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Wolfenstein Enemy Territory : misc_gamemodel, script_mover and vertices [HELP PLEASE!] Rate Topic: -----

help me please !!

#1 User is offline   Foxybrown23 Icon

Posted 07 January 2019 - 01:42 AM

Hi to all of you,

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


#2 User is offline   Delirium Icon

  •   QA member   
  • Account: delirium
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  • Posts: 5,416

Posted 07 January 2019 - 02:06 AM

I'm sure you're aware that forum is for Urban Terror, a game which used the IDtech engine like ET, but doesn't have all the same functionality.

So you could expect that nobody here will have the answers you're after regarding the script_mover. In this game we would use a func_train to make a model or group of brushes move. After reading a little bit, it seems to work a similar way to a func_train.

See if something like this works, make a nodraw brush as the script_mover entity, then target a model to that entity and target your script from the script_mover entity.

Edit: I think I see what you might have done wrong, based on the script in this tutorial https://www.surfaceg...le_mover_part2/

This script is targeting itself, when it shouldn't be.
***police_car_a***
{ 
    spawn 
    { 
        wait 800 
        attachtotag police_a tag_***police_car_a*** 
        // this attache le tank_shell au scriptmover tank 
    } 
} 

This post has been edited by Delirium: 07 January 2019 - 02:18 AM


#3 User is offline   Foxybrown23 Icon

Posted 07 January 2019 - 03:33 AM

Hi !
Thank you very much for taking the time to review my problem and answer me!
Thank you already for the solution, I will test that!
And I do not understand what you mean by "this script is targeting itself" in fact, my model has like scriptname "police_car_a" and my script_mover (func_train for you) has like scriptname "police_a".
Here, I try to attach the model to the script_mover, but apparently this is the "tag_.." that I have problem, I found the solution to divide my model into several parts (because otherwise there would be too many vertices(+ 1025)
The "attachtotag" would be used to link the 3 parts of the model together, but here it's my problem it's the "tag_ .." I do not know how to identify it, I can not know what's the point ..

This post has been edited by Foxybrown23: 07 January 2019 - 03:39 AM


#4 User is offline   Delirium Icon

  •   QA member   
  • Account: delirium
  • Country:
  • Joined: 28-February 10
  • Posts: 5,416

Posted 07 January 2019 - 03:47 AM

https://www.surfaceg...le_mover_part2/

Check out step 5 of the tutorial, I believe the targetname of the entity appears to be what the attachtotag is targeting. Where as the tag_### targets the name of the script, eg. (attachtotag tank tag_tank) will target the script in the tutorial that begins as (tank //scriptname of script_mover)

I'm not sure I understand it correctly, but this is how I seem to have interpreted the tutorial.

#5 User is offline   Foxybrown23 Icon

Posted 07 January 2019 - 04:34 AM

Yes, by the way, there is something that concerns me in Chapter 5, in your opinion, why did you remove the wheel from the tank? and kept the other two models? otherwise yes I interpreted the script in the same way as you, hence my question: what is the "tag_" :p

Edit : I was advised to a software (Noesis) to be able to compress my model in order to be able to import it of a single piece in gtkradiant, which seems to work, I am there


image 1
image 2

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 //it's here that it blocks !!
// this attache le tank_shell au scriptmover tank
}
[/size]
}

This post has been edited by Foxybrown23: 07 January 2019 - 05:11 AM


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#6 User is offline   Foxybrown23 Icon

Posted 07 January 2019 - 04:52 PM

Hello everyone, against all odds, someone answered me on the forum of "Splash Damage"!
Here is a good tutorial to learn how to create a .tag file:

https://forums.splas...-mover/233677/2



We will propose here a software to "compress" a model:

https://jkhub.org/to...es-help-please/



I'll let you know about the progressions :) !

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