Adding A New Entity To The Fgd (env_model)

MendaspMendasp I touch maps in inappropriate placesValencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
<div class="IPBDescription">link to thread in Ideas and Suggestions</div> Other people made already threads like mine, but since they got something close to 0 replies... well, I don't think they were even considered, so please, show your support so we can get a REAL entity for that purpose <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=5&t=67730' target='_blank'>Link to the thread</a>

Comments

  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    My life is yours.

    Er, I mean support. My support is yours.
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    Of course the last time something from I&S was implemented was sometime around the release of 2.0... but still, it's always worth a try.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    Maybe Cagey will read it? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> well, I think it's the only good suggestion on the <b>whole</b> forum! heh
  • tomteverkstantomteverkstan Join Date: 2003-08-28 Member: 20304Members
    @PointClass studio() = env_model
    [
    rendermode(choices) : "Render Mode" : 0 =
    [
    0: "Normal"
    1: "Color"
    2: "Texture"
    3: "Glow"
    4: "Solid"
    5: "Additive"
    ]

    renderamt(integer) : "FX Amount (1 - 255)"

    model(studio) : "Model"
    ]


    i added this to the fgd and it worked
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    edited April 2004
    I'm going to try it :O

    Edit: As I thought, it doesn't work in-game.
  • ZyndromeZyndrome Join Date: 2003-03-28 Member: 14974Members
    edited April 2004
    By changing the "sprite()" to "studio()" in ns.fgd for the env_sprite, models show up without any problem, but sprites are not showing up, only a small purple cube.
    Using both sprite() and studio() for the env_sprite causes VHE (3.5) to crash.
    Not familiar with FGD-editing? Just open ns.fgd with Notepad and search for "env_sprite" <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> , if you want to try it out. The line should look like this after edited:

    <!--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-->@PointClass <b>studio()</b> base(Targetname, RenderFields) size(-4 -4 -4, 4 4 4)= env_sprite : "Sprite Effect"<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    I use this, so it doesn't crash hammer, but, it obviously, shows an ugly pink cube.

    <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->@PointClass base(Targetname, RenderFields) size(-4 -4 -4, 4 4 4) = env_sprite : "Sprite Effect" <!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
  • Tribal-BobTribal-Bob Join Date: 2003-12-21 Member: 24600Members
    That would be awesome for adding ambient models... like if you wanted a res node that had a collapsed beam on it or something so you couldn't use it... but it was just there to taunt everyone.
  • CabooseCaboose title = name(self, handle) Join Date: 2003-02-15 Member: 13597Members, Constellation
    or you could just use cycler...
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    <!--QuoteBegin-Caboose+Apr 8 2004, 07:32 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Caboose @ Apr 8 2004, 07:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> or you could just use cycler... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    We could, but horrible hull files that can't be eliminated just really aren't fun. I don't want a pair of boots to take up the space of a human.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    It's more the matter that regular cyclers also bleed. Oops.

    cycler_weapon works well, but just be sure you clip the thing off... running around with chairs hanging over my head is a fond memory from early versions of Veil... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    Actually, onos and fades can STILL pick up cycler_weapons in the latest version of 3.0... I've had it happen to me a couple times assaulting MS on Veil. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->

    Beware marines, lest I blink into your face and fiercely hold this CHAIR up at you!!!
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin-Mendasp+Apr 8 2004, 11:08 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Apr 8 2004, 11:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Maybe Cagey will read it? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    It took me a while to get there, but I've read it now...

    <!--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-->well, I think it's the only good suggestion on the <b>whole</b> forum! heh<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    You didn't like my S&I posts? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    I seriously doubt this is going to make it into 3.0 since we're supposed to be in a feature freeze, but I really want to see this in the game at the earliest possible time, preferably as a client-side entity that doesn't count against the cap.

    I've even asked for it a few times before I was a dev--including a nodrop flag for floating / attached to wall/ceiling models and the ability to set a custom light amount for the model rather than using the floor light.

    I briefly talked with Flayra about moving more static entities to the client side on Tuesday, and he said that if I wanted to investigate that possibility in the future he'd be open to it--I can't work on that sort of thing at the moment because we don't want to destabalize the build; we're fixing bugs now, not creating them <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->.

    <!--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-->Actually, onos and fades can STILL pick up cycler_weapons in the latest version of 3.0... I've had it happen to me a couple times assaulting MS on Veil. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Has this been listed in the bugs forum? I don't see it in Mantis (the NS bug tracker) yet.

    <!--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-->i added this to the fgd and it worked <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    There isn't any mention of an env_model entity in the NS sourcecode... do you mean it worked in Hammer?
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    edited April 2004
    <!--QuoteBegin-XP-Cagey+Apr 9 2004, 03:19 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XP-Cagey @ Apr 9 2004, 03:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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-->Actually, onos and fades can STILL pick up cycler_weapons in the latest version of 3.0... I've had it happen to me a couple times assaulting MS on Veil. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Has this been listed in the bugs forum? I don't see it in Mantis (the NS bug tracker) yet. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Yes, it is, but with a different description, the player that reported it didn't know it's caused by the cycler_weapons.

    The bug id on Mantis is 0000504 (I don't know if I can link to it here... so I'll give you the bug id and that's it, heh). We used cycler_weapons for the models on early builds on bast, and that's exactly what happened, also, the model dissapeared. We use env_sprites now, like the original map did.
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin-Mendasp+Apr 9 2004, 05:39 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Apr 9 2004, 05:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-XP-Cagey+Apr 9 2004, 03:19 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XP-Cagey @ Apr 9 2004, 03:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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-->Actually, onos and fades can STILL pick up cycler_weapons in the latest version of 3.0... I've had it happen to me a couple times assaulting MS on Veil. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Has this been listed in the bugs forum? I don't see it in Mantis (the NS bug tracker) yet. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Yes, it is, but with a different description, the player that reported it didn't know it's caused by the cycler_weapons.

    The bug id on Mantis is 0000504 (I don't know if I can link to it here... so I'll give you the bug id and that's it, heh). We used cycler_weapons for the models on early builds on bast, and that's exactly what happened, also, the model dissapeared. We use env_sprites now, like the original map did. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Ah, thanks <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • tomteverkstantomteverkstan Join Date: 2003-08-28 Member: 20304Members
    hmmm...it only worked in hammer <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
    i dont know where i got it from that it worked =S
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