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Script model seen differently by ppl.....
Posted: Mon Aug 16, 2004 3:30 pm
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
Posted: Mon Aug 16, 2004 3:42 pm
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

Posted: Mon Aug 16, 2004 4:27 pm
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.
G3mInI
effects
Posted: Mon Aug 16, 2004 4:56 pm
by tltrude
It it probably depends on if you have effects set to high, or volumetric smoke turned on.
Posted: Mon Aug 16, 2004 8:03 pm
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.
Posted: Tue Aug 17, 2004 11:18 am
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 ???
G3mInI
Posted: Tue Aug 17, 2004 12:46 pm
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.
Posted: Tue Aug 17, 2004 1:09 pm
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.
advanced
Posted: Tue Aug 17, 2004 6:08 pm
by tltrude
Compare that person's "Advanced" game options to yours.
Posted: Tue Aug 17, 2004 6:14 pm
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.

Posted: Tue Aug 17, 2004 11:14 pm
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.
G3mInI
test
Posted: Wed Aug 18, 2004 7:29 pm
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).
Posted: Wed Aug 18, 2004 10:25 pm
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...
Posted: Wed Aug 18, 2004 10:42 pm
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,
G3mInI
Posted: Tue Sep 14, 2004 1:30 pm
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
