Search found 59 matches

by vulture
Mon Feb 27, 2012 7:12 pm
Forum: Radiant
Topic: Complicated trains
Replies: 23
Views: 28794

Re: Complicated trains

Does he work for Disney Imagineers? nope but close m which is basically generated by (some code cut) : object_path_ut_stop(file, buf, (j*8+i)*8+0, (j*8+i)*8+1, 0+i*256+128-4, y+0, 1024+j*256+128, TRAIN_BASE, 700); // 700 / .5 object_path_ut_stop(file, buf, (j*8+i)*8+1, (j*8+i)*8+2, 0+i*256+128, y+1...
by vulture
Tue Feb 28, 2012 4:37 am
Forum: Radiant
Topic: Complicated trains
Replies: 23
Views: 28794

Re: Complicated trains

I've actually only done train track switching with trigger_*'s, not tried the keyboard_interface, but I've heard there's a couple quirks with that. what does your train entity chain look like? do you have a trigger_always or something to "start" it up? I think you need something to start i...
by vulture
Tue Feb 28, 2012 6:03 am
Forum: Radiant
Topic: Complicated trains
Replies: 23
Views: 28794

Re: Complicated trains

there may have been some other random conditions where the train shows or doesnt show. I think I for sure had to have a target_delay or something or else the train would exist everywhere simultaneously or something, or just not show up. and a proper loop maybe? can you paste your entities? preferabl...
by vulture
Sun Mar 04, 2012 12:21 am
Forum: Radiant
Topic: Complicated trains
Replies: 23
Views: 28794

Re: Complicated trains

This isn't the problem, but for the future, trainID is always a number, never a string. if you enter a string, it likely gets evaluated to 0 which will basically just make all those IDs 0 (so it should still work, but you would have problems if you name other things with strings, as those will also ...
by vulture
Sun Mar 04, 2012 2:21 am
Forum: Radiant
Topic: Complicated trains
Replies: 23
Views: 28794

Re: Complicated trains

I dont have the shaders/textures so its hard to see what's going on here.. but.. the train seems to be moving for me. I couldnt find a keyboard interface for any of it. The rotations and stuff seemed to be a little off, and the train sort of warps after it reaches a stop, but otherwise it follows th...
by vulture
Sun Mar 04, 2012 10:43 pm
Forum: Radiant
Topic: Patch meshes
Replies: 12
Views: 19777

Re: Patch meshes

I did this in my map by breaking down larger meshes into 15x15 meshes, although I did that programatically, so that probably doesnt help if you're using radiant to create them
by vulture
Sun Mar 04, 2012 10:53 pm
Forum: Brush / patches and other mesh
Topic: Patch VS brush for a simple wall
Replies: 14
Views: 32215

Re: Patch VS brush for a simple wall

For concave curves you should never have lemming problems. Overlapped brushes (the best brush to use for ramps imo) basically make it impossible for lems to happen. In the rare case that there is an exception (e.g. if you yank out the end, leaving an exposed corner) you can fix it by adding a tiny a...
by vulture
Sat Mar 24, 2012 2:16 am
Forum: Alpha
Topic: ut4_icycube_a1
Replies: 5
Views: 16452

Re: ut4_icycube_a1

I think ramb still has the old version, but I lemmed a lot on it yesterday, which made me really sad, because the 3rdish jump is nonicy and pretty challenging for me (the second half of it) =[
by vulture
Sun Mar 04, 2012 10:55 pm
Forum: Radiant
Topic: Solid lava and slime
Replies: 6
Views: 10663

Re: Solid lava and slime

Make a solid brush with the lava that you won't go through, then maybe a 1 size tall invisible brush immediately above it that does burn the player. edit: did not see original question, but, I'm pretty sure it's not possible to have a moving brush that does damage I did this in my map "sort of&...
by vulture
Mon Mar 05, 2012 1:36 am
Forum: Radiant
Topic: Patch meshes
Replies: 12
Views: 19777

Re: Patch meshes

Yeah I've used it for models, bowls (until I realized that triangles seem to glide better), and obscure surfaces. For example: http://i.imgur.com/hQ9dU.jpg This surface doesn't technically exist as a discrete surface, so it looks awful when made with brushes. But, q3 seems to do a really good job vi...