clock faces -1 reply

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Omegasigma

Mapper and concept artist

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16th March 2006

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#1 10 years ago

something new to me since it involves more complex triggers err func_rotate and some more, anyways i'm interested in making either a: 1 moving clock face (i know its possible) or 2: a clock face that displays the computers actual time, these are analog clock faces by the way. and help getting one to move in real time starting at 12:00 position and having the minute hand move per min and hour so on would work its a matter of speed.




Bluestormtrooper

>You

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14th March 2005

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#2 10 years ago

You can't have it display the actual time, people have asked before.




Guest

I didn't make it!

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#3 10 years ago

You could make a shader. Here's how I did my for the Harry Potter TC: textures/hogwarts/clockface { { map $lightmap } { map textures/hogwarts/clockface blendFunc GL_DST_COLOR GL_ZERO } { map textures/hogwarts/clockface_hour blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA tcMod rotate 0.00833 } { map textures/hogwarts/clockface_minute blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA tcMod rotate 0.1 } } You'll just make the base clockface + hour and minute hands that have an alpha channel. The clock will start at what time you place the hands in the .tga and move at realtime speed. The clock will reset every time the map restarts.




lassev

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21st June 2004

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#4 10 years ago

It's certainly easy enough to make a clock starting at some predefined point and then have it tick-tock ahead. If nothing else, at least it will show the players how long they have played...

In fact I've such a clock in my own WIP map. The hour hand rotates smoothly, the minute hand turns only once per minute (that is, noncontinuous movement). Both are scripted. It would work indefinitely. There's also the pendulum hanging and swinging once per second below the clock.




Omegasigma

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#5 10 years ago

i have my clock made of brushes, that is, both hands are single brushes (thats how they appear in the game i'm basing them off of) the clock face is a jpg texture on a prism brush, its a clock tower more less, so i have to make mine with moving brushes, which is a new feat for me




lassev

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#6 10 years ago

I see. My clock and the hands are ASE models (for easy scaling). The hands and the pendulum are func_statics controlled by the clock master script. Basically the hour hand is controlled by a loop which contains four rotate commands which, when summed together, will turn the hour hand around the clock face in 12 hours.

The minute hand, however, is controlled by a loop which actually contains 60 separate rotate commands, which will turn the minute hand once per minute 6 degrees, in 200 milliseconds. So, in an hour it will have made a full round. I deemed this artistically superior to a minute hand that would be moving all the time (like the hour hand), if ever so slightly, especially since I made a clock with a pendulum suggesting not so modern mechanism (or maybe it's a simulation of an old mechanism).

Well, that's about it. It's really simple in the end. The pendulum also contains a custom soundset suitable for a clock (tick-tock, tick-tock...).




Omegasigma

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#7 10 years ago

this was the brush/entities properties i got form another map maker hour hand: Key/value SPEED 3 classname func_rotating origin 694 -6499 -802 spawnflags 4 x_axis box is checked minute hand: SPEED 30 classname func_rotating origin 698 -6499 -802 spawnflags 4 x_axis box is checked, these i'm usure of using if i apply them directly i tihnk my origin is off (it being different maps) and the speed is to fast but still has a nice effect when copying these clock hands to my map, its not clock tower the ffa map in jkfiles either these hands were made for a mod but the level later scrapped, however when copied the hands orbit the clock in a very large manner my clock tower is just a central part of the map, to tell time sorta like big ben the clock is set to 2:00 for starting point or 12:00 using the copied hands




Omegasigma

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#8 10 years ago

the harry potter clock i'll try first, if not i'll have to chat with you lassev




lassev

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#9 10 years ago

Well, any approach should work, really. I only did it the way I did because I wanted the minute hand to have a stepwise motion, not smooth continuous one. So that if the player stares at the clock, he will notice nicely when the minute hand suddenly turns (every minute).

Your problem sounds like it was caused by the hand entities not having origin brushes, or that there was something wrong with those origin brushes. The origins obviously need to be right in the middle of the clock (where the hands are attached in terms of real clocks).




Omegasigma

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#10 10 years ago

well i'd like a sudden movement, its a clock tower after all, using an old water wheel and weight/ pendlum system, think big ben, tho in this case i'd have to model some nice clock hands for this one. the entities i'm using work on their original map, also a centeral clock tower. [ATTACH]61993[/ATTACH] tho i do add much to fast, i'm trying to do it working in the stard real time minutes to hours with the clock starting at 2:00 with little more succuss then my brushes orbiting, i may end up modeling the hands (or attmepting to at least) and going with the mroe realist version you have. i have some basic clock hands made, modeled only i have nto a clue how to get models in game i only want them to be solid black, rather then that i've gotten models in game before but without colors or materials