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animation and radiant

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rasengan Gradual Miracle View user's profile Send private message

Reply with quote Friday, March 05, 2010

how animated a car or spaceship with radiant ?

poom View user's profile Send private message

Reply with quote Friday, March 05, 2010

I don't know *laughing out loud* but maybe you should try asking Brad/Zeth or damaera(he's mean though) maybe mastap or Baldwin or Dave I don't know loltry one of them Very Happy

void View user's profile Send private message

Reply with quote Friday, March 05, 2010

okay, this'll be a bit complicated so I'll try to walk you through it in simple steps.

For starters I'll assume you already have a car and that you can select it with a single click (if your car consists of several brushes that'll work too, but everytime I say select your car you'll have to select each individual brush).

1. Create a new brush, it doesn't need to be anything special so a 1x1x1 box on a grid 8 will do fine.
2. Drag the new brush to the bottom center of your car.
3. Assign the brush the common/origin texture.
4. Select the car, so both the new brush and the car are selected.
5. Right click in the 2D window and select func -> func_train from the menu.
6. Deselect everything.
7. Right click in the 2D window and select path_corner, this creates a little box on your screen, exactly where you clicked.
8. Move it where you want the car to start.
9. Repeat step 7, but this time move the new path_corner to the area you want the car to drive to. Select both and press Ctrl+okay which will link them together. These path_corners are essentially waypoints, so your car will drive from the first to the second to the third etc. If you want more than two just make a third one and then select the second and third and Ctrl+okay them etc.
10. Deselect everything.
11. Select your func_train (you know, the car + the new brush with the origin texture), then additionally select the first path_corner and hit Ctrl+okay again.


EDIT:
Everytime there's an "okay" in my post it is actually the letter between j and l, curse you forum!

TRL View user's profile Send private message

Reply with quote Saturday, March 06, 2010

So is this applicable to imported models as well and not just brushes?

I'm thinking of this ghost on the baba stage having a certain trajectory he runs through.

Or even, if it's possible. Moving away a certain distance every time you a player shoots a ki blast at it. So it never gets hit.

rasengan Gradual Miracle View user's profile Send private message

Reply with quote Saturday, March 06, 2010

I'll try but it's not win Very Happy

can you create a tuto video please and put it in megaupload ? thank you void Smile

void View user's profile Send private message

Reply with quote Saturday, March 06, 2010

TRL wrote : So is this applicable to imported models as well and not just brushes?

I'm thinking of this ghost on the baba stage having a certain trajectory he runs through.

Or even, if it's possible. Moving away a certain distance every time you a player shoots a ki blast at it. So it never gets hit.


Should work on any object, I'm not 100% sure anything but brush work will keep proper collision data when using spawnflags to generate them so it might be necessary to make a hitbox with brushes that moves along.

although for a ghost it may actually be funnier if it doesn't have CD.

I can't guarantee that it'll work, but it MIGHT be possible to assign a switch to the ghost which controls the movement, similar to the way the automatic doors work (if you've played virtually any original Quake 3 map recently you'll know what I mean). Need to test that out later on.

-----

Video:
Oh dear, I'll see what I can do. If Fraps records NetRadiant yes, else I might just be to lazy. :p

TRL View user's profile Send private message

Reply with quote Saturday, March 06, 2010

Yeah I played it, I know what you mean. But probably hardcoding it would be needed to make it work right?

void View user's profile Send private message

Reply with quote Saturday, March 06, 2010

Nope, no additional code required, just tested it. Smile

Basically what you do is select your ghost, right click the 2D window and select func -> func_door.

Bring up the entity window (n) and play around with the settings if you see anything you like (most interesting to you would obviously be the direction-related stuff so the ghost could fly upwards to dodge instead of the default dodge to the side).

What you definitely want to do is set "Activate on Damage" to 1. This'll mean as soon as the ghost receives 1 damage he'll move to the direction you specified.

Now, this gets a bit tricky, cause the problem would be the ghost didn't actually dodge but moved away cause he was hit. This really depends on how you want to handle this.

surfaceparm noimpact
surfaceparm nomarks

In the shader would help with the illusion of him dodging.

Or if he's standing close to solid geometry and the attack actually has splash damage (which luckily is true for almost every attack) you could make him nonsolid but build a bounding box for him with the playerclip texture.

This way a player couldn't run through the ghost (need to assign the door to both of course), but a ki blast would and the end result would be that the blast blows up at the wall behind the ghost causing him damage and thus moving to the side.

If you let him move fast enough (I think in the entity window is a speed parameter) it'll still look like he dodged it.

Actually, the fast moving might make all the trickery unnecessary anyway, old cinematic trick is to just let things move fast enough if you want to fake something so even if the ghost would get hit itself nobody would see it if his speed almost equals teleportation, yet his way back to his original position is "normal" (both can be controlled individually).

TRL View user's profile Send private message

Reply with quote Saturday, March 06, 2010

Okay I hope toebi reads this Wink

Or I'll tell him once I catch him on msn.

NabaKonvecit View user's profile Send private message

Reply with quote Monday, March 08, 2010

*laughing out loud* I used it for all my buildings in kura kura town I'm making its really wide but not much of a height but there is a secret passage to urahara shop the place where ichigo trained with urahara and then went to soul society

TRL View user's profile Send private message

Reply with quote Tuesday, March 09, 2010

nabako wrote : *laughing out loud* I used it for all my buildings in kura kura town I'm making its really wide but not much of a height but there is a secret passage to urahara shop the place where ichigo trained with urahara and then went to soul society



delete this post, it has nothing to do with the topic.

Alex Al Knows View user's profile Send private message

Reply with quote Tuesday, March 09, 2010

On note about using the func_trains for cars, unless I'm mistaken, Quake 3 never supported rotations along a the paths so the car will probably always stay pointing in the same direction. It's pretty much only good for if you want it to move in pretty much a straight line.

Back in the day, such things were done so that the cars would come out of and go into pitch black tunnels which the player can't enter, once they enter the end tunnel the next path node is under the last one, below the ground, then the next is instantly under the first path node. This keeps the cars continously and seemlessly moving with the illusion of having unlimitted amounts of cars.

void View user's profile Send private message

Reply with quote Tuesday, March 09, 2010

Ah yeah you're right, for some reason the ET fueldump map I checked up with if the rotation works has a func_train used for something else while I thought it was the tank.

Not like it'd be hard to copy and paste the func_train_rotating code though. :p

Alex Al Knows View user's profile Send private message

Reply with quote Tuesday, March 09, 2010

Hehe yeah, should be pretty simple to fix up, just handy to let people know the current limitations Smile ET added a few extra entities for additional level animation/interactivity if I remember correctly.

It'd be good to plan out and implement some more level scripting related entities, currently such things really haven't been considered to a great extent yet. Shame no one's ported Sin's level scripting system over to the Quake 3 engine yet, that was incredibly haha.

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