Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited February 2004
I dunno a link for that <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
But what you could do is use an entity called <i>cycler</i> and set it's model path to on of the *.mdl files of the in the models/player maps.
In hammer you would see the models boundingbox/model and that would be an approxiamate size for the hallways/doors
[edit] yeah typos and such
Btw welcome to the NS community/forum <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
The sizes are 32x32x36 (width x length x height) for skulk/gorge/lerk/crouching marine/crouching fade, 32x32x76 for standing marine/standing fade/crouching onos and 64x64x108 for standing onos.
I think this is probably a good question for the FAQ... I'll add it to the next revision.
Looking at the onos i always assumed they were longer then wide...funny looking buggers then <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> lol.
its becasue the bounding box for the clip hull does not rotate with the model thus the onos would be unable to walk east west through the same size corridors it could go north south.
<!--QuoteBegin-Cobra^+Feb 16 2004, 04:52 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cobra^ @ Feb 16 2004, 04:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Question: If you have an area that is deliberately too small for an onos to access, is your map prevented from going official ?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <a href='http://www.natural-selection.org/Mapping_Guidelines.html#Direct_Onos_Movement' target='_blank'>Nope</a> -- but an Onos should be able to walk between all of the hives and the marine start without having to teleport with a movement chamber.
ThX. I heard from a friend of mine that you could use the texture "null" without giving it an entity and it would give it the same funktion as the texture "clip" to cover the sky. so you can fly around with lerk and jetpack and stuff. Is it like this?
Comments
But what you could do is use an entity called <i>cycler</i> and set it's model path to on of the *.mdl files of the in the models/player maps.
In hammer you would see the models boundingbox/model and that would be an approxiamate size for the hallways/doors
[edit] yeah typos and such
Btw welcome to the NS community/forum <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
~ DarkATi
I think this is probably a good question for the FAQ... I'll add it to the next revision.
<a href='http://www.natural-selection.org/Mapping_Guidelines.html#Direct_Onos_Movement' target='_blank'>Nope</a> -- but an Onos should be able to walk between all of the hives and the marine start without having to teleport with a movement chamber.
Is it like this?