Ns Fgd...
Eldritch
Join Date: 2003-02-28 Member: 14126Members
<div class="IPBDescription">Tweaked version of ns.fgd...</div> I worked on this back in November, stopped working on it due to lack of time...
I wouldn't be suprised if this is now out-dated but what the hell.
"// Version 2.0
// Added ZHLT support, Put things in alphabetical order(still needs some fine tuning), Removed some junk.
// Added Laurie's switchable texture lights
// Fixed cycler/env_sprite
//
//***Coming soon!*** Sprite support for Vavle Hammer Editor, takes time to make all those sprites.
"
It's pretty straight forward what I've done to it once you load it up in VHE.
Sorry for the lack of info reguarding changes and such. I did have an even more updated version than this one but lost it with last re-format. :/
Anyways, here it is...
Please let me know of any bugs, thoughts, suggestions.
When/if I get some feedback from this I may crack it open again for further tweaking.
Also, if this is indeed out-dated let me know so I don't waste my time.
Thanks.
EDIT: FILE REMOVED, New Version! See below!
I wouldn't be suprised if this is now out-dated but what the hell.
"// Version 2.0
// Added ZHLT support, Put things in alphabetical order(still needs some fine tuning), Removed some junk.
// Added Laurie's switchable texture lights
// Fixed cycler/env_sprite
//
//***Coming soon!*** Sprite support for Vavle Hammer Editor, takes time to make all those sprites.
"
It's pretty straight forward what I've done to it once you load it up in VHE.
Sorry for the lack of info reguarding changes and such. I did have an even more updated version than this one but lost it with last re-format. :/
Anyways, here it is...
Please let me know of any bugs, thoughts, suggestions.
When/if I get some feedback from this I may crack it open again for further tweaking.
Also, if this is indeed out-dated let me know so I don't waste my time.
Thanks.
EDIT: FILE REMOVED, New Version! See below!
Comments
lost oiverview.
explain that cycler/enc_srite fix please.
lost oiverview.
explain that cycler/enc_srite fix please. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Lost overview? eh?
Well, basically it should stop WC/VHE from crashing when adding models via cycler/env_sprite.
A while back? Last date modified is in January...
Also, you still have all the old, unused HL stuff in there.
Still looking for the "load of features" too... Could you point them out?
However, if I'm to continue to work on it I'll need some feedback.
Sofar I haven't found any bugs...
Right now I'm going to fire up VHE and bug test the hell out of this thing!
I see some people have downloaded my fgd... Comments?
For those who haven't...attached is a small *.gif that shows the basics of my changes.
Oh, and Jobabob... No, that isn't while back. November is while back! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Btw, nice work you've done but I personaly don't like all that extra crap(HL weapons, monsters, etc) that you've left in...
Sectioning the NS ents was a very nice touch too.
Guess I missed that, thanks for pointing it out.
I don't think that has anything to do with the fgd's...
// Version 2.1
// ***WARNING! Using env_sprite for model placement will crash VHE! Use cycler_sprite "Sprite Cycler" instead.***
// Added model(studio) : "Model" to cycler_sprite "Sprite Cycler". You can now browse for *.mdl's.
// ***WARNING! I would not recommend have both values(sprite and model) filled. Pick one or the other.***
// Added RenderFields to func_seethrough.
// Added "Team" choices to trigger_hurt, doesn't work...but, its in there incase the NS Team adds this feature.
// Changed env_sprite defaults to: Sprite Name: sprites/flare1.spr, RenderMode: Additive (5), Scale 1.
// Removed env_glow, I saw little need for this considering glow01.spr doesn't exist in ns/sprites. Use env_sprite instead.
Anyone know if the func_tank ents work(I doubt they do) in NS? I haven't had time to check...
If not, I can remove those also.
Try it out, let me know if any of you run into any problems. Post bugs, suggestions here please.
Thanks
NOTE: VHE will spit out this error:
<i>error parsing D:\game_dir_path\ns\ns_eld_v2.1.fgd, line 640: cycler_sprite: Variable 'model' is multiply defined with different types.</i>
Sorry I didn't post this sooner, I just saw it.
Even with the error, it still works(puts model in game) fine.
NOTE: VHE will spit out this error:
error parsing D:\game_dir_path\ns\ns_eld_v2.1.fgd, line 640: cycler_sprite: Variable 'model' is multiply defined with different types.
Sorry I didn't post this sooner, I just saw it.
Even with the error, it still works(puts model in game) fine.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Ok, It seems VHE will automatically fill in both the "sprite" and the "model" values, no matter which one you fill in first.
Which explains the above error... I'm trying to find a way to work around this. No luck sofar...
If anyone has any ideas, please, feel free...
So, download if you like, or wait for an update. (FYI, this error does not seem to cause any in game problems, the model still shows.)
<b>@PointClass base(Targetname) studio()= cycler_sprite : "Sprite Cycler"</b>
You get an extra field called "Model" beneath "Sprite", but it works for both models and sprites <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> .
Works great with Hammer 3.5 beta