using func_transparent (Is that what it's called?) you can set visibility for both players and commanders, so for players it is invisible, for comms, it's as plain as day.
<!--QuoteBegin-Rue+Aug 20 2004, 12:43 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rue @ Aug 20 2004, 12:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What happens if they dont build a TF there :? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Then the NSPlayer can't build a siege turret, which means he can't siege the hive, which means he can't complete the training map.
If that happens, we should code something that would rename the NSPlayer to "st00pid n00b" <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
edit: o and its a func_illusionary actually <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> but yeh, can the trigger_prescence be triggered by buildings and not players?
lmao, about the light, i removed it cos it doesnt match the script, remember the s**t doesnt break loose till after the holographic bit, and im still playing with the texture lighting (i think the red light in the roof needs to be considerably brighter, the rest seemed good, though the values of 5000 seemed a bit extreme)... i kept the fan (alltho removed the spindle cos it gave me a coplaner error), pulled away the pipes and stasis pods a unit away from the walls on the ones that cant be examined closely, that made a massive difference, also nulled behind pipes, under the floor etc, basically anything which is in the level but the player cant see
<!--QuoteBegin-Rue+Aug 20 2004, 10:43 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rue @ Aug 20 2004, 10:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->What happens if they dont build a TF there :?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Easy: Several func_nobuild's (at ceiling height, so they don't block the player). One covers the space where you want each building to go, and one large one covers the rest of the room. When you want a building to be placed, turn on the "build here" instructions and killtarget the appropriate func_nobuild.
<!--QuoteBegin-Meat_Popsicle+Aug 20 2004, 06:55 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Meat_Popsicle @ Aug 20 2004, 06:55 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> lmao, about the light, i removed it cos it doesnt match the script, remember the s**t doesnt break loose till after the holographic bit <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Perhaps a halflife-esque apocalypse before and after could be pulled?
The player starts in the normal map, all lights are normal, everything's fine. When the onos attack starts, the ship rumbles, you hear the screams and noises, explosions, etc, and the lights go out. Then using a trigger_changelevel, make it look like the ship is now falling apart from the damage the onos did, presumably to some essential system. The backup lights are on, the spinning red lights are going, sirens and alerts, the ship is damaged, panels are falling down, sparks are coming out of panels, etc. It would be a good way to keep the map open and non-linear and still not have the player find the infested blockage too early. There could be a door, bulkhead, or large piece of equipment in place that stops the player from getting to the hallway with the infested blockage in it, but it's knocked down after the onos attack.
It would remove alot of complexity from the map(s) as well... All the holographic scripting combined with all the command chair scripting in a single .bsp could make things tight from a design standpoint.
This way you can spread out the scripting and entity load. The first map dosen't need any brushwork after the infested blockage, making the map smaller and saving more resources for the holographic presentation. And the second half dosen't need any of the holographic presentation, saving resources for the command chair scripting. The damaged holo generator could be displaying a garbled picture or error message in the second half.
how about when your watching the hologram, your about to see the picture of the onos and the information when suddenly the systems go down and the hologram turns garbled. jsut throwing out ideas, thats all.
ahhaha I wish I could help. Ur great mappers. My maps suk <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> Um, Ya if you want I can work On a shooting range with holo aliens or something, but I dont know how to make them disapear when you shoot them.
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo--> Lesson #23827 Backstab the commanders when they wont give you a good gun
nothing big, but you could make those glass phials look better if you used the arch primitive and textured the entire thing with {invisible, then retextured the visible outside surface and inside surface with the glass texture.
<!--QuoteBegin-GiGaBiTe+Aug 21 2004, 08:34 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GiGaBiTe @ Aug 21 2004, 08:34 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> nothing big, but you could make those glass phials look better if you used the arch primitive and textured the entire thing with {invisible, then retextured the visible outside surface and inside surface with the glass texture. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> 1: {invisible will still be rendered, better to use null. 2: It's not necessary, and it adds way too much to wpoly. It's just not worth it.
<!--QuoteBegin-Meat_Popsicle+Aug 21 2004, 12:24 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Meat_Popsicle @ Aug 21 2004, 12:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> edit2: how do i display just a single frame in a sprite with lots of frames i.e. the waypoint frame in the 640orders.spr <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> if you figure out a way tell me <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> other than that, only creating a new sprite will help. At least I don't know any possibility to do that from a mapping point of view.
P.S. How do you make weapons appear in it? they keep dissapearing <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
nice but the textures dont really suit the rest of the map plus ive allready made one <img src='http://www.bios-clan.uk-xtreme.net/images/training/training_18.jpg' border='0' alt='user posted image' /> (theres drippage as well but that starts when the game does)
ah Yea, I could adapt to that. Is it the NS/NS2 wads? Any ways before I get into that, Is there anything that I could work on? Seems kewl and I wanna help.
The first three are unchanged, just in MP3 format: <a href='http://civic-minded.com/albums/TestStuff/1_Welcome.mp3' target='_blank'>Welcome to Training</a> <a href='http://civic-minded.com/albums/TestStuff/2_Waypoints.mp3' target='_blank'>Waypoints</a> <a href='http://civic-minded.com/albums/TestStuff/3_Attention.mp3' target='_blank'>Pay attention</a>
New ones here: <a href='http://civic-minded.com/albums/TestStuff/WrongWay1.mp3' target='_blank'>Wrong Way 1</a> <a href='http://civic-minded.com/albums/TestStuff/WrongWay2.mp3' target='_blank'>Wrong Way 2</a> <a href='http://civic-minded.com/albums/TestStuff/StandBy.mp3' target='_blank'>Stand By</a> <a href='http://civic-minded.com/albums/TestStuff/Powerdown.mp3' target='_blank'>Power Down Sound effect</a> This will make a great sound to play just as the rumbling starts <a href='http://civic-minded.com/albums/TestStuff/DampingOffline.mp3' target='_blank'>Inertial Damping Offline</a>
And here are the first two audio files for the actual holographic presentation. I couldn't decide whether it should sound like the commander is still communicating on the radio or if he should switch to some higher quality speaker system in the presentation room. So I made one with the radio sound and one with the speaker sound. I'll leave it up to you guys too decide what's best. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
all the areas are more or less done im afraid, the whole thing just needs entity work now
cheers dark for the audio, ill listen to em after diehard <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Great job on the sounds, I cant make up my mind regarding which style is the best <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
Here's a tip for mapping, when making func_wall's transparent, don't set the render mode to texture, that makes it glow, set it to solid, then the light effects (is it effect or affect?) it.
shooting range looks really nice, the holo room is... meh.
yeah i noticed hehehe. Ah well, Maybe ill turn it into a abandoned NS training facility map. If you need entities, thats about the only part of mapping i am partially good at lol
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Hey, what about a jetpack obstacle course? Like a sort of fly through the rings?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
i hav considered this, but one u cant place jetpacks in levels, and 2 u dont really need a master class to use a jetpack
Comments
Then the NSPlayer can't build a siege turret, which means he can't siege the hive, which means he can't complete the training map.
If that happens, we should code something that would rename the NSPlayer to "st00pid n00b" <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<img src='http://www.bios-clan.uk-xtreme.net/images/training/training_17.jpg' border='0' alt='user posted image' />
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
edit: o and its a func_illusionary actually <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
but yeh, can the trigger_prescence be triggered by buildings and not players?
At least you managed to do something about my horrendous r_speeds, so thanks for that.
Dunno how the coplanar bit got into it, everything seemed fine at my end. Or maybe I should actually READ my compiler logs?
Easy: Several func_nobuild's (at ceiling height, so they don't block the player). One covers the space where you want each building to go, and one large one covers the rest of the room. When you want a building to be placed, turn on the "build here" instructions and killtarget the appropriate func_nobuild.
Perhaps a halflife-esque apocalypse before and after could be pulled?
The player starts in the normal map, all lights are normal, everything's fine. When the onos attack starts, the ship rumbles, you hear the screams and noises, explosions, etc, and the lights go out. Then using a trigger_changelevel, make it look like the ship is now falling apart from the damage the onos did, presumably to some essential system. The backup lights are on, the spinning red lights are going, sirens and alerts, the ship is damaged, panels are falling down, sparks are coming out of panels, etc.
It would be a good way to keep the map open and non-linear and still not have the player find the infested blockage too early. There could be a door, bulkhead, or large piece of equipment in place that stops the player from getting to the hallway with the infested blockage in it, but it's knocked down after the onos attack.
This way you can spread out the scripting and entity load. The first map dosen't need any brushwork after the infested blockage, making the map smaller and saving more resources for the holographic presentation. And the second half dosen't need any of the holographic presentation, saving resources for the command chair scripting. The damaged holo generator could be displaying a garbled picture or error message in the second half.
Um, Ya if you want I can work On a shooting range with holo aliens or something, but I dont know how to make them disapear when you shoot them.
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo--> Lesson #23827 Backstab the commanders when they wont give you a good gun
1: {invisible will still be rendered, better to use null.
2: It's not necessary, and it adds way too much to wpoly. It's just not worth it.
edit: except for the voices and soundfx
edit2: how do i display just a single frame in a sprite with lots of frames i.e. the waypoint frame in the 640orders.spr
if you figure out a way tell me <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
other than that, only creating a new sprite will help. At least I don't know any possibility to do that from a mapping point of view.
<img src='http://www.geocities.com/naturalselectionv3/shootrange0001.JPG' border='0' alt='user posted image' />
<img src='http://www.geocities.com/naturalselectionv3/shootrange0000.JPG' border='0' alt='user posted image' />
Please tell me how you like it.
P.S. How do you make weapons appear in it? they keep dissapearing <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
plus ive allready made one
<img src='http://www.bios-clan.uk-xtreme.net/images/training/training_18.jpg' border='0' alt='user posted image' />
(theres drippage as well but that starts when the game does)
The first three are unchanged, just in MP3 format:
<a href='http://civic-minded.com/albums/TestStuff/1_Welcome.mp3' target='_blank'>Welcome to Training</a>
<a href='http://civic-minded.com/albums/TestStuff/2_Waypoints.mp3' target='_blank'>Waypoints</a>
<a href='http://civic-minded.com/albums/TestStuff/3_Attention.mp3' target='_blank'>Pay attention</a>
New ones here:
<a href='http://civic-minded.com/albums/TestStuff/WrongWay1.mp3' target='_blank'>Wrong Way 1</a>
<a href='http://civic-minded.com/albums/TestStuff/WrongWay2.mp3' target='_blank'>Wrong Way 2</a>
<a href='http://civic-minded.com/albums/TestStuff/StandBy.mp3' target='_blank'>Stand By</a>
<a href='http://civic-minded.com/albums/TestStuff/Powerdown.mp3' target='_blank'>Power Down Sound effect</a> This will make a great sound to play just as the rumbling starts
<a href='http://civic-minded.com/albums/TestStuff/DampingOffline.mp3' target='_blank'>Inertial Damping Offline</a>
And here are the first two audio files for the actual holographic presentation. I couldn't decide whether it should sound like the commander is still communicating on the radio or if he should switch to some higher quality speaker system in the presentation room. So I made one with the radio sound and one with the speaker sound. I'll leave it up to you guys too decide what's best. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
<a href='http://civic-minded.com/albums/TestStuff/Presentation1.mp3' target='_blank'>Presentation 1</a>
<a href='http://civic-minded.com/albums/TestStuff/Presentation2.mp3' target='_blank'>Presentation 2</a>
cheers dark for the audio, ill listen to em after diehard <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Here's a tip for mapping, when making func_wall's transparent, don't set the render mode to texture, that makes it glow, set it to solid, then the light effects (is it effect or affect?) it.
shooting range looks really nice, the holo room is... meh.
<!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd-fix.gif' border='0' style='vertical-align:middle' alt='nerd-fix.gif' /><!--endemo-->
i hav considered this, but one u cant place jetpacks in levels, and 2 u dont really need a master class to use a jetpack