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Complicated trains - Custom Map Makers
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Complicated trains

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RedSnappa
Posts: 323
Joined: Sun Aug 21, 2011 12:10 pm
Location: North Carolina (USA)

Complicated trains

Postby RedSnappa » Sun Feb 26, 2012 9:38 pm

How many path_ut_stops am I allowed to use? And does path_corner have a purpose? I am building a test to see how complicated a func_ut_train's path can be. I am having it roll over, pitch up and down, and turn left and right as it goes along. I hope it works.
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem

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Rylius
King wiki
Posts: 232
Joined: Wed Aug 17, 2011 8:14 pm
Location: Germany
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Re: Complicated trains

Postby Rylius » Sun Feb 26, 2012 9:48 pm

I've used 11 stops so far, works fine - no idea what the limit is.
If they implemented it like I'd do there would be no limit other than the general entity limit though

(It should be using a single side linked list)

RedSnappa
Posts: 323
Joined: Sun Aug 21, 2011 12:10 pm
Location: North Carolina (USA)

Re: Complicated trains

Postby RedSnappa » Sun Feb 26, 2012 10:05 pm

[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem

flajeen
Posts: 289
Joined: Wed Aug 17, 2011 7:13 pm
Location: Évora, Portugal

Re: Complicated trains

Postby flajeen » Sun Feb 26, 2012 10:11 pm

Image
Image

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xandaxs
Posts: 959
Joined: Wed Aug 17, 2011 5:22 pm
Location: Oeiras, Portugal
Contact:

Re: Complicated trains

Postby xandaxs » Sun Feb 26, 2012 10:56 pm

U Crazy :D
[12:25] <JohnnyEnglish> morning Nounou
[12:25] <JohnnyEnglish> wotcha doing?
[12:25] <Nounou> hello
[12:26] <Nounou> nothing much, i've nothing to do at work so
[12:26] <Nounou> modeling woman
[12:26] <JohnnyEnglish> woo
[12:26] <JohnnyEnglish> real women?
[12:26] <Nounou> realistic yes, on maya

Image

RedSnappa
Posts: 323
Joined: Sun Aug 21, 2011 12:10 pm
Location: North Carolina (USA)

Re: Complicated trains

Postby RedSnappa » Sun Feb 26, 2012 11:21 pm

I have a feeling that the rotations are going to be a pain (I hate roll/pitch/yaw, why can't we use quaternions?!), but I won't know until I get all the control points arranged.
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem

User avatar
KroniK
Posts: 169
Joined: Tue Dec 06, 2011 9:44 pm
Location: Fairbanks, Alaska, USA

Re: Complicated trains

Postby KroniK » Mon Feb 27, 2012 2:07 am

For this question, ask vulture|xp. He did some REALLY complex trains but he generated them using code, not radiant. anyway he would be a good person to ask.
"I still miss my ex girlfriend, but my aim is improving."

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johnnyenglish
Space cake
Posts: 898
Joined: Wed Aug 17, 2011 9:23 am
Location: Nottingham, England

Re: Complicated trains

Postby johnnyenglish » Mon Feb 27, 2012 5:46 am


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KroniK
Posts: 169
Joined: Tue Dec 06, 2011 9:44 pm
Location: Fairbanks, Alaska, USA

Re: Complicated trains

Postby KroniK » Mon Feb 27, 2012 7:58 am

its pretty epic... he has a sprite of a mario ghost that actually follows you around and tries to mess you up... he said he made it using trains
"I still miss my ex girlfriend, but my aim is improving."

flajeen
Posts: 289
Joined: Wed Aug 17, 2011 7:13 pm
Location: Évora, Portugal

Re: Complicated trains

Postby flajeen » Mon Feb 27, 2012 6:23 pm

Does he work for Disney Imagineers?
Image


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