script_movers not showing up in sky_portals?


(G0-Gerbil) #1

Title says it all - I hope to God I’m doing something wrong, because if this doesn’t work, then a lot of my ideas for MT just went out the window in a puff of crapness.

Help gratefully accepted - if the news is bad though, give it to me straight so I can start planning on work-arounds :frowning:


(Detoeni) #2

you can only have brushwork or models, 1024 surfaces max.


(G0-Gerbil) #3

sob

Mind you, Ratty did remind me that Q3map2 has it’s own built-in skybox option, which I think was used to create that functionaliity in Quake 3 and other flavours of it that hadn’t got the sky portal entity approach coded into them, so all is not lost yet!

Have you had any experience of that method of sky portalling?


(Detoeni) #4

Some, but I think your still stuck with the above limits.

edit: just gave it a go in Q3, none compiler entities are removed from the skybox just like wolf


(G0-Gerbil) #5

Thanks for checking.

I do have one idea left to try - am wondering if it doesn’t draw script movers in the sky portal because they are culled - IE no actual model visibility check is performed for the portal.
I doubt it’ll work, but am going to try adding a tiny brush to the script_mover that appears in the sky of the main world, to see if this prevents it being culled.


(G0-Gerbil) #6

Nope didn’t work, nor did a misc_vis_dummy, so it’s plan B (well, probably about plan F by now) which is do the effect I wanted shitly :frowning:


(SCDS_reyalP) #7

What is the effect you want ?


(G0-Gerbil) #8

Well, there’s a variety, but all essentially revolve around having a script_mover in the skybox - without that I’m automatically looking for alternatives well, not really, I have them already, it’s just not as good as what I’d be able to do with the script_movers).


(FireFly) #9

I have no experience with Sky_portals whatsoever, but, If models are allowed in a Sky_portal you might consider using an animated model to create movement.

Or perhaps create an animated shader and assign it to a brush in your sky_portal.


(G0-Gerbil) #10

Thanks for the idea, but the reason I can’t use anything ‘animated’ in that sense is because you have no control over it.
EG the sky shader in helmsdeep fades from one image (day) to another (night) but I have no control over it - you cannont guarantee or control when ‘daytime’ starts or anything - the only way I found with scripted control would be with some script_mover / shader scripting wackiness, which it now appears I can’t do :frowning:


(CooperHawkes) #11

rgbGen/alpha wave … doesn’t provide the desired result? try a very high amplitude and a very low frequency and you might be able to implement something that changes textures smoothly after - let’s say - 15 minutes. HTH


(G0-Gerbil) #12

That’s what I already have, but you can’t say when to trigger it - IE you can never say the cycle starts at map start and go from there.
That’s the lack of control the wave stuff offers which I was going to hack with script_movers (which obviously can be controlled via scripting hurrah :)).


(CooperHawkes) #13

ooops… the wave function timing doesn’t start at 0 ? bah… bad engine coding… shame on you carmack :wink: i guess, he wanted to save on a subtraction…
didn’t know that, sorry :frowning:


(EB) #14

Triggerable Shader Entities
http://shaderlab.com/q3map2/shader_manual/apA.html


(carnage) #15

i still dont think that will get the desired result, i prob wrong but by doing that it would create very sudent changes in the sky colour?

EDIT// bit of a stupic surgestion but see what u think, could the sky shader use a tall texture scroling down very slowly moving from light to dark? then work out the time it take to reach the end then uses EB’s method to switch it so a staic shader


(G0-Gerbil) #16

@Cooperhawkes - yeah it’s a bit strange to me, but whatever cycling timer is used simply carries on from one map to the next, rather that restarting. Definately seems sloppy coding to me, but then at the time I assume they wouldn’t have thought it mattered really.

@EB - woah… I need to look into that big time. Not that it would change my current circumstance, but if it works the same as remapshader (which is what I was going to use) but without the 16 (15 in ETPro) maximum limit of shaders to change, then this could rock. Actually, if I had the patience, I suppose I could set up a huuuuuuuuuuuge number of shaders and trigger them at quick intervals, but I’d kinda discounted that as too much work anyway - I’ve no idea of the network overhead of doing such a thing and MT is going to have to be very very light on entities (tons used on spawnpoints etc for example). Either way, it’s potentially a new toy to play with, so thanks for pointing that out - I’m amazed I haven’t come across that before, but happy that I have now - have a :drink:

Am going to work on a test map to see what kinda end result I can come up with - will let you guys have a look when it’s done (hopefully soon since I want to get a new version of MT out ASAP).


(Detoeni) #17

…but if it works the same as remapshader

Me again with bad news…

It does work pritty much the same…in Q3 (guess what got left out of rtcw to make a come back in ET?)


(G0-Gerbil) #18

It does work pritty much the same

As in there’s a limit to how many you can do?
Or, to put it another way, is that merely the entity-based version of the scripting version using remapshader? Looks like it to me :frowning:


(Detoeni) #19

I think we just got a scripted verson in et.
Im not sure of the q3 limit, I can only recall it being used in once in a original Q3 map.