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Thread: Collision

  1. #21

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    JV replied and doesnt remember the mod with a BSQ and suggested the clip spawning which is no use really, i tried it myself and yeh - that didnt work with a BSQ, was hoping JV would enlighten me with the BSQ because im sure i seen one. You could decompile the map/s and add the masks to it but that kinda gets messy, not sure if you could save them as a model to just spawn either, probably not.

  2. #22
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    I tried too but didn't work. I think there is no other way.

  3. #23

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    You could ask the makers of the map/s if they still have the .map (be lucky if you can find them all), which map/s were you wanting to put them in? There cant be many that are actually large enough to use them properly?

  4. #24
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    First i though for the singleplayer maps.

  5. #25

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    Ive been decompiling the SP maps myself to use in Radiant (fixing some bugs via script in the ones i released), im not sure if this can be scripted but worth a try ...

    "targetname" "tank_mask"
    "classname" "script_object"
    // brush 0
    {
    ( 1948 384 -39 ) ( 1916 384 -39 ) ( 1916 352 -39 ) notexture 0 0 0.00 1 1 0 0 0
    ( 1916 352 -7 ) ( 1916 384 -7 ) ( 1948 384 -7 ) notexture 0 0 0.00 1 1 0 0 0
    ( 1916 352 -7 ) ( 1948 352 -7 ) ( 1948 352 -39 ) notexture 0 0 0.00 1 1 0 0 0
    ( 1948 352 -7 ) ( 1948 384 -7 ) ( 1948 384 -39 ) notexture 0 0 0.00 1 1 0 0 0
    ( 1948 384 -7 ) ( 1916 384 -7 ) ( 1916 384 -39 ) notexture 0 0 0.00 1 1 0 0 0
    ( 1916 384 -7 ) ( 1916 352 -7 ) ( 1916 352 -39 ) notexture 0 0 0.00 1 1 0 0 0

    Thats taken from M1L3B.map, its the Panzers mask, if someone can convert that into a usable script its worth a try, we know we can spawn script objects its just getting the metal texture applied to it which look to be these numbers ... 0 0 0.00 1 1 0 0 0 ?

    If we can crack that you can make a map with all your vehicles in and take the above kind of info out of the .map and spawn as needed in any map.

    Can YOU do this? Nice challenge there for someone
    Last edited by Cobra {sfx}; August 8th, 2014 at 12:07 AM.

  6. #26
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    I think it's not possible with the currently existing script commands. We need new command for doing that.

  7. #27
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    we know we can spawn script objects its just getting the metal texture applied to it which look to be these numbers


    Not quite. The texture is this:
    Code:
    
    
    Code:
    ( 1948 384 -39 ) ( 1916 384 -39 ) ( 1916 352 -39 ) notexture 0 0 0.00 1 1 0 0 0  
    


    The "notexture" refers to a shader. That shader is probably some sort of caulk texture that is used as some kind of clip.. So if you WANT to attach a texture to it, you can do something like this:

    Code:
    
    
    Code:
    ( 1948 384 -39 ) ( 1916 384 -39 ) ( 1916 352 -39 ) textures\tank.tga 0 0 0.00 1 1 0 0 0
    


    You can also add parms at the end of "
    0 0 0.00 1 1 0 0 0"

  8. #28
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    But how could we make this via scripts?

  9. #29

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    $clip surfaceparms metal

    Remember trying this a while back, cant find the thread tho

  10. #30
    Administrator James's Avatar
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    Here is a better example
    Code:
    // brush 11
    {
    ( 668 200 224 ) ( 252 200 224 ) ( 252 -184 224 ) common/caulk 0 16 0.00 0.500000 0.500000 0 160 0 +surfaceparm detail
    ( 228 -56 280 ) ( 644 -56 280 ) ( 644 -56 152 ) algiers/wh_algierset_conc1a 0 -112 0.00 1 1 0 0 0 +surfaceparm detail
    ( 448 -40 320 ) ( 448 -40 256 ) ( 464 -56 256 ) common/caulk -16 0 0.00 0.500000 0.500000 0 160 0 +surfaceparm detail 
    ( 320 -40 256 ) ( 320 -40 320 ) ( 304 -56 320 ) common/caulk -16 0 0.00 0.500000 0.500000 0 160 0 +surfaceparm detail 
    ( 480 -40 272 ) ( 480 -40 336 ) ( 208 -40 336 ) algiers/wh_algierset_conc1 0 16 0.00 1 1 0 0 0 +surfaceparm detail 
    ( 304 -64 352 ) ( 304 200 400 ) ( 464.000153 68 376 ) algiers/wh_algierset_conc1 0 16 0.00 1 1 0 0 0 +surfaceparm detail
    }

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