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Posted: April 5th, 2006, 11:15 pm
by Soviet
ok, if i were to enter the worldspawn settings manually, where would i put them?

Posted: April 5th, 2006, 11:50 pm
by Nightmare
just pick a regular brush with no script brushmodels or anything and put it in the entities

Posted: April 6th, 2006, 12:04 am
by Luke
Soviet wrote:ok, if i were to enter the worldspawn settings manually, where would i put them?
press n, scroll down to the bottom, select "worldspawn" and enter them there.

Posted: April 15th, 2006, 3:55 am
by Soviet
know this is much later and topic is old but i still can't get lighting to work. I downloaded the utility and put in the worldspawn settings and applied them to my map but there is no change in lighting at all, my light still doesn't appear after i remade it properly, and there is no sunflare like i put in on the utility to put on my map. Any other suggestions or anyone willing to look at my map?

Posted: April 15th, 2006, 6:45 pm
by Luke
well i don't mind having a look, since i'm not sure what to suggest just from what you've said so far.

Posted: April 15th, 2006, 9:35 pm
by Soviet
ok, how do you want me to send it to you?

Posted: April 15th, 2006, 9:43 pm
by Luke
email or xfire will do :wink:

Posted: April 17th, 2006, 8:50 pm
by Soviet
thanks so much luke, i can finally get back to work on my map now :)

Posted: April 17th, 2006, 10:44 pm
by Soviet
ok, i don't get what is with this shit. I made some more lights, recompiled map put in pk3 and looked, all worldspawn stuff is gone. I tried reapplying it, nothing. Could it be the compiling tool im using? (CoDUO Maker)

Posted: April 17th, 2006, 11:46 pm
by Luke
Thats weird, not sure whats causing it tbh. I use coduo maker and never get that problem...There was only a couple of errors i could find when it was compiling: FloatPlane: Bad Normal came up twice, probably a couple of bad brushes or patches, but really nothing to do with this.
Maybe its the compiler or something to do with that custom sky/shader you're using

Posted: April 18th, 2006, 3:39 am
by Soviet
nvm, i figured it out. I had a setting wrong on the compiler. Again thanks for your help luke, the lighting is really helping to get more mood into the map.

Posted: April 22nd, 2006, 4:12 am
by Soviet
im making a rotating door which will activate upon pressing a trigger which resides in front of it. The trigger's name is secretdoor_trigger. The door is in the middle of a hallway and touching the floor/ceiling/walls. On one side inside one of the walls is an origin brush. Both are script_brushmodels and both have the targetname secretdoor. I selected the origin brush, and then the door, and pressed ctrl+k. Then i created a .gsc file to make the door rotate on its axis. It is as follows:

Code: Select all

main()
{
secretdoor();
}

secretdoor()
{

door = getent ("secretdoor","targetname");
door_trigger = getent ("secretdoor_trigger","targetname");

while(1)
{
door_trigger waittill ("trigger");
door rotateto ((0,90,0),1);

wait 3;

door rotateto ((0,0,0),1);
}
}
I then added the necessary line in the main .gsc. Yet upon testing when the map completes loading (white line is at the end of the gray bar) my game crashes. Any idea what is causing this anyone?

Posted: April 22nd, 2006, 4:37 am
by Nightmare
I try to avoid making spinning things because I hate when that happens, the long wait and nothing happens. I found out that the scripting, its just the mapping procedure that was done wrong, maybe this is the case for you. not sure, just check your map over and look for any possible flukes.

Posted: April 22nd, 2006, 6:33 am
by Drofder2004
Make it again...

This time. do not make an origin bursh, and do not bother linking anything to anything. Simply create the door, and make that the brushmodel. And rotate that.

Posted: April 22nd, 2006, 11:00 am
by Luke
I think you need the origin brush or it won't rotate where you want it...but you should've selected both door and origin brush and made them a script_brushmodel at the same time, if you made them separate brushmodels it won't work.