I know it's been a while since the game is old but I'm currently creating a map via GTKRadiant, and after 2 days of searching, I'm stuck with a script_mover
Let me explain :
I found this tutorial: https://www.surfaceg...le_mover_part2/
I followed it to the letter except that I, it is not a tank, but a police car, to facilitate my life I downloaded it on Internet, in file .max, I opened in 3DSMax, the model consists of 3 groups: the body of the car, the windows and the siren, I, at first, converted into file .ASE , except that I discovered that in .ASE file is only assigned to static objects, so impossible to use with the script_mover, so I reconverted the model, from the .max file, into .md3 file, except that it displayed without textures in GTKRadiant, to remedy this problem, I downloaded the software Misfit Model 3D and I exported it, again, in .md3 file. At this moment I am told that there are too many vertices on my model, I merge the vertices, and ... miracle, the file is exported correctly.
The file opens so in gtkradiant with its texture, I give it the value and key
classname: misc_gamemodel,
targetname: police_car_a
scriptname: police_car_a
as shown in the tutorial above
I compile my map in .bsp file, and the copy in my file /etmain / maps
But when I launch it in Enemy territory, I get this message:
Quote
R_loadMD3:
models / mapobjects / etc .... has more than 1025 greens on a surface (2044)
So I exported the 3 groups (body, glass, siren) each of their sides, each is a targetname and a scriptname as in the tutorial except that when I run my map the game freeze and stops
So I changed the lines "attachtotag ... tag _...." by reversing the two entities and my map is launched but the model remains invisible ... I hear the sound of script_mover but without the model.
I also tried to put a "misc_model" instead of "misc_gamemodel" but when the map starts my model remains static and seems not to be attached to the script_mover
So concretely what I would like to do is to lower the vertices of the car (the Pro optimizer, the Optimizer and the MultiRes are not great), would there be a way to "compress" them?
And if in the process, someone would explain to me the line of the script "attachtotag police_car_a tag_police_a" What I do not understand here is what the "tag" represents
Thank you in advance ! it will save my life !!!!!
Here is my script and some pictures
Quote
game_manager
{
spawn
{
wait 50
wm_axis_respawntime 8 // Axis respawn time
wm_allied_respawntime 8 // Allied respawn time
wm_set_round_timelimit 15 // Map timelimit
// Stopwatch mode defending team (0=Axis, 1=Allies)
wm_set_defending_team 0
// Winner on expiration of round timer (0=Axis, 1=Allies)
wm_setwinner 0
}
}
police_a //scriptname of script_mover
{
spawn
{
wait 800
followspline 0 sp_01 50000 length 32 wait //spawn the tank to here
trigger self police_path //goto tank_path
}
trigger police_path
{
playsound sound/mapa/sirene_police.wav looping volume 600
//play a tank sound
followspline 0 sp_01 100 wait length 304
//this says goto sp_01 at a speed of 100 and don't look at
//the next command until after waiting 304
followspline 0 sp_02 200 wait length 304
followspline 0 sp_03 300 wait length 304
followspline 0 sp_04 300 wait length 304
followspline 0 sp_05 300 wait length 304
followspline 0 sp_06 300 wait length 304
followspline 0 sp_07 300 wait length 304
followspline 0 sp_08 300 wait length 304
followspline 0 sp_09 300 wait length 304
followspline 0 sp_10 300 wait length 304
followspline 0 sp_11 300 wait length 304
followspline 0 sp_02 300 wait length 304
stopsound sound/mapa/sirene_police.wav
//add more lines for how many more splines u have
//notice that you don't include scripting for spline controls
}
}
police_car_a
{
spawn
{
wait 800
attachtotag police_a tag_police_car_a
// this attache le tank_shell au scriptmover tank
}
}
model + script_ mover
https://imageshack.com/i/poVDOROGp
https://imageshack.com/i/pnNWoILbp
This post has been edited by Foxybrown23: 07 January 2019 - 01:43 AM