Barrels

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Zip
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Barrels

Post by Zip »

OK, barrels, hopefully this will help some fellow noobs too, this is how I make them (but they're not quite right)

1. I make a brush 40x40x64 using the caulk texture
2. I select 'Curve' ---> 'Primatives' ---> 'Cylinder'
3. Then I apply a lovely barrel texture and press 'Fit' to fit it to the cylinder.
4. Now, with my cylinder still selected, I select 'Curve' ---> 'Cap' ---> 'Cylinder/Dialog...'
5. This puts the ends onto my barrel, but this also makes my cylinder a 'Func_group', so I select the cylinder (just the cylinder, not the caps) and then select 'Selection' ---> 'Ungroup entity'
6. Now I select the cylinder AND the caps and 'Right-click' in the 2D window, then select 'Func' ---> 'Barrel'
7. At this point I select the caps and apply the barrel top texture. I use the 'Natural' button to fit these textures.
8. Now I select the cylinder AND the caps and press 'n'
9. I type 'barreltype' in the "Key" box and type 'Oil' in the "Value" box. (i want an oil barrel :) )
10. I also check the 'indestructable' checkbox (i want my barrels to be invincible!)

That's it. I've made a barrel. :D

The only problem is when I load my map my barrels jump when I shoot them or bash them. I don't want them to jump, but I haven't figured out how to stop it :cry:

Oh, and also, if i want to move my barrel I have to select the caps and the cylinder. This is really annoying if you've put your barrel on the floor of your map because you have to move the floor everytime you want to select the bottom cap!

Notes:

Type 'barreltype' = 'water' for water barrels
Type 'barreltype' = 'gas' for exploding barrels (Benzin for example)
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Post by jv_map »

Yeah these jumpy barrels are quite annoying. It may help if you make sure they're not very close to narrow geometry (causes very funky barrels).

Why don't you remove the bottom cap? ;)
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Zip
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Post by Zip »

Hehe, of course, remove the bottom cap :oops:

As for the jumping, they're in the middle of a field all on their own! There must be some command to stop them jumping? Like barrel = static or something?
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Post by jv_map »

I have not found a command like that yet :(
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Post by panTera »

all I do differently than you is use a regular (8 or higher -sided) brush instead of turning it into a cilinder. Don't know for sure if that's the problem though.

you can download this tutorial map made by Voxel:
http://www.viziongrafx.com/moh/tuts/tutmap_vg1.zip

It's got all kinds of things in it including func_barrels that don't jump! Compare the ones he made with your own barrels or just copy one of them.
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Zip
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Post by Zip »

Thanks, I'll have a look and compare my barrels with his.
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tltrude
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func_group

Post by tltrude »

You should just make your barrels func_group. Then place a brush inside with nodraw texture and make it the func_barrel.
Tom Trude,

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Zip
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Post by Zip »

Ok, I tried that map, but didn't like his barrels. He only used 12 sides which looked a bit odd. I made an arbitrary brush with 16 sides which looks a lot better. The only trouble is lining up the texture around the barrel, might need some fiddling . It solves the jumping though, it only moves a little bit :D

tltrude, I don't understand what you mean :? Do you mean....

1. Make a cylinder with caps and make them all a func_group.
2. Make a cylinder exactly the same size as the first one with the 'no draw' texture and make it a func_barrel and place it in the same place as the first cylinder.

Will that behave like a barrel? (i.e. bullet holes and oil/water leak out)
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tltrude
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brush

Post by tltrude »

No, I ment use a solid brush for the nodraw one, but I guess a cylinder would work too. the bullet hits should work on the func_group barrel, and oil or water should leak out of the nodraw one, if it is the same size as the fake one. The nodraw func-barrel might jump, but no one will see it. If you see double bullet hits (shouldn't with nodraw) make the func_group barrel notsolid.

Here is something else you can try. Give your func_barrel the following key and value:

Key: bouncefactor
Value: 0

I have no idea if that will work or not. Here is what the tiki reference guide in the Spearhead sdk says:

bouncefactor <bounce_value> Sets the bounciness of the tempmodel. Values greater than 1 will make the model gain speed when it bounces.
Last edited by tltrude on Mon Jun 02, 2003 11:28 pm, edited 2 times in total.
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Re: brush

Post by wacko »

tltrude wrote:No, I meant use a solid brush for the nodraw one. the bullet hits should work on the func_group barrel, and oil or water should leak out of the nodraw one, if it is about the same size as the fake one. The solid func-barrel brush might jump, but no one will see it.
this way, wouldn't an exploding barrel explode (the func_barrel) but still be there afterwards (the func_group)??
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tltrude
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No

Post by tltrude »

yes, but if the barrel is 'indestructable' anyway, it doesn't matter. And, it is an oil barrel. Read the first post.
Last edited by tltrude on Mon Jun 02, 2003 11:24 pm, edited 1 time in total.
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wacko
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Post by wacko »

good point :wink:
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Re: brush

Post by jv_map »

tltrude wrote:I have no idea if that will work or not. Here is what the tiki reference guide in the Spearhead sdk says:

bouncefactor <bounce_value> Sets the bounciness of the tempmodel. Values greater than 1 will make the model gain speed when it bounces.
But a barrel is not a tempmodel :?
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Zip
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Post by Zip »

Thanks for everyone's input on this, I really appreciate it :D

I tried the bouncefactor = 0 thing but that didn't work :(

I tried the cylinder func_group with a 'no draw' cylinder in exactly the same place but as a func_barrel, but it didn't work :( When I shot the barrel bullet holes didn't appear everywhere I shot. They only appeared on certain 'faces'. The barrel didn't leak oil either :cry:

So, I guess the best way to make a barrel so far is with arbitrary sided brushes, although the textures don't fit perfectly :( But we can't have a barrel with dodgy textures, so the quest continues!
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Post by panTera »

It's not possible to get a perfectly fitting texure on a round object. I've never seen it; there's always one or two seams. Just look at a regular tree-trunk model. Of course it's not supposed to look like crap, but little misalignments... I'd say yeah well, so be it.
Hey, you ever thought of looking for a nice prefab? :idea:
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