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Posted: Wed Dec 29, 2004 11:11 pm
by lizardkid

Code: Select all

$nameOfDoor unlock

Posted: Thu Dec 30, 2004 8:54 am
by Ke3pR
hehe the code from green beret worked .. thanks all , yes i was confused .. lol but now i have to work on a nasty red line that shows a leak and i just can't find that ***** :p .. so il be busy now ;)

Posted: Thu Dec 30, 2004 9:09 am
by Ke3pR
`grr.. im soooo upset.. everythings goes wrong .. again again again.. if i load the game it shuts down and says ERROR MAX PATCH PLANES .. oeeffff how do i hate that grr..
:evil:

Posted: Thu Dec 30, 2004 10:58 am
by HyperKiller
If you load the game or if you load the map?

Posted: Thu Dec 30, 2004 11:10 am
by Ke3pR
the map :(

Posted: Thu Dec 30, 2004 12:42 pm
by Ke3pR
ffs how can i solve it ??

Posted: Thu Dec 30, 2004 6:02 pm
by Ke3pR
plz, i want to map 8-)

Posted: Thu Dec 30, 2004 6:15 pm
by HyperKiller
ERROR MAX PATCH PLANES
Hmm, never had that problem, perhaps becouse i have never made big maps.

Well obviosly (how do i speel that?) there is too much something. Does your map have Trerrain? Maybe a big detailed structure, like a big ball? Someone had a problem with a long ladder, but the error he got had something to do with too much vertex-es(?) in one line.
Try to figure out what could be the problem, i think it has something to do with large amounts of something.

Posted: Thu Dec 30, 2004 6:29 pm
by Ke3pR
hmm i have a secret euhm.. how do you say that.. like a sewer .. but then round.. lets give it a try ;)

**edit**

thats not it :( !

but... i have a large dungeon .. thats the map.. .. its all covered up so you cant see the sky so is the skybox still needed :?:

Posted: Thu Dec 30, 2004 6:46 pm
by HyperKiller
I thin that the skybox is needed, to make the square "space".
I have read the vis tutorial.

ERROR MAX PATCH PLANES

Posted: Fri Dec 31, 2004 8:59 pm
by tltrude
ERROR MAX PATCH PLANES means your patch mesh is to complex. Try replacing some with brushes, and reducing the compexity of the larger ones.

Your world will need a caulk textured skybox when your map is finished. It is ok to leave it out for now.

Posted: Sat May 07, 2005 7:37 pm
by k47a
Ain't there an easier way to make locked doors (with that sweet sound :D ) than described in the tut on this site (with all them zillions trigger things :D )
Btw, if I wanna have a door just locked, do I use the whole script (from the tut)?

Posted: Sat May 07, 2005 9:14 pm
by wacko
IvaN (master of disaster) wrote:Btw, if I wanna have a door just locked, do I use the whole script (from the tut)?
For a door that is just locked, don't turn the door brush into a func_door but leave it a simple brush. Then place a trigger_use in front of it (with the door's dimensions) and give it targetname/door_locked. Do this for as many doors as u like.
Then add to ur script before level waitTill prespawn

Code: Select all

exec global/door_locked.scr::lock
That's it :D
If u want to be nice to the players, u could think about giving locked doors a different look as normal doors like a certain texture or giving (just) normal doors a wall lamp next to it. This way they won't waste time running into closed doors again and again :wink:

Map

Posted: Sat May 07, 2005 11:51 pm
by tltrude
Here is an example map for doors that use a switch on the wall to lock and unlock. The .map file is included.

http://pages.sbcglobal.net/tltrude/Temp ... e_test.zip
Image

Posted: Sun May 08, 2005 12:20 am
by Mj
Aaaahhhh Wackos avatar has changed! Its now a growling paper bag :shock: :wink: