Script model seen differently by ppl.....

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G3mInI
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Script model seen differently by ppl.....

Post by G3mInI »

I have spawned a model of an opel truck destroyed in a map. Lots of ppl see smoke coming from the hood of this truck and lots don't including me. At first I thought they were crazy. Why is this? We have all tried matching settings in the game exactly and still some see it and some don't. This is the tiki I am spawning:

local.truck1 = spawn vehicles/opeltruckgreen_d.tik


I have looked at the tiki itself and nowhere do I see a smoke animation statement.

Here is the opeltruckgreen_d.tik on my puter from the global/models folder:

Code: Select all

TIKI
setup
{
	scale 0.52				// Set default scale to 16/30.5 since world is in 16 units per foot and model is in cm's
	path models/vehicles/opeltruck
	skelmodel opel_d.skd
	surface opel1 shader opelgreen_d
	surface opel2 shader opel_cullgreen_d
	surface opel3 shader opelgreen_d
	surface opel4 shader opelgreen_d
	surface opel5 shader opelgreen_d
	surface opelhub shader opelhubgreen_norotate
	surface opeltread shader opeltread_norotate
	surface opelwindows shader opelwindows_d
	surface engine shader opelengine
}

init
{
	server
	{
		classname animate
        setsize "-140 -80 0" "140 80 120"

    }
}

animations
{
	idle		     opel_d.skc	
}

/*QUAKED vehicle_german_opeltruckgreen-destroyed (0.0 0.0 0.0) (-65 -40 0) (65 40 120)
Opel Truck
*/

Just can't seem to figure out why some ppl see smoke coming from the hood area.


G3mInI
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Post by jv_map »

Hmm that can't smoke :? try putting another truck somewhere else in the map and see if it's said to smoke as well... also try to trick lots of people into making some screenshots of it :)
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G3mInI
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Post by G3mInI »

lol exactly what I said to myself! There is just no way! Unless, and this is quite amazing, that other peoples' tiki files have other statements in them. And that is what I am going to find out today. Im going to ask ppl who do see smoke to make a copy of pak0 and pak6 and send them to me. At least the models folder from pak0 ( it is quite big). I am pretty sure that before I installed patch 1.11, that I used to see smoke from this green opel truck and now I dont. Im wondering if different patches do different things. There were like 5 different names of the OFFICIAL 1.11 patch from EA at the time. The one on my puter is named:

MOHAA_UKUS_ONLY_patch111v9safedisk.exe

I have seen others that say nothing about v9safedisk in the filename.

But I will get back with this once I compare to those who do see smoke.

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tltrude
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effects

Post by tltrude »

It it probably depends on if you have effects set to high, or volumetric smoke turned on.
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oddball
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Post by oddball »

well, i could be wrong but, i added some german taunts to a script of me and in the american package of mohaa, the german sound was replaced by an english taunt.. so there's difference between versions.
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G3mInI
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Post by G3mInI »

ok did some screenies and this is very strange but some people see the opeltruck_d.tik and others see the opeltruckgreen_d.tik. Its the opeltruck_d.tik that has the smoke coming from it with the sound of fire too, which is what the people who see the smoke hear. Why would some people see that model instead of the one that I am spawning in my script????

This is the line in my script:

Code: Select all

local.truck1 = spawn vehicles/opeltruckgreen_d.tik origin ( 2937.00 -2896.00  0.00 )
	local.truck1 solid
	local.truck1 nodamage
Anyone got any ideas why this phenomenom is happening ???

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oddball
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Post by oddball »

ok, I tried it and I don't see smoke, here's my .tik file :

Code: Select all


TIKI
setup
{
	scale 0.52				// Set default scale to 16/30.5 since world is in 16 units per foot and model is in cm's
	path models/vehicles/opeltruck
	skelmodel opel_d.skd
	surface opel1 shader opelgreen_d
	surface opel2 shader opel_cullgreen_d
	surface opel3 shader opelgreen_d
	surface opel4 shader opelgreen_d
//	surface opel5 shader opelgreen_d
	surface opelhub shader opelhubgreen_norotate
	surface opeltread shader opeltread_norotate
	surface opelwindows shader opelwindows_d
	surface engine shader opelengine
}

init
{
	server
	{
		classname animate
        setsize "-140 -80 0" "140 80 120"

    }
}

animations
{
	idle		     opel_d.skc	
}

/*QUAKED vehicle_german_opeltruckgreen-destroyed (0.0 0.0 0.0) (-65 -40 0) (65 40 120)
Opel Truck
*/
maybe if somebody else tests it and doe see smoke can post his/her opeltruckgreen_d.tik inhere to check for differences in the files.
[VS-UK]Maj.OddBall[BnHQ]
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G3mInI
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Post by G3mInI »

This is from someone who does see smoke ... straight from their main pak0.pk3 file....

Code: Select all

TIKI
setup
{
	scale 0.52				// Set default scale to 16/30.5 since world is in 16 units per foot and model is in cm's
	path models/vehicles/opeltruck
	skelmodel opel_d.skd
	surface opel1 shader opelgreen_d
	surface opel2 shader opel_cullgreen_d
	surface opel3 shader opelgreen_d
	surface opel4 shader opelgreen_d
	surface opel5 shader opelgreen_d
	surface opelhub shader opelhubgreen_norotate
	surface opeltread shader opeltread_norotate
	surface opelwindows shader opelwindows_d
	surface engine shader opelengine
}

init
{
	server
	{
		classname animate
        setsize "-140 -80 0" "140 80 120"

    }
}

animations
{
	idle		     opel_d.skc	
}

/*QUAKED vehicle_german_opeltruckgreen-destroyed (0.0 0.0 0.0) (-65 -40 0) (65 40 120)
Opel Truck
*/

This person see's billowing smoke and hears the sound of flames burning.
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tltrude
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advanced

Post by tltrude »

Compare that person's "Advanced" game options to yours.
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oddball
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Post by oddball »

hmmm only difference i see is :

Code: Select all

// surface opel5 shader opelgreen_d 
that is the one on mine and yours ins't commented out..
try what happens without the //

***edit***

although i allready expected that it wuldn't make any difference. my expectations where right.. no chance.

you might try to look at the other files in \models\vehicles\opeltruck .
the differences could be inthere..

dunno what makes difference on both games. :(
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G3mInI
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Post by G3mInI »

Yea we matched setting for setting while speaking on Ventrilo to each other. From resolution to volumetric smoke ... which of course we both never use anyhow but still we tried everything in all the options menu. Just another one of those mysteries....Any map that has the opelgreen_d.tik model in it... I bet you will find the same results... some will see smoke and some will not. The exact smoke they are seeing is coming from the opel_d.tik. For some reason they are seeing the effects defined in the opel_d.tik. Have no idea why one tiki would 'bleed' over to another one but, from the screenshots taken, that is the effect these people are seeing, exactly what is defined in opel_d.tik.

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tltrude
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test

Post by tltrude »

Why not post a tiny test map with just the destroyed truck, or both trucks, in it. Ask people here in the forum if it smokes or not.

Also, with your testing friend, try removing all non-original pk3s (except the truck one).
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Post by lizardkid »

i've always had smoke and flame coming from destroyed trucks and when i get closer there's a sizzling sound. my .tik is the stock thingie. i've got my settings cranked to highest they can go. i've always had it and thought it was cool...
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G3mInI
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Post by G3mInI »

And I myself used to have it until I applied patch 1.11. Since then the destroyed trucks have no effects. When I built Riverside if anyone here remembers that map, I originally put in the destroyed green opel truck. But too many ppl complained that it hurt their framerate. So in Riverside2 I replaced it with a burnt out rusted vehicle. When I had the truck there, in Riverside, I used to see the smoke and hear the sizzling. Then I applied patch 1.11, no more smoke and no more sizzle with the green opel destroyed truck, I do hear and see it with the opel destroyed truck, just not the green one anymore. Its very strange. Something in the mohaa exe is what Im thinking, but who knows.


Tltrude, thats a great idea, think I will get around to doing that. Just finishing up testing on an omaha server side mod. Then I will post a test map for all to try.

Peace,
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oddball
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Post by oddball »

I just noticed, that if you setup the server as dedicated, the smoke is visible. If you set it up while ingame, the smoke is gone. so probably the dedicated server is working a bit different than the ingame server.


oops 2 equal replies :shock:
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