t reappear…
but I can’t find the problem…
Hope somebody can help me

PS: changed the topic title since spawnpoint problem was solved a while ago


(stealth6) #38

OMFG

I hate you all and love you all at the same time lol :lol:
I was looking at the standard floating objects from rayban and the ones I made and noticed that the scriptname on my target_script_trigger and on my func_bobbing were different wereas the ones from rayban were the same, made mine the same and voila prblem solved

Hate that you didn’t just tell me, but on the other hand like you for letting me see what an idiot I am

PS: Yes I do notice that i am making a nice monolog here but thats because YOU aren’t replying!! :stuck_out_tongue:


(Nail) #39

a good teacher points the student in the right direction, lets him / her develop their own ideas


(stealth6) #40

I finished a first version and released it on a private server for some feedback and I noticed something:

when playing the map on fast video quality the FPS keeps jumping all the time. and the lighting is all wrong.

when playing on high detail the fps is more constant and the gameplay is much better.

It is set in the night time and only the jumps light up I used the goldrush sky shader. I added some lampposts for a bit of scenery and teleporters.
so when playing on high detail it is very dark, so I think the vis is better, the darkness acts a bit like fog maybe?
when playing on fast detail everything lights up and so you see everything, so FPS is lost.

I have already decided to make walls inbetween jumps for the next version, this should already boost the FPS by alot. First I wanted a map a bit like mr|men, but the jumps have become a bit too large I think.

But for the rest feedback was good, for the next version i am going to make all the walls balck to maintain the night effect though, because if you play on fast detail now the whole theme is lost.

But is there maybe a way to make fast detail and high detail look around the same?