realityisdeadEmployed by Raven Software after making ns_nothingJoin Date: 2002-01-26Member: 94Members, NS1 Playtester, Contributor
Sure. It's a brush based entity, meaning you would build a worldbrush textured with "aaatrigger" and turn it into a func_location. Basically, you would use it like a trigger_hurt or env_fog type brush.
Let's say you have two rooms. One is the yellow room, one is the green room. They're seperated by a hallway. You would make a brush just as big, or bigger than each room, or at least big enough to fill in all of the open space inside. Make sure it's textured with aaatrigger (I doubt this is necessary, but it's a nice habit to get into), and hit the toEntity button. Scroll around and find the info_location entity. Once your brush is an info_location, type whatever you would want displayed on the screen as the room name into the only available text field. In this case, either "Green Room", or "Yellow Room".
Also, note that it is not possible to test this feature in the NSTR2. It simply will not display, even if you've done everything right. Don't worry though, the NS release isn't that far off (as you can tell <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> ), and you'll be able to test and use it to its fullest there.
Ken lol, i really love your naming of that room <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
I'm really looking forward to utilizing location names in my map. I hope to have a little fun with them and be distinctive enough that people could actually use a location's name to easily indicate where they are in a map. I've noticed many maps have very generic sci-fi terms like "Corridor", "Generator", and "Maintenance", etc.
The minimap displays the name of the last info_location you passed though. Another technique for info_location that uses smaller entities is to place them only at the entrances to each area.
[edit] I will be updating the quickstart guide on NS World soon [/edit]
KungFuSquirrelBasher of MuttonsJoin Date: 2002-01-26Member: 103Members, NS1 Playtester, Contributor
If the entity touches world geometry and doesn't fall off the grid, it works.
And yes, I can verify this, every info_location entity in ns_eclipse has origins outside the world geometry itself (for commander purposes) and there are no leaks or errors as a result.
realityisdeadEmployed by Raven Software after making ns_nothingJoin Date: 2002-01-26Member: 94Members, NS1 Playtester, Contributor
Yeah, you don't have to worry about leaks with the info_locations. They can be touching the void. Also, I forgot to mention it, but make sure your info_locations are stretched up to the height of your commander view. This will allow the commander to see what room he's over as well. (Which is what KFS was talking about there)
Hey guys, i know this is off topic, but could I make a quick request? when nameing your rooms could you include a quick locational describer as well as the room name? for example North Complex - The Bathroom. or The Northern Complex Bathroom. Something indicating north east west south and central would be awesome, I was just thinking about that.
realityisdeadEmployed by Raven Software after making ns_nothingJoin Date: 2002-01-26Member: 94Members, NS1 Playtester, Contributor
Yeah. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> I think it's a good idea at least. For example, one of the hive rooms in ns_nothing is called "The Great Viaduct". The hallway that leads to it from the west is called "Viaduct Access Corridor West", and the one on the east is "Viaduct Access Corridor East". Same applies with another one of the hive rooms, only "Silo Access North", etc.
I wouldn't say it's necessary, but I'd like to think it helps, heh. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Sidenote, also make sure to use the following format for your MS and hives: "Marine Start - Room Name", "Hive Location - Room Name", "Hive Location - Room Name 2", "Hive Location - Room Name 3", etc.
While directional indicators might seem good in theory, they might not be the best help in practice. Marines have a minimap on their HUD which can help determining direction, and aliens don't really need much of a sense of direction. The display room on the marine HUD isn't large enough to accomadate massive amounts of text anyways.
I guess Ken's points are valid too. Just my thoughts, is all.
realityisdeadEmployed by Raven Software after making ns_nothingJoin Date: 2002-01-26Member: 94Members, NS1 Playtester, Contributor
<!--QuoteBegin--Greedo386+June 30 2002,20:20--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Greedo386 @ June 30 2002,20:20)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->The display room on the marine HUD isn't large enough to accomadate massive amounts of text anyways.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd--> Indeed, good point. Most of what I've written in my previous reply has proven to be too long for the Marine HUD at 1024x768. Oops.
you know North could also be N. to save space? lol whatever no biggie, It would just be easier to shout the room name over voice comm, then try and describe it.
<!--QuoteBegin--ken20banks+June 30 2002,05:37--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (ken20banks @ June 30 2002,05:37)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Make sure it's textured with aaatrigger (I doubt this is necessary, but it's a nice habit to get into)<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd--> As mentioned in <a href="http://forums.gamedesign.net/viewtopic.php?t=3215&highlight=aaatrigger" target="_blank">this post</a>, invisible faces textured with AAAtextures do not contribute to max_patches. So <b>allways</b> texture your triggers with AAAtrigger.
For NS it would probably be worthwile to create an AAAinfo texture so mappers can get a better view of their map, especially those poor sods not using <a href="http://dynamic.gamespy.com/~quark/" target="_blank">QuArK</a>.
I'm using that technique. Since the level has 2 "entrances" into the silo (not starts, architectural entrances), I use things like "Main Corridor - Helipad" and other names. I will have a few screenshots of my map up later this week, since I'm still working on the level (I haven't started the readyroom yet).
Comments
Let's say you have two rooms. One is the yellow room, one is the green room. They're seperated by a hallway. You would make a brush just as big, or bigger than each room, or at least big enough to fill in all of the open space inside. Make sure it's textured with aaatrigger (I doubt this is necessary, but it's a nice habit to get into), and hit the toEntity button. Scroll around and find the info_location entity. Once your brush is an info_location, type whatever you would want displayed on the screen as the room name into the only available text field. In this case, either "Green Room", or "Yellow Room".
Also, note that it is not possible to test this feature in the NSTR2. It simply will not display, even if you've done everything right. Don't worry though, the NS release isn't that far off (as you can tell <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> ), and you'll be able to test and use it to its fullest there.
<!--EDIT|ken20banks|June 29 2002,22:39-->
It'll appear under the minimap like in this screen.
<!--EDIT|CyonPro|June 30 2002,01:18-->
[edit] I will be updating the quickstart guide on NS World soon [/edit]
<!--EDIT|ChromeAngel|June 30 2002,08:11-->
And yes, I can verify this, every info_location entity in ns_eclipse has origins outside the world geometry itself (for commander purposes) and there are no leaks or errors as a result.
<!--EDIT|KungFuSquirrel|June 30 2002,19:12-->
<!--EDIT|ken20banks|June 30 2002,19:50-->
The Northern Complex Bathroom. Something indicating north east west south and central would be awesome, I was just thinking about that.
I wouldn't say it's necessary, but I'd like to think it helps, heh. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Sidenote, also make sure to use the following format for your MS and hives: "Marine Start - Room Name", "Hive Location - Room Name", "Hive Location - Room Name 2", "Hive Location - Room Name 3", etc.
I guess Ken's points are valid too. Just my thoughts, is all.
<!--EDIT|Greedo386|June 30 2002,18:27-->
Indeed, good point. Most of what I've written in my previous reply has proven to be too long for the Marine HUD at 1024x768. Oops.
As mentioned in <a href="http://forums.gamedesign.net/viewtopic.php?t=3215&highlight=aaatrigger" target="_blank">this post</a>, invisible faces textured with AAAtextures do not contribute to max_patches.
So <b>allways</b> texture your triggers with AAAtrigger.
For NS it would probably be worthwile to create an AAAinfo texture so mappers can get a better view of their map, especially those poor sods not using <a href="http://dynamic.gamespy.com/~quark/" target="_blank">QuArK</a>.