Gift from me to you!

If you're looking for mapping help or you reckon you're a mapping guru, post your questions / solutions here

Moderator: Moderators

User avatar
HDL_CinC_Dragon
Brigadier General
Posts: 574
Joined: Mon Dec 22, 2003 8:32 pm

Gift from me to you!

Post by HDL_CinC_Dragon »

Hey guys, as we speak i am working on a ladder prefab creater because we all know its annoying making a ladder to the roof of a 5 story hotel thinguh-muh-jig... There 5 fields that you must type something into:
1) Path to which the prefab will be saved to
2) height of the ladder
Image
3) width between the two supports for the ladder [=]------[=]
Image
4) length and width of support tops
Image
5) absolute bottom of the ladders central point
Image
6-8) textures of the supports tops, sides, and the rungs

and then it saves the file according to those specs
It should be easy to write i just gotta work the equations for each rung and such... O_O dunno when to expect it to be done but should be done soon... just giving you guys some heads up =D until then, happy mapping!

UPDATE ================
Heres what the main GUI looks like so far:

Image

this image shows the main GUI at actual size, the various error messages that can be generated from incorrect entries so far will not exceed the size of the main GUI.


Code Line Count so far: 307

UPDATE ================
slight GUI change:


Image



Code Line Count so far: 338

UPDATE ================
Ok now its time for the fun part, i need to work out all the equations for making the prefab folder according to height width location etc, and i dont know how long it will take me to figure all that out but it shouldnt take too long... as in like i might have it done by friday but i might also have it done by tuesday or maybe even monday, well see what happens

UPDATE ================
ok, im looking at prefab files i have made in MOHrad and im trying to figure out what all the numbers correspond with, heres what a prefab file for a single 64 x 64x 64 brushlooks like:
{
"classname" "worldspawn"
// brush 0
{
( 88 16 0 ) ( 48 16 0 ) ( 48 -16 0 ) common/origin 0 0 0.00 1 1 16777216 2176 0 surfaceColor -1.000000 -1.000000 -1.000000
( 48 -16 64 ) ( 48 16 64 ) ( 88 16 64 ) common/woodclip 0 0 0.00 1 1 536870912 16544 0 surfaceColor -1.000000 -1.000000 -1.000000
( 32 0 216 ) ( 72 0 216 ) ( 72 0 16 ) common/ladder 0 16 0.00 1 1 0 136 0 surfaceColor -1.000000 -1.000000 -1.000000
( 64 0 216 ) ( 64 32 216 ) ( 64 32 16 ) common/metalclip 0 16 0.00 1 1 536870912 32928 0 surfaceColor -1.000000 -1.000000 -1.000000
( 40 64 216 ) ( 0 64 216 ) ( 0 64 16 ) common/playerclip 0 16 0.00 1 1 65536 2193 0 surfaceColor -1.000000 -1.000000 -1.000000
( 0 64 64 ) ( 0 0 0 ) ( 0 64 0 ) common/caulk 0 16 0.00 1 1 0 160 0 surfaceColor -1.000000 -1.000000 -1.000000
}
}

it couldnt just be like each vertice has the 3 coords or something it had to be some confusing slop of numbers and brackets so i dont know how long it will take me to figure out all the numbers relevance, ive only figured out 11 so far but it gets harder as it goes... so thats just an update for you guys... Ill keep working on this for a long while sooooo yea...

UPDATE ================
= figured out - 14
Numbers not figured out = 40
NUMBERS THAT MAKE NO SENSE!!!! - 22


{
"classname" "worldspawn"
// brush 0
{
( 88 16 0 ) ( 48 16 0 ) ( 48 -16 0 ) common/origin 0 0 0.00 1 1 16777216 2176 0 surfaceColor -1.000000 -1.000000 -1.000000 //BOTTOM
( 40 -16 64 ) ( 40 16 64 ) ( 80 16 64 ) common/woodclip 0 0 0.00 1 1 536870912 16544 0 surfaceColor -1.000000 -1.000000 -1.000000 //TOP
( 32 0 216 ) ( 72 0 216 ) ( 72 0 16 ) common/ladder 0 16 0.00 1 1 0 136 0 surfaceColor -1.000000 -1.000000 -1.000000 //SOUTH
( 64 0 216 ) ( 64 32 216 ) ( 64 32 16 ) common/metalclip 0 16 0.00 1 1 536870912 32928 0 surfaceColor -1.000000 -1.000000 -1.000000 //EAST
( 40 64 216 ) ( 0 64 216 ) ( 0 64 16 ) common/playerclip 0 16 0.00 1 1 65536 2193 0 surfaceColor -1.000000 -1.000000 -1.000000 //NORTH
( 0 64 64 ) ( 0 0 0 ) ( 0 64 0 ) common/caulk 0 16 0.00 1 1 0 160 0 surfaceColor -1.000000 -1.000000 -1.000000 //WEST
}
}

ive got a 64 x 64 x 64 brush compltely zeroed on the axis's so that some of the sides of the brush have a coord of 0, its not in some random location. SO WHERE THE HELL DOES 216 AND CRAP NUMBERS LIKE THAT COME FROM!?!?!

UPDATE ========|10:48am - July 24|========
I made a small mistake in figuring out which number corresponds with what so im going to start over with it but it should go much faster now that i know what i did wrong...

im going to include this little board here too to show you what progress ive made in the figuring process...

( 88 16 0 ) ( 48 16 0 ) ( 48 -16 0 ) common/origin 0 0 0.00 1 1 16777216 2176 0 surfaceColor -1.000000 -1.000000 -1.000000
( 40 -16 64 ) ( 40 16 64 ) ( 80 16 64 ) common/woodclip 0 0 0.00 1 1 536870912 16544 0 surfaceColor -1.000000 -1.000000 -1.000000
( 32 0 216 ) ( 72 0 216 ) ( 72 0 16 ) common/ladder 0 16 0.00 1 1 0 136 0 surfaceColor -1.000000 -1.000000 -1.000000
( 64 0 216 ) ( 64 32 216 ) ( 64 32 16 ) common/metalclip 0 16 0.00 1 1 536870912 32928 0 surfaceColor -1.000000 -1.000000 -1.000000
( 40 64 216 ) ( 0 64 216 ) ( 0 64 16 ) common/playerclip 0 16 0.00 1 1 65536 2193 0 surfaceColor -1.000000 -1.000000 -1.000000
( 0 64 64 ) ( 0 0 0 ) ( 0 64 0 ) common/caulk 0 16 0.00 1 1 0 160 0 surfaceColor -1.000000 -1.000000 -1.000000

UPDATE ========|1:50pm - July 24|========

I took a rather long break which included me trying to find my friggen second DVI to VGA adapter so i could hook up a second monitor plus a little IMing here and then some lunch, shortly thereafter i got back to work and now heres my update for you all:

( 88 16 0 ) ( 48 16 0 ) ( 48 -16 0 ) common/origin 0 0 0.00 1 1 16777216 2176 0 surfaceColor -1.000000 -1.000000 -1.000000
( 40 -16 64 ) ( 40 16 64 ) ( 80 16 64 ) common/woodclip 0 0 0.00 1 1 536870912 16544 0 surfaceColor -1.000000 -1.000000 -1.000000
( 32 0 216 ) ( 72 0 216 ) ( 72 0 16 ) common/ladder 0 16 0.00 1 1 0 136 0 surfaceColor -1.000000 -1.000000 -1.000000
( 64 0 216 ) ( 64 32 216 ) ( 64 32 16 ) common/metalclip 0 16 0.00 1 1 536870912 32928 0 surfaceColor -1.000000 -1.000000 -1.000000
( 40 64 216 ) ( 0 64 216 ) ( 0 64 16 ) common/playerclip 0 16 0.00 1 1 65536 2193 0 surfaceColor -1.000000 -1.000000 -1.000000
( 0 64 64 ) ( 0 0 0 ) ( 0 64 0 ) common/caulk 0 16 0.00 1 1 0 160 0 surfaceColor -1.000000 -1.000000 -1.000000

UPDATE ========|1:58pm - July 24|========

ive found that the high and seemingly random numbers in line 3, brackets 1 and 2 are reletive to height but i dont know what the exact relation is...

UPDATE ========|2:32pm - July 24|========
( 88 16 0 ) ( 48 16 0 ) ( 48 -16 0 ) common/origin 0 0 0.00 1 1 16777216 2176 0 surfaceColor -1.000000 -1.000000 -1.000000
( 40 -16 64 ) ( 40 16 64 ) ( 80 16 64 ) common/woodclip 0 0 0.00 1 1 536870912 16544 0 surfaceColor -1.000000 -1.000000 -1.000000
( 32 0 216 ) ( 72 0 216 ) ( 72 0 16 ) common/ladder 0 16 0.00 1 1 0 136 0 surfaceColor -1.000000 -1.000000 -1.000000
( 64 0 216 ) ( 64 32 216 ) ( 64 32 16 ) common/metalclip 0 16 0.00 1 1 536870912 32928 0 surfaceColor -1.000000 -1.000000 -1.000000
( 40 64 216 ) ( 0 64 216 ) ( 0 64 16 ) common/playerclip 0 16 0.00 1 1 65536 2193 0 surfaceColor -1.000000 -1.000000 -1.000000
( 0 64 64 ) ( 0 0 0 ) ( 0 64 0 ) common/caulk 0 16 0.00 1 1 0 160 0 surfaceColor -1.000000 -1.000000 -1.000000


I have to go do some work elsewhere for a while, ill probably be back in about an hour
Last edited by HDL_CinC_Dragon on Mon Jul 24, 2006 6:34 pm, edited 8 times in total.
Image
Ophisâ„¢
Colonel
Posts: 461
Joined: Sun Mar 12, 2006 2:30 pm
Location: England, Manchester
Contact:

Post by Ophisâ„¢ »

sorted. Although would it just be one ladder "type" that it makes? or is it possable to tell it to make rounded ladders
( rather then []===[] its ()===() if you get me )
Image[ Formerly Known As Snakeâ„¢ ]
User avatar
HDL_CinC_Dragon
Brigadier General
Posts: 574
Joined: Mon Dec 22, 2003 8:32 pm

Post by HDL_CinC_Dragon »

I see what your saying, im going to see what it would take to get that done. gimmie a few mins to do a follow up on that request.
Image
User avatar
HDL_CinC_Dragon
Brigadier General
Posts: 574
Joined: Mon Dec 22, 2003 8:32 pm

Post by HDL_CinC_Dragon »

Ok i looked at what it would take and it takes A LOT more than expected to make the supports cyclindrical so perhaps in a further version ill make that but for now the first version will be regular rectangular prisms... But even so, you can just delete the supports and substitute your own... the biggest annoyance with ladders is the rungs anyway :)
Image
User avatar
HDL_CinC_Dragon
Brigadier General
Posts: 574
Joined: Mon Dec 22, 2003 8:32 pm

Post by HDL_CinC_Dragon »

Ok well i have some work i need to do that doesnt involve the computer (i just discovered that a thing such as that exists 2 days ago) so ill have to continue work later on today or maybe even tomarrow... Feel free to post ideas/conearns/questions/etc


-HDL_CinC_Dragon
Image
PKM
General
Posts: 1888
Joined: Tue Aug 09, 2005 4:43 pm
Location: Philadelpia but stuck in San Antonio TX (hell)

Post by PKM »

good idea, i understand how it's a pain in the ass to make ladders (only stair cases run second) but with your finished prefab, you'd have to go back and texture all those small faces.

i usually just divide it up , starting with the first rung and the two first sections of side risers, texture and then copy.

then again, running a simple pole (no offense to my polish friends) up the side of a building saves even more time.

but again, i can see how this program would come in very handy. well done.
i'm not f****** angry, i'm from philadelphia .
Image
User avatar
HDL_CinC_Dragon
Brigadier General
Posts: 574
Joined: Mon Dec 22, 2003 8:32 pm

Post by HDL_CinC_Dragon »

PKM wrote:good idea, i understand how it's a pain in the ass to make ladders (only stair cases run second) but with your finished prefab, you'd have to go back and texture all those small faces...

heh you obviously didnt read it entirely :)
There are 3 seperate boxes for setting textures, 1 box is for the rungs, the 2nd is for the sides of the supports, and the 3rd is for the top and bottom of the supports :-D Im going to make it that so all the tiny sides of the rungs that will have their faces buried into the supports with be set to "common/caulk" depending on how hard it is to single them out in the programming...

ibet you feel sheepish now dont ya!? HUH!? HUUUH?!?!?! lol just kiddin man, but yes, i have taken that into consideration :D
Last edited by HDL_CinC_Dragon on Fri Jul 21, 2006 4:58 pm, edited 1 time in total.
Image
User avatar
HDL_CinC_Dragon
Brigadier General
Posts: 574
Joined: Mon Dec 22, 2003 8:32 pm

Post by HDL_CinC_Dragon »

PKM wrote:(only stair cases run second)

In a later version i am planning on giving the user the option to change between ladder mode and stair case mode with a simple to use menu similiar to the toolbar at the top of your browser... minus all those menus plus a "Mode" menu heh :D
Image
PKM
General
Posts: 1888
Joined: Tue Aug 09, 2005 4:43 pm
Location: Philadelpia but stuck in San Antonio TX (hell)

Post by PKM »

i stand corrected, i didn't read the whole post. since i don't plan on reading the whole post; i make all my structures with enough brushes so any texture does not ''run'' behind another brush. is this program allowing for that ?
i'm not f****** angry, i'm from philadelphia .
Image
User avatar
HDL_CinC_Dragon
Brigadier General
Posts: 574
Joined: Mon Dec 22, 2003 8:32 pm

Post by HDL_CinC_Dragon »

i mean so that when the rungs meet up flush with the supports, the texture that touches the supports but is a face of the rung with be caulked as it is unseen by the player
Image
User avatar
HDL_CinC_Dragon
Brigadier General
Posts: 574
Joined: Mon Dec 22, 2003 8:32 pm

Post by HDL_CinC_Dragon »

Heres what the main GUI looks like so far:

Image

this image shows the main GUI at actual size, the various error messages that can be generated from incorrect entries so far will not exceed the size of the main GUI.


Code Line Count so far: 307
Image
User avatar
HDL_CinC_Dragon
Brigadier General
Posts: 574
Joined: Mon Dec 22, 2003 8:32 pm

Post by HDL_CinC_Dragon »

slight GUI change:


Image



Code Line Count so far: 338
Image
User avatar
tltrude
Chuck Norris
Posts: 4774
Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:

info

Post by tltrude »

Which is harded, making a ladder in radiant, or gathering all that information for your ladder maker? Maybe your program can get the information from a temporary brush the mapper adds to his .map file? That is how the plugin for making steps works.
Tom Trude,

Image
User avatar
HDL_CinC_Dragon
Brigadier General
Posts: 574
Joined: Mon Dec 22, 2003 8:32 pm

Post by HDL_CinC_Dragon »

well the main reason im making this program is because its fun and its a challenge that is mostly within my skills. I like finding things in prgramming that i cant do because that tells me what i need to learn next, thats mostly how ive gotten where i am now. but i will look into that idea Tom, thanks :)


EDIT =====


WHERE THE FRICK DO YOU PUT THESE DAMN DLL'S?!?! lol i never could figure that one out
Image
User avatar
HDL_CinC_Dragon
Brigadier General
Posts: 574
Joined: Mon Dec 22, 2003 8:32 pm

Post by HDL_CinC_Dragon »

Ok now its time for the fun part, i need to work out all the equations for making the prefab folder according to height width location etc, and i dont know how long it will take me to figure all that out but it shouldnt take too long... as in like i might have it done by friday but i might also have it done by tuesday or maybe even monday, well see what happens
Image
Post Reply