GTK Radiant: Stuck Vehicles -1 reply

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FireDragon100

The Internet ends at GF

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27th August 2008

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#1 10 years ago

Hi!

I'm building a map but I've a problem... I wanted to put some Tie-Fighters in my map... I wanted them to "hang" down from the top... They should "stuck" in a brush, but they don't! They are standing ON the brush.... But: why?

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Guest

I didn't make it!

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#2 10 years ago

Do you want them to be flyable?

If not, just use regular models instead of the vehicle option.




Mikouen VIP Member

What?

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4th September 2005

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#3 10 years ago

Yeah, that.

Vehicles are basically NPCs, so they spawn as the map loads, just like players do. Naturally the game can't spawn NPCs inside a wall, so it spawns them in the nearest free spot - on top of the offending surface.

You'll have to crack out the standard models and the good ol' physics clip to achieve the effect you want.

It's probably for the best anyway; using .veh class entities as decorations could have some ramifications as far as performance and stability go.


I don't know how, and I don't know why, but this is totally Sheep's fault.



FireDragon100

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#4 10 years ago

Juggernut;4600876Do you want them to be flyable?

If not, just use regular models instead of the vehicle option.

No, but I want them to be destroyable.

How can I make them destroyable? They are "misc_models" now....

And ahm by the way: What's the maximum number of brushes in a map? :rolleyes:




Guest

I didn't make it!

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#5 10 years ago

I've never done this before, but I believe the way to make models destructible is to make a new brush, cover it with a nodraw or nonsolid shader. Select the brush and right click no the grid, and click on fung>destructable. (something close to that function) Next, with the brush selected and the entity window open, use one of the commands (such as misc_model2) to select the model you want to spawn.

The max number of brushes is around 30,000. The max polycount is 60,000, so if you use a bunch of 4+ sided brushes, the brush limit will end up lower. Patches and regular misc_models will also effect the max polycount. You can use misc_model_static for models though, and they won't go towards polycount because they will not be loaded until the map is loaded. Depending on your map size/detail, misc_model_static may or may not be necessary to success.




Szico VII

We want FF7-2/remake!

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14th September 2003

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#6 10 years ago

Simply target your misc_model at the func_breakable, OR give the breakable a model2 key and value. You'll need an origin brush as part of the breakable to let the engine know where to draw the model!




FireDragon100

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#7 10 years ago

Mmmh...

I still make something wrong....

There is no model when I start the Game...

Just these colored stripes or even ANYTHING :bawl:

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I tried different ways.. here are two of them:

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Where's the error?




Szico VII

We want FF7-2/remake!

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#8 10 years ago

sv_pure 0 needed.

or you've got the model path wrong.




Guest

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#9 10 years ago

Have you got a 16 x 16 origin brush inside the nodraw? Is it connected to the destructible entity? + I'm pretty sure it's key: model2 value: map_objects/ships/tie_fighter.md3, but don't quote me on that.




FireDragon100

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#10 10 years ago

How do I connect the origin with the entity?

Editor says: entityConnectSelected: exactly two instances must be selected

Here's what I did:

1. Draw a Brush/Box with "nodraw"-texture

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2. Rightclick in the grid (while my brush is still selected) and click on func -> func_breakable

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3. Press "N" and set the key to model2 and the value to the Tie-Fighter-Path

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4. Create a new smaller brush INSIDE the old brush

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5. Select both brushes and click on "Entity -> Connect"

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But then I get the Error-Line :( "entityConnectSelected: exactly two instances must be selected"




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