Manipulating Water - Is it possible

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agentmad007
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Post by agentmad007 »

wow shifty you want to make it as realsitic as in the serie LOL cool thx for link Btw i ll check what is the content

give us newwwwwwwwws as soons as possible hurrrra
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bdbodger
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Post by bdbodger »

Can you use the models/fx/water_ripple_still.tik somehow ?
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wacko
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Post by wacko »

Nice!
As soon as I have all the files from Shifty, it'll be in the recycling bin. To make the waiting time shorter, u can find a multiplayer teleporter which is telefragging proof, which is important when more than one player wants to be teleported... 8-)
agentmad007
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Post by agentmad007 »

models/fx/water_ripple_still.tik wha is that texture

i used a water texture wow ..it goes every where !!!!!!!

can someone guess me something

and it seems that the tigger that activate the door is a bit unsefull coze you can teleport even if you dont activate

anyone now how to fix it ?
wacko or shifty ?

and how make the trigger_use usable only by a room control activation!

wow maybe too much ask LOL

thx for help
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wacko
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Post by wacko »

@agentmad007:
Could u put this in other words? I'm a bit lost in what ur problem is. What trigger (in which map) are u talking about?
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bdbodger
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Post by bdbodger »

The models/fx/water_ripple_still.tik as the name suggests is a water ripple . It is an emitter not a texture a fx so to speak .
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agentmad007
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Post by agentmad007 »

ok i see....so this fx can be used to make the effect of the gate open so !

i mean: i texture a brush inside the gate in caulk===> script object

key:model value:models/fx/water_ripple_still.tik

then it will look like the texture of stargate ? ( i ll test)

@Wacko===> my problem(scuze me for how i express, got some difficult in english hehe)

ok i refered to this marvelous tuto of shifty (teleport)

i made trigger teleport and fucn teleportdest from each side so i can go and come back by the gate to another room==> no problem with it it work

i added a trigger use to make appear this "stargate effect"( scuze me dont know the exactly word!)

stargate effect===> when gate is open or activate its the same

so i want that this trigger use control the teleport !!!!!i mean if i dont activate the opening gate(by the trigger use) no one can teleport!!!!!!
and if its possible also to enter a key value wich will make the "stargate effect" shut down automatically in few seconde (20 for example)


more complicated LOL dont know if its possible to add a trigger???? that control the previous trigger use...i explain

i want a kind of computer that allow the trigger use to work that allow the gate to open


computer activate====>opening gate enable===>teleportation enable

computer off===> oepning gate impossibe===>teleportaton impossible

i got only this script from Shifty ty Btw

Code: Select all


scripting:Shifty
mapping:007

main: 

   // set scoreboard messages 
	setcvar "g_obj_alliedtext1" "" 
	setcvar "g_obj_alliedtext2" "" 
	setcvar "g_obj_alliedtext3" "" 
	setcvar "g_obj_axistext1" "" 
	setcvar "g_obj_axistext2" "" 
	setcvar "g_obj_axistext3" "" 

	setcvar "g_scoreboardpic" "none"

////////////////////////////////////////////
//////////////SOUND///////////////
////////////////////////////////////////////

	local.master = spawn ScriptMaster
	local.master aliascache flush_gate sound/amb/kawoosh.wav soundparms 2.0 0.0 1.0 0.0 200 4000 auto loaded maps "m dm obj"
	local.master aliascache ringer_up sound/amb/ringer.wav soundparms 2.0 0.0 1.0 0.0 200 4000 auto loaded maps "m dm obj"
	local.master aliascache stay_open sound/amb/open.wav soundparms 2.0 0.0 1.0 0.0 200 4000 auto loaded maps "m dm obj"


level waittill prespawn 

	exec global/DMprecache.scr 
	level.script = "maps/dm/stargate.scr" 

	$gate1 hide
	thread stargate 
	

level waittill spawn 

end 
////////////////////////////////////////////
///////////STARGATE////////////
////////////////////////////////////////////
stargate:

	$gate1_trigger waittill trigger
	$gate1 show
	$gate1 playsound flush_gate
	wait 6
	$gate1 loopsound stay_open
	

end



Thank you and sorry if its a bit confused!
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wacko
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Post by wacko »

no prob, it's probably also my difficulties in english which make it hard for me to understand :wink:


the water ripple thing will have to be set as a script_object additionally to the pieces u already find in Shifty's stargate... I think

Then, if u took Shifty's stargate map, you would find a console which activates the stargate. Is this what u want? On this console, there's probably such a trigger_use with k/v targetname/gate1_trigger. U find in his script the thread stargate which is run immediately on levelstart and is waiting until that trigger is triggered. Then the stargate effect (which is the "water" disk) show up. U could easily add another trigger_use (the OFF-button) calling a thread which would hide the stargate effect again.

His teleporter, though is active all the time. To change this and for a stargate which would switch off automatically, u give the func_teleport a targetname/gate1_tele and the trigger_use a k/v setthread/stargate_on and do a thread in the script like

Code: Select all

stargate_on:
$gate1 show // the stargate effect shows up
$gate1_tele triggerable // the teleporter is active
$gate1 playsound flush_gate
wait 20
$gate1 hide // the sg effect is hidden
$gate1_tele nottriggerable // the teleporter is turned off
end
hope this is working... :?
agentmad007
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Post by agentmad007 »

ok nice wacko!!!i ll test it now........
this script will make my stargate ON when i ll trigger it and it will be OFF 20 sec later if i well understand the script


but the other problem is that the trigger use dont control the teleport !!!
i mean even without this trigger use the teleportation is enable!!!!!!

and yes i use the console command of shifty and his gate hehe just for now to est then i ll do mine later! ===> its a bit messy coze i converted the bsp on .map and brush go everywhere LOL



problem 1?i want to make the teleportation enable ONLY if stargate is open !(not my case for now)

problem 2?if i well understand i got to make 2 "water" disk one with the texture of shifty and other disk with the fx model and i got to put them one uder other!

i ll test i post the results in 30 min! Ty wacko
agentmad007
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Post by agentmad007 »

strange first of all jus a question (i m a noob in scipt and mapping too hehe)

the script call the thread stargate ok! ==> normally i got to have a setthread stargate somewhere on a trigger no ???? coze i dont find him!

but even this setthread the gate worked i m just wondering why.....

ok so like wacko advise me a made a k/v setthread stargate_on on the trigger_use of the console command

and i tried 2 scripts

first

Code: Select all


main: 

   // set scoreboard messages 
   setcvar "g_obj_alliedtext1" "" 
   setcvar "g_obj_alliedtext2" "" 
   setcvar "g_obj_alliedtext3" "" 
   setcvar "g_obj_axistext1" "" 
   setcvar "g_obj_axistext2" "" 
   setcvar "g_obj_axistext3" "" 

   setcvar "g_scoreboardpic" "none" 

//////////////////////////////////////////// 
//////////////SOUND/////////////// 
//////////////////////////////////////////// 

   local.master = spawn ScriptMaster 
   local.master aliascache flush_gate sound/amb/kawoosh.wav soundparms 2.0 0.0 1.0 0.0 200 4000 auto loaded maps "m dm obj" 
   local.master aliascache ringer_up sound/amb/ringer.wav soundparms 2.0 0.0 1.0 0.0 200 4000 auto loaded maps "m dm obj" 
   local.master aliascache stay_open sound/amb/open.wav soundparms 2.0 0.0 1.0 0.0 200 4000 auto loaded maps "m dm obj" 


level waittill prespawn 

   exec global/DMprecache.scr 
   level.script = "maps/dm/stargate.scr" 

   $gate1 hide 
   thread stargate_on 
    

level waittill spawn 

end 
//////////////////////////////////////////// 
///////////STARGATE//////////// 
//////////////////////////////////////////// 

stargate_on: 

$gate1 show // the stargate effect shows up 
$gate1_tele triggerable // the teleporter is active 
$gate1 playsound flush_gate 
wait 20 
$gate1 hide // the sg effect is hidden 
$gate1_tele nottriggerable // the teleporter is turned off 


end 

and second

Code: Select all


main: 

   // set scoreboard messages 
   setcvar "g_obj_alliedtext1" "" 
   setcvar "g_obj_alliedtext2" "" 
   setcvar "g_obj_alliedtext3" "" 
   setcvar "g_obj_axistext1" "" 
   setcvar "g_obj_axistext2" "" 
   setcvar "g_obj_axistext3" "" 

   setcvar "g_scoreboardpic" "none" 

//////////////////////////////////////////// 
//////////////SOUND/////////////// 
//////////////////////////////////////////// 

   local.master = spawn ScriptMaster 
   local.master aliascache flush_gate sound/amb/kawoosh.wav soundparms 2.0 0.0 1.0 0.0 200 4000 auto loaded maps "m dm obj" 
   local.master aliascache ringer_up sound/amb/ringer.wav soundparms 2.0 0.0 1.0 0.0 200 4000 auto loaded maps "m dm obj" 
   local.master aliascache stay_open sound/amb/open.wav soundparms 2.0 0.0 1.0 0.0 200 4000 auto loaded maps "m dm obj" 


level waittill prespawn 

   exec global/DMprecache.scr 
   level.script = "maps/dm/stargate.scr" 

   $gate1 hide 
   thread stargate
   thread stargate_on 
    

level waittill spawn 

end 
//////////////////////////////////////////// 
///////////STARGATE//////////// 
//////////////////////////////////////////// 
stargate: 

   $gate1_trigger waittill trigger 
   $gate1 show 
   $gate1 playsound flush_gate 
   wait 6 
   $gate1 loopsound stay_open 
    

end 

stargate_on: 

$gate1 show // the stargate effect shows up 
$gate1_tele triggerable // the teleporter is active 
$gate1 playsound flush_gate 
wait 20 
$gate1 hide // the sg effect is hidden 
$gate1_tele nottriggerable // the teleporter is turned off 


end


i get the same results!

when i spawn the gate is open without trigerred it till 20 sec i think!!!! then it shut down

the console command work when i use the gate open for 20 sec then shutdown

problem for this try:

1 gate open when i spawn

2 other side where i am teleported the gate is still open no tim defined....

any idea ? TY byt the same time if you got an answer to my previous ask too it would be great

sorry for all aquestions again!!!!

oops by the way for the water disk(script object) i did it with the shifty texture and i added key:models value:fx/water_ripple.tik (look nice i think like that )
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wacko
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Post by wacko »

gate open when i spawn
ok. give your trigger_use the k/v setthread/stargate_on
then try this (and see, what I commented out with //)

Code: Select all


main: 

   // set scoreboard messages 
   setcvar "g_obj_alliedtext1" "" 
   setcvar "g_obj_alliedtext2" "" 
   setcvar "g_obj_alliedtext3" "" 
   setcvar "g_obj_axistext1" "" 
   setcvar "g_obj_axistext2" "" 
   setcvar "g_obj_axistext3" "" 

   setcvar "g_scoreboardpic" "none" 

//////////////////////////////////////////// 
//////////////SOUND/////////////// 
//////////////////////////////////////////// 

   local.master = spawn ScriptMaster 
   local.master aliascache flush_gate sound/amb/kawoosh.wav soundparms 2.0 0.0 1.0 0.0 200 4000 auto loaded maps "m dm obj" 
   local.master aliascache ringer_up sound/amb/ringer.wav soundparms 2.0 0.0 1.0 0.0 200 4000 auto loaded maps "m dm obj" 
   local.master aliascache stay_open sound/amb/open.wav soundparms 2.0 0.0 1.0 0.0 200 4000 auto loaded maps "m dm obj" 


level waittill prespawn 

   exec global/DMprecache.scr 
   level.script = "maps/dm/stargate.scr" 

   $gate1 hide 
//   thread stargate //this is not needed anymore
//   thread stargate_on //dont, it is called by the setthread
    

level waittill spawn 

end 
//////////////////////////////////////////// 
///////////STARGATE//////////// 
//////////////////////////////////////////// 
//stargate: 
//
//   $gate1_trigger waittill trigger 
//   $gate1 show 
//   $gate1 playsound flush_gate 
//   wait 6 
//   $gate1 loopsound stay_open 
//  end 

stargate_on: 

$gate1 show // the stargate effect shows up 
$gate1_tele triggerable // the teleporter is active 
$gate1 playsound flush_gate 
wait 20 
$gate1 hide // the sg effect is hidden 
$gate1_tele nottriggerable // the teleporter is turned off 
end

other side where i am teleported the gate is still open no tim defined....
don't know much about "the other side", maybe try to give that teleporter the same targetname, but then, u need another trigger_use on that side to come back :wink:

normally i got to have a setthread stargate somewhere on a trigger no ???? coze i dont find him!
no, you don't need one when the thread is called from the main thread (there was the line 'thread stargate')

but even this setthread the gate worked i m just wondering why.....
same reason, u called it from the main thread which is executed automatically

but the other problem is that the trigger use dont control the teleport
if u gave the teleporter a targetname gate1_tele, it ought to work, errm not work... just work when activated :wink:



and: no idea about the water ripple, i would try to do something with an animated texture on a very flat cone, but that's just my opinion
Shifty
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Location: UK
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Post by Shifty »

From what I remember i did use a flat cone on mine I still need to get the anim right what i did was mainly so it didnt look like a puddle of water for now

I was aware that you could use the gate even with it not showing but this was very early work and I had PC Probs which stopped me in my tracks, my main aim was to get to things working

Ring Travel
Gate Travel

I should be able to get this finished now i'll take a look at it.

Also I'm looking to add some other cool stuff.
.MDT Webmaster, Mapper, Moddeler & Concept Artist
.Map Reviewer
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http://www.shiftys-bunker.tk Under Construction
agentmad007
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Post by agentmad007 »

hi

i read with attention your post wacko and TY

you settled a lot of my problems!

gate is not open when i spawned!
teleportation disable when not triggered(just for one gate i not yet tested the other)

but it still keep one problem its only at map starting i can teleport without trigger the console command!

but once i trigger it and that the gate shut down teleportation is disabled!


i m bad at script but is it that one will settle my prob?

Code: Select all


main: 

   // set scoreboard messages 
   setcvar "g_obj_alliedtext1" "" 
   setcvar "g_obj_alliedtext2" "" 
   setcvar "g_obj_alliedtext3" "" 
   setcvar "g_obj_axistext1" "" 
   setcvar "g_obj_axistext2" "" 
   setcvar "g_obj_axistext3" "" 

   setcvar "g_scoreboardpic" "none" 

//////////////////////////////////////////// 
//////////////SOUND/////////////// 
//////////////////////////////////////////// 

   local.master = spawn ScriptMaster 
   local.master aliascache flush_gate sound/amb/kawoosh.wav soundparms 2.0 0.0 1.0 0.0 200 4000 auto loaded maps "m dm obj" 
   local.master aliascache ringer_up sound/amb/ringer.wav soundparms 2.0 0.0 1.0 0.0 200 4000 auto loaded maps "m dm obj" 
   local.master aliascache stay_open sound/amb/open.wav soundparms 2.0 0.0 1.0 0.0 200 4000 auto loaded maps "m dm obj" 


level waittill prespawn 

   exec global/DMprecache.scr 
   level.script = "maps/dm/stargate.scr" 

   $gate1 hide 
   $gate1_tele nottriggerable <===== line that i want to add

level waittill spawn 

end 
//////////////////////////////////////////// 
///////////STARGATE//////////// 
//////////////////////////////////////////// 


stargate_on: 

$gate1 show // the stargate effect shows up 
$gate1_tele triggerable // the teleporter is active 
$gate1 playsound flush_gate 
wait 20 
$gate1 hide // the sg effect is hidden 
$gate1_tele nottriggerable // the teleporter is turned off 
end 


Ty
agentmad007
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Post by agentmad007 »

whohoooooooooo it work!!!!!!!!!!!!!!!


:D :D :D :D :D :D :D

but new problem i found the water texture not so great so i made my own texture but the texture dont move its freeze like a wall!!!!!

my folders are

maps/dm/stargate
textures/stragate/eau.tga( my water texture) and anneau.jpg(gate texture)
scripts/stargate.shader and look my stargate.shader i took exactly the same as Shifty! just changed the name of texture


and my script object water disk got the k/v models fx/water_ripple_still.tik=====> but still freeze so tell me if anything is wrong on the shader PLZ

Code: Select all



///////stargate.shader

textures/stargate/anneau
{
	qer_keyword brick
	qer_keyword wall
	surfaceparm stone
	{
		map textures/stargate/anneau.jpg
		depthWrite
		rgbGen identity
	}
	{
		map $lightmap
		rgbGen identity
		blendFunc GL_DST_COLOR GL_ZERO
		depthFunc equal
	}
}

textures/stargate/eau.tga
{
	qer_editorimage textures/stargate/eau.tga
	qer_keyword utility
	
// the transparency in mohradiant
	surfaceparm nolightmap
	surfaceparm nonsolid
	surfaceparm trans
	cull none
	
	sort additive
	{
		map textures/stargate/eau.tga
		tcMod scroll 0 0.5
// the speed of texture scrolling in x and y direction
		tcMod scale 1 1
//  size of applied texture higher value is  a smaller texture
//  smaller textures scroll proportionally faster 
	nextbundle
		map textures/stargate/eau.tga
		tcMod scroll 0.4 0
		tcMod scale 1 1
	}
}

TY again and again !
agentmad007
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Post by agentmad007 »

problem settled......

my problem was in the shader

wrong shader

Code: Select all

textures/stargate/eau.tga 
{ 
   qer_editorimage textures/stargate/eau.tga 
   qer_keyword utility 
..........etc etc etc 

good shader

Code: Select all


textures/stargate/eau<================= without .TGA LOL 
{ 
   qer_editorimage textures/stargate/eau.tga 
   qer_keyword utility 
.......etc etc etc etc 

:D
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