A Word Of Waning

ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
<div class="IPBDescription">.. aaatrigger!!</div> aaatriger in your ready rooms will crash hl.

the only reason i though i should post this was chrome angel
mentioned it as an old wives tale.

it is not.

i just had this happen to my ready room after retexturing teh object (a test dropship door)
it worked fine i dont know why or how but

DO NOT USE AAATRIGGER IN YOUR READY ROOM

you have been warned and im going to bed

Comments

  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    Was there really any need to be an **** about it erendor?
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    Got it in my rr with no problems. Maybe if it's not on a "trigger" brush it makes a difference? I dunno.
  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    I've had problems using aaatrigger with a brush that is <i>not</i> an entity. As long as you use it on entities, there's no reason it shouldn't be fine.
  • tommy14tommy14 Join Date: 2002-11-15 Member: 8839Members
    yeah, if AAAtrigger is on a REGULAR brush, or seeable on an entity, it can cause problems. but it is unseen on an entity, it should NOT cause problems. that is how it is used on ladders and trigger_hurts and so on.

    your problem was you used it on a DOOR, which is VISABLE/seeable.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Personally i've stopped using aatringer altogether. I use NULL for my triggers instead as this seems to save even more resources.

    I've never had this problem myself (but I have seen it in other maps). I'll try it an see if I can get this effect. If it's recreateable I'll add warning to the guide.
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    it is reacreateable

    i dont know about triggers and such but if an actual object is AA trigger it will crash

    no the brush is not corrut and yes i am not a total moron:)
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--ChromeAngel+Apr 6 2003, 10:39 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ChromeAngel @ Apr 6 2003, 10:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I use NULL for my triggers instead as this seems to save even more resources. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    This is something KFS & Merkaba mentioned in another thread--since NULL faces are removed, any invisible entity can be textured with NULL to reduce face counts and everything derived from those counts. Using NULL faces also speeds up HLRAD because it doesn't have to calculate lighting for the removed faces. If your triggers/ladders/info_locations are large, the savings in both resource counts and RAD time can be significant.

    confused: How about attaching a sample .map file containing the problem?
  • NottinghamNottingham Join Date: 2002-11-26 Member: 10002Members
    <!--QuoteBegin--XP-Cagey+Apr 7 2003, 10:09 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XP-Cagey @ Apr 7 2003, 10:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--ChromeAngel+Apr 6 2003, 10:39 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ChromeAngel @ Apr 6 2003, 10:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I use NULL for my triggers instead as this seems to save even more resources. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    This is something KFS & Merkaba mentioned in another thread--since NULL faces are removed, any invisible entity can be textured with NULL to reduce face counts and everything derived from those counts. Using NULL faces also speeds up HLRAD because it doesn't have to calculate lighting for the removed faces. If your triggers/ladders/info_locations are large, the savings in both resource counts and RAD time can be significant.

    confused: How about attaching a sample .map file containing the problem? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    yeah... NULL is a mappers best friend. The last dod_map i made was a igh detail but it took about 10sec (seriously) to compile it cuz I placed the null texture on all surfaces yhat coul not be seen in-game
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