Variety of questions


(Mark.C) #1

I have searched and searchedto no avail …i have 3 questions.

  1. What is the difference between misc_model and misc_gamemodel. I want alot of trees in my map i know this cuts fps but which is better to use, and why ?

  2. My models are not showing in radiant. I know their is a file that you modify to make them show, but for the life of me i have forgotten which one it is.

  3. I once saw an excellent visual tutorial on the forum here about dyno objectives and rubble showing after an explosion. The diagram was of a sewer gate before it blows (looks normal) and after it blows (shows rubble) and i cannot find the damn thing; anyone know where it’s gone to ?


(carnage) #2
  1. when a misc_model is compiled it turns it into the same stuff as the rest of ur map is made of. misc_moddel is not added to the map untill it is run, it alows the moddel to be moves etc, tanks must be misc_gamemodel as they obviously move
    (tanks also use server moddels one for damaged and one for repaired so by swtiching one to visible and the other to invisible to gives the impresion there is only 1 tank)

So if misc_gamemodels are to to move and change information needs to be sent between the client and server. SO the more misc_gamemodels the more information needs to be sent and thats bad

so use misc_models for anything that doesnt need to move or change however long it takes to compile them into the map

  1. to find the moddels open the pak0 and extracte the gamemodels folder and put it into ETmain folder, then try radient

  2. fo this, set up your dyno as normal then make the rubbel, select all the rubbel and make it script_mover. now at the start of the match before spwan, setstate this invisble, When the dyno blows the door, so in the death part of the grates script target the script mover and make it setstate visble. So rubbel will apear after the grate is destroyed

another surgestion, if your going to make realt realy dense forests, they was a technique used in railgun that using the default vis boxes would only draw vis portas a sertain distance away (this was dont at compile stage) so only the map that was near you would be visible. Then to hide this they used fog over the hole map

fog may not suit your map but a green fog with a very close distance to start the fog would probable work and becsue of the long start and stop fog draw distances it would be less noticable as a green wall it would blend better

to do this would probably look bad if there wernt enough trees and folige though

alos crank up the light detail on you terain as it becomes very blotchy when using lots of trees

hey if you set ur map at night then you could use black fog more convinclingly


(Mark.C) #3

For #3 im sure someone must rememer a visual tutorial on how this works. It was of a sewer gate being blown up, with the rubble shown after being blown. I know this tutorial is here i just cant find the bloody thing !!!


(Ifurita) #4

http://www.planetwolfenstein.com/4newbies/debris.htm <— tutorial by MadMaximus you’re looking for


(Mark.C) #5

OMG thanks so much Ifurita…that’s the exact one :slight_smile:


(Ifurita) #6

there is also a very good func_explosive tutorial on the surface site