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Green Beret
- Major General
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- Joined: Mon Apr 19, 2004 12:21 pm
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The func_crate works. But I had to make 650 of them
I am makeing a target and I want the paper part to have holes where the bullet goes thru. It works, I'm just wondering if it will be too many entities. 650 for each target, 5 targets, and the rest of the map ofcourse.
BTW: congrats on that 500 neillomax
I am makeing a target and I want the paper part to have holes where the bullet goes thru. It works, I'm just wondering if it will be too many entities. 650 for each target, 5 targets, and the rest of the map ofcourse.
BTW: congrats on that 500 neillomax
Computers hate me!!!!!
I did somethig wrong. I made a test map for this. When I loaded it and selected a weapon, my veiw was from under the arm. When I fired the game froze. I had to re-start my computer. I loaded the map again, opened the consol and got these errors:
Does the "max entities" mean I can only have 2 entities on a map?
Somehow it also changed my desktop icon for sh to the MBuilder icon???
I can fix the sound errors in world spawn correct?ERROR PlaySound: snd_step_metal needs an alias in ubersound.scr or uberdialog.scr - Please fix.
ERROR PlaySound: snd_step_equipment needs...same
AddRefEntityToScene: MAX_ENTITIES - 2 exceeded
(This on is displayed over 50 times)
ERROR playSound: snd_landing_metal needs...same
Does the "max entities" mean I can only have 2 entities on a map?
Somehow it also changed my desktop icon for sh to the MBuilder icon???
Computers hate me!!!!!
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Rookie One.pl
- Site Admin
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- Joined: Fri Jan 31, 2003 7:49 pm
- Location: Nowa Wies Tworoska, Poland
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I guess I'll have to make just the center of the target from func_crate. If the players are missing that bad they don't need to see it any way...lol.
Anything in blue is an entity, correct? Static items (like furniture) wouldn't be considered entities would they?
BTW: Sorry to be such a burden again. Just when I thought I ws getting the hang of mapping too...lol
Anything in blue is an entity, correct? Static items (like furniture) wouldn't be considered entities would they?
BTW: Sorry to be such a burden again. Just when I thought I ws getting the hang of mapping too...lol
Computers hate me!!!!!
explodingdoor
Have a look at my "explodingdoor" tutorial map -- click on my signature logo to find the download. The zip contains the .map file, so you can copy/study whatever you need from it.

There is a target gallery with both func_crate and func_window entities.

There is a target gallery with both func_crate and func_window entities.
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Rookie One.pl
- Site Admin
- Posts: 2752
- Joined: Fri Jan 31, 2003 7:49 pm
- Location: Nowa Wies Tworoska, Poland
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Lol, you're not a burden, Dog, everyone who's making the effort to actually learn something is most welcome here.
And the truth is, there is a lot of information that the more experienced modders assume to be known by everyone, when in fact it isn't, and it's not documented in a systematic way anywhere (which is a shame). So, sorry for my harshness, I pointlessly made you feel stupid. 
All static models are entities. Almost everything in the game is, including the world, the players, the weapons, the grenades, the doors, the windows, the lights. The first 64 entities (numbered from 0 to 63) are reserved for players, the remaining 960 can be used for all the rest.
You know, I've always wondered why the hell doesn't the light compile remove the light entities from the map. Tthey're only used to generate lightmaps, and after that stage of the compile they're completely useless, they could've been removed to save up on the entity count.
All static models are entities. Almost everything in the game is, including the world, the players, the weapons, the grenades, the doors, the windows, the lights. The first 64 entities (numbered from 0 to 63) are reserved for players, the remaining 960 can be used for all the rest.
You know, I've always wondered why the hell doesn't the light compile remove the light entities from the map. Tthey're only used to generate lightmaps, and after that stage of the compile they're completely useless, they could've been removed to save up on the entity count.
They're used for spherical lighting (rgbGen lightingSpherical) and to calculate shadows of players/AI.Rookie One.pl wrote:You know, I've always wondered why the hell doesn't the light compile remove the light entities from the map. Tthey're only used to generate lightmaps, and after that stage of the compile they're completely useless, they could've been removed to save up on the entity count.
No worries rookie, it is my stupidity that makes me feel stupid, your comments just enhance the feeling
Just kidding
The exploding door tut helped. Thanks tltrude.
Ok now the map works, minus the sound errors, no problem there. My next challenge is tho try to make these bullet holes round, square holes look funny. Here's what I'm gonna try:
When the func_crate is destroyed it spawns a new brush, I'll make a texture for a round hole. Hmm, what if they hit the same spot again? Uh oh, now my entity count just doubled again
Think I'll make this a 2 map prodject...lol
Again thanks for the help guys.
Oh and I might have a tip for the "tip 'o the day", if it isn't there already.
Don't try to compile a map with MBuilder when you have SDK open, it can't find your map for some reason.
The exploding door tut helped. Thanks tltrude.
Ok now the map works, minus the sound errors, no problem there. My next challenge is tho try to make these bullet holes round, square holes look funny. Here's what I'm gonna try:
When the func_crate is destroyed it spawns a new brush, I'll make a texture for a round hole. Hmm, what if they hit the same spot again? Uh oh, now my entity count just doubled again
Again thanks for the help guys.
Oh and I might have a tip for the "tip 'o the day", if it isn't there already.
Don't try to compile a map with MBuilder when you have SDK open, it can't find your map for some reason.
Computers hate me!!!!!




