Ns Fgd...

EldritchEldritch Join Date: 2003-02-28 Member: 14126Members
edited March 2003 in Mapping Forum
<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!

Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    aaaah so many .fgd versions for NS out there.
    lost oiverview.
    explain that cycler/enc_srite fix please.
  • EldritchEldritch Join Date: 2003-02-28 Member: 14126Members
    edited February 2003
    <!--QuoteBegin--Ollj+Feb 28 2003, 09:08 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Feb 28 2003, 09:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> aaaah so many .fgd versions for NS out there.
    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.
  • EldritchEldritch Join Date: 2003-02-28 Member: 14126Members
    <!--QuoteBegin--Jobabob+Feb 28 2003, 12:33 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jobabob @ Feb 28 2003, 12:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I already added a load of features like alphabetical order and removing the darn 'unused keyvalues' bug a while back. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    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?
  • CrAcKbRoCkCrAcKbRoCk Join Date: 2002-11-22 Member: 9619Members
    This whole discussion of fgd files is defunked...I'm sure NS v1.1 will have an updated fgd, not to mention lots of yummy goodies/changes...
  • RevenantRevenant Join Date: 2003-01-13 Member: 12249Members
    Jobba: Cheers for the fgd. I hate those unforced errors so I might use it
  • EldritchEldritch Join Date: 2003-02-28 Member: 14126Members
    After viewing some other *.fgd's I don't think mine is as out-dated as I first thought.

    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.
  • RevenantRevenant Join Date: 2003-01-13 Member: 12249Members
    What the hell does info_bigmomma do?
  • EldritchEldritch Join Date: 2003-02-28 Member: 14126Members
    <!--QuoteBegin--Revenant+Mar 1 2003, 12:25 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Revenant @ Mar 1 2003, 12:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What the hell does info_bigmomma do? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Guess I missed that, thanks for pointing it out.
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    is there any FDG out there that will let the mapper place guns/items that actually WORK and dont dissapear? it'd be nice... since i am thinking of putting in a armory with some shotties in my map...
  • EldritchEldritch Join Date: 2003-02-28 Member: 14126Members
    <!--QuoteBegin--Maveric+Mar 1 2003, 12:48 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Maveric @ Mar 1 2003, 12:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> is there any FDG out there that will let the mapper place guns/items that actually WORK and dont dissapear? it'd be nice... since i am thinking of putting in a armory with some shotties in my map... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I don't think that has anything to do with the fgd's...
  • EldritchEldritch Join Date: 2003-02-28 Member: 14126Members
    edited March 2003
    Made some changes...

    // 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.
  • EldritchEldritch Join Date: 2003-02-28 Member: 14126Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    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.)
  • ZyndromeZyndrome Join Date: 2003-03-28 Member: 14974Members
    I edited some code in your FGD, so cycler_sprite actually works showing up models. I just added "studio()". Here's how it looks:

    <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
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