Manipulating Water - Is it possible
Moderator: Moderators
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agentmad007
- Brigadier General
- Posts: 570
- Joined: Tue Feb 24, 2004 3:52 pm
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agentmad007
- Brigadier General
- Posts: 570
- Joined: Tue Feb 24, 2004 3:52 pm
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
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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agentmad007
- Brigadier General
- Posts: 570
- Joined: Tue Feb 24, 2004 3:52 pm
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
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!no prob, it's probably also my difficulties in english which make it hard for me to understand
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 likehope this is working... 
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
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agentmad007
- Brigadier General
- Posts: 570
- Joined: Tue Feb 24, 2004 3:52 pm
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
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
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agentmad007
- Brigadier General
- Posts: 570
- Joined: Tue Feb 24, 2004 3:52 pm
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
and second
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 )
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
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 )
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 //)
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
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
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
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
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
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
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
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.
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

http://www.shiftys-bunker.tk Under Construction
.Map Reviewer

http://www.shiftys-bunker.tk Under Construction
-
agentmad007
- Brigadier General
- Posts: 570
- Joined: Tue Feb 24, 2004 3:52 pm
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?
Ty
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
- Brigadier General
- Posts: 570
- Joined: Tue Feb 24, 2004 3:52 pm
whohoooooooooo it work!!!!!!!!!!!!!!!
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
TY again and again !
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
}
}
-
agentmad007
- Brigadier General
- Posts: 570
- Joined: Tue Feb 24, 2004 3:52 pm
problem settled......
my problem was in the shader
wrong shader
good shader

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