patch mesh and bomb obj problems
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BirdsofaFeather
- Sergeant
- Posts: 72
- Joined: Sun Aug 24, 2003 3:49 am
patch mesh and bomb obj problems
Ok first the patch meshes, I wanted to know if anyone has had these problems before. I have a road patch mesh on top of some LOD terrain, and even though they looks fine in radiant and they don't overlap, they still look like this in game (first pic on the site):
http://www.freewebs.com/birdsofafeather_pics/
from a short distance you can't see the road at all, but when you walk on the road sections of it that are nearby they appear. So in the pic when I kept walking down the path the path would keep appearing in front of my feet, and disappearing behind me. I have another road patch mesh that I created in the same way, but for some reason I don't have the problem there (second pic on site above):
A little of the corner clips off, but it stays that way, even when I go away from the road, it doesn't disappear underneath the LOD terrain. Has this ever happened to anyone else?
Anyway, my other problem is with my room that has a bomb obj in it. That's the third pic in the site above.
you can't tell in the pic, but the pulsing bomb image is on the rail in the middle to the left. Anyway, I literally cannot go any farther into the room, through either doorway. It is as if I put a clip all inside the room, (but of course I didn't). Bullets and grenades don't go through either. When I first made it I put a $killarea in, so I thought maybe that was causing the problem for some unknown reason. But even after I deleted the $killarea and all references to it, I still cannot enter the room. I went completely by this tut:
/tutorials/obj_blow.php
If anyone knows anything about these two problems, please help me out. Thanks in advance.
http://www.freewebs.com/birdsofafeather_pics/
from a short distance you can't see the road at all, but when you walk on the road sections of it that are nearby they appear. So in the pic when I kept walking down the path the path would keep appearing in front of my feet, and disappearing behind me. I have another road patch mesh that I created in the same way, but for some reason I don't have the problem there (second pic on site above):
A little of the corner clips off, but it stays that way, even when I go away from the road, it doesn't disappear underneath the LOD terrain. Has this ever happened to anyone else?
Anyway, my other problem is with my room that has a bomb obj in it. That's the third pic in the site above.
you can't tell in the pic, but the pulsing bomb image is on the rail in the middle to the left. Anyway, I literally cannot go any farther into the room, through either doorway. It is as if I put a clip all inside the room, (but of course I didn't). Bullets and grenades don't go through either. When I first made it I put a $killarea in, so I thought maybe that was causing the problem for some unknown reason. But even after I deleted the $killarea and all references to it, I still cannot enter the room. I went completely by this tut:
/tutorials/obj_blow.php
If anyone knows anything about these two problems, please help me out. Thanks in advance.
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Daniel Radcliffe
- Second Lieutenant
- Posts: 168
- Joined: Fri May 30, 2003 9:49 am
1. If youused LOD terrain youll prob find that its not quite even your terrain, there are some slight variances in it, this is suspect is what is causing your errors for your roads, try raising the road up 1wu and see how it loks after. You may need to go over your terrain and iron out any little bumps in the road if this dosnt solve it.
2. What is the rocket, if its a scrip object then the "box" (not sure what its called
) that contains the rocket is likely to be extended upto where you cannot enter the room, the only way to get aroun dthis that i know of is to enlarge the room to give you the space to manever around the rocket. This is unless (if this works, not tried it) you are able to make a rocket manually and assign the bomb to each individual piece of the rocket. But the script object covers all the the rocket in a box going from its widest point ( the fines at the base) and covers its length, if you look down youll prob notice that the area you cant enter coinsides with where the fines of your rocket are.
If you did not make the rocket using a script object and tried it the way i suggested in the second part of the script then I dont know tbh, sorry.
2. What is the rocket, if its a scrip object then the "box" (not sure what its called
If you did not make the rocket using a script object and tried it the way i suggested in the second part of the script then I dont know tbh, sorry.
I had this problem with the rockets
glad I can help out for once 
The rocket is a script object and it has a really large bounding box around it, invisible but quite annoying, select your rocket, hit N then check the non solid flag, this should fix the problem, you then need to build metal clip brushes for the rocket. You should be able to get into your room then.
Hope it helps.
The rocket is a script object and it has a really large bounding box around it, invisible but quite annoying, select your rocket, hit N then check the non solid flag, this should fix the problem, you then need to build metal clip brushes for the rocket. You should be able to get into your room then.
Hope it helps.
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"If I win this war, you will be slaves forever."
The Spartan ephors sent back a one word reply: "If".
"If I win this war, you will be slaves forever."
The Spartan ephors sent back a one word reply: "If".
Sometimes the terain you see in radiant is not what you get . If you use control shift click to select one of the terain patches you will see white lines that is what your terain really looks like . One thing that can be done is select your terain and press v to get the pink vertices then move your view down to ground level . If you see floating pink dots select show area filter from the terain menu move the slider to 64 units . This will move only one dot without moveing any of the others . Move that floating dot down or up to where the terain appears to be so that they match . Also if the terain and the patch mesh are so close that they are almost on the same level you can get z fighting like you get with overlapping brushes so move one or the other up or down .
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BirdsofaFeather
- Sergeant
- Posts: 72
- Joined: Sun Aug 24, 2003 3:49 am
alright, i'm gonna forget about my patch mesh woes for now, cause the rocket room is being a much bigger pain right now.
I did make my rocket using a script_obj. I have checked the non_solid box, and it puts in the key spawnflags with a value of 1, which suprised me cause that almost seems like the default. But anyway, I also made a metal clip that cover's the rest of the rocket, only the rocket. However I STILL cannot enter the area around the rocket that is in the exact shape of the rocket's box. It's like an invisble wall, even though I checked "non_solid" for the script model of the rocket. Has anyone else encountered this problem before? I have the rocket as part of my exploder script (it has a targetname of 'exploder'), I don't know if this would cause the rocket to revert from non_solid status, although it certainly shouldn't. Anyway, if anyone knows anything about this, please help me out. Thanks in advance.
I did make my rocket using a script_obj. I have checked the non_solid box, and it puts in the key spawnflags with a value of 1, which suprised me cause that almost seems like the default. But anyway, I also made a metal clip that cover's the rest of the rocket, only the rocket. However I STILL cannot enter the area around the rocket that is in the exact shape of the rocket's box. It's like an invisble wall, even though I checked "non_solid" for the script model of the rocket. Has anyone else encountered this problem before? I have the rocket as part of my exploder script (it has a targetname of 'exploder'), I don't know if this would cause the rocket to revert from non_solid status, although it certainly shouldn't. Anyway, if anyone knows anything about this, please help me out. Thanks in advance.
Look! Up in the sky! It's a Bird! It's a Plane! It's......oh wait it's a bird.
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<Your MOHAA Mapping Friend in the Sky
Hello Birds.
Reading this thread, I can see that your rocket problem was answered with the very first and second replies.
The problem is indeed that the bounding box of the model is too large for the area in which you have placed your rocket.
The v2 rocket bounding box for a scale:1 model is 220x220, from bottom to top.
Yes, if you check the non-solid box in the entity window, the rocket will be non-solid, and the bounding box no longer marks the player movement limit.
However, once you make your script_object v2 an exploder, the non-solid flag no longer functions, and the model once again becomes solid.
If there is a way to change that, without editing the .tik and/or shader, I have no idea.
The only true solution that I know of is what was suggested earlier, and allow more space around the v2.
As far as the terrain/mesh problem, delete the terrain polys under the patch road. That will solve that problem.
Kill Ya Later!
Reading this thread, I can see that your rocket problem was answered with the very first and second replies.
The problem is indeed that the bounding box of the model is too large for the area in which you have placed your rocket.
The v2 rocket bounding box for a scale:1 model is 220x220, from bottom to top.
Yes, if you check the non-solid box in the entity window, the rocket will be non-solid, and the bounding box no longer marks the player movement limit.
However, once you make your script_object v2 an exploder, the non-solid flag no longer functions, and the model once again becomes solid.
If there is a way to change that, without editing the .tik and/or shader, I have no idea.
The only true solution that I know of is what was suggested earlier, and allow more space around the v2.
As far as the terrain/mesh problem, delete the terrain polys under the patch road. That will solve that problem.
Kill Ya Later!
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vonderbakluft
- Corporal
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@the rocket prob
Think the culprit is the behaviour of the exploder.scr script. It makes all exploders solid by default. To avoid that for a single exploder do this:
Your rocket has already a
$targetname/exploder
but not a targetname without $
Just give it a k/v extra of
targetname/myrocket
Replace this line in your main:
exec global/exploder.scr
by
waitthread global/exploder::main
$myrocket notsolid
This is a dirty workaround. 1st the exploder script does it's job (and solidifies your rocket like all other exploders). next you force by hand to make your rocket notsolid again. The waitthread is needed to be sure that the exploder script has ran to end before you issue the $myrocket notsolid command
Von
Think the culprit is the behaviour of the exploder.scr script. It makes all exploders solid by default. To avoid that for a single exploder do this:
Your rocket has already a
$targetname/exploder
but not a targetname without $
Just give it a k/v extra of
targetname/myrocket
Replace this line in your main:
exec global/exploder.scr
by
waitthread global/exploder::main
$myrocket notsolid
This is a dirty workaround. 1st the exploder script does it's job (and solidifies your rocket like all other exploders). next you force by hand to make your rocket notsolid again. The waitthread is needed to be sure that the exploder script has ran to end before you issue the $myrocket notsolid command
Von
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BirdsofaFeather
- Sergeant
- Posts: 72
- Joined: Sun Aug 24, 2003 3:49 am
I'll try vonderbakluft's workaround, but there must be some way to do it through radiant (like maybe a "boundingboxsize" key or something). I only say that because in the stock map v2 rocket facility, you can walk right up to the rocket real close, and yet it is still obviously part of the exploder script, because it explodes when the bomb goes off. There is no large bounding box there, and I've checked that map's script; there's no funny workaround, just the normal obj bomb threads.
I'll keep experimenting, if anyone finds anything, please tell me about it. Thanks again.
I'll keep experimenting, if anyone finds anything, please tell me about it. Thanks again.
Look! Up in the sky! It's a Bird! It's a Plane! It's......oh wait it's a bird.
<Your MOHAA Mapping Friend in the Sky
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<Your MOHAA Mapping Friend in the Sky
I really have no idea of scripting, but if u take a look at a decompiled map of V2, it looks as if the V2 is not the exploder but just a script_model.
The exploder maybe is/are other scripts_objects!? Here's a SS, V2 model is moved a bit to reveal the chunks which are in it

Hope this wasn't too stupid...
The exploder maybe is/are other scripts_objects!? Here's a SS, V2 model is moved a bit to reveal the chunks which are in it

Hope this wasn't too stupid...

