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Postby Lucky Luke » Tue May 19, 2009 2:28 pm

Like that:

Code: Select all
/*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN - CRUSHER RETURN TRIGGER_DOOR X_AXIS Y_AXIS ONE_WAY

Rotating door.  By default it will always open away from the player.

-------- KEYS --------

speed : determines how fast the door moves (default 130).

wait : number of seconds before door returns (default 4, -1 = return immediately)

lip : lip remaining at end of move (default 8)

targetname : if set, a func_button or trigger is required to activate the door.

health : if set to a non-zero value, the door must be damaged by "health" amount of points to activate (default 0).

dmg : damage to inflict on player when he blocks operation of door (default 4). Door will reverse direction when blocked unless CRUSHER spawnflag is set.

team: assign the same team name to multiple doors that should operate together (see Notes).

light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).

color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).

model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).

distance : how many degrees the door will open, negative to reverse direction (default 90).

origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes).

notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.

notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.

notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).

-------- SPAWNFLAGS --------

START_OPEN : the door will spawn in the open state and operate in reverse.

CRUSHER : door will not reverse direction when blocked and will keep damaging player until he dies or gets out of the way.

RETURN: door will return automatically after having been opened

TRIGGER_DOOR: door can't be used by an activate button but a trigger

X_AXIS : open on the X-axis instead of the Z-axis

Y_AXIS : open on the Y-axis instead of the Z-axis

ONE_WAY : always open the same way, set negative distance to reverse

-------- NOTES --------

Unlike in Quake 2, doors that touch are NOT automatically teamed. If you want doors to operate together, you have to team them manually by assigning the same team name to all of them. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.*/



//=============================================================================

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Postby Pardner » Tue May 19, 2009 4:10 pm

Lucky luke wrote:I have 2 files .def , entities.def and entities-SG.def.

What you can try doing is remove "entities.def" from the scripts directory and then rename "entities-SG.def" to "entities.def"

entities.def contains the old entities from QuakeIII. they were included with the Radiant editor. The entities-SG.def included in our mapping package has all the entities you need for SG. So if you only plan to map for SG, you only need entities-SG.def (renamed of course).


Also try renaming "entities-SG.def" to "entities-sg.def" I have little experience with Linux, but haven't we been in trouble before with naming things with uppercase?
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Postby Lucky Luke » Tue May 19, 2009 5:08 pm


PostPosted: Tue May 19, 2009 10:10 am Post subject:
Lucky luke wrote:

I have 2 files .def , entities.def and entities-SG.def.

What you can try doing is remove "entities.def" from the scripts directory and then rename "entities-SG.def" to "entities.def"


When i make that, i don't have "func-door-rotating" and also, i don't have "misc --> models" (and may be other things). May be it's my entities-SG.def, which isn't good? or netradiant which can't read the file?

Also try renaming "entities-SG.def" to "entities-sg.def" I have little experience with Linux, but haven't we been in trouble before with naming things with uppercase?


This don't work. (i don't know about such a problem with linux).

May be i should try to make entities.def and entities-sg.def in one entities.def ? but i don't think i will have "func-door-rotating " like that....


May be i should make it again since the beginning... or with gtkradiant (instead of netradiant).

I'm lost.

I will think about it :)
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Postby /dev/random » Tue May 19, 2009 5:45 pm

Could you post your ~/.netradiant/radiant.log, if you enabled logging?
It should contain something like
EntityClass: searching "/opt/netradiant/smokinguns.game/smokinguns/" for *.def
ScanFile: /opt/netradiant/smokinguns.game/smokinguns/entities.def


Edit: Netradiant should work aswell and capital letters won't make a difference, since (Net)Radiant looks for *.def.

Mapping with linux works, but it's a bit of a pita :D
I've needed some time to get it working with WoP, but it should be fine now. Currently I have a problem with white textures in the 3D-window, which seems to be a know bug with the new XServer :oops:
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Postby Lucky Luke » Tue May 19, 2009 6:07 pm

Yep:

Code: Select all
Module Ready: 'toolbar' 'UFO:AI'
Module Initialising: 'toolbar' 'bobtoolz'
Module Initialising: 'plugin' 'bobtoolz'
Module Ready: 'plugin' 'bobtoolz'
Module Ready: 'toolbar' 'bobtoolz'
Module Initialising: 'plugin' 'ShaderPlug'
Module Ready: 'plugin' 'ShaderPlug'
Module Initialising: 'plugin' 'SunPlug'
Module Ready: 'plugin' 'SunPlug'
Module Initialising: 'plugin' 'brushexport2'
Module Ready: 'plugin' 'brushexport2'
Module Initialising: 'plugin' 'prtview'
Module Ready: 'plugin' 'prtview'
vfs directory: /home/oz/SG/smokinguns/smokinguns/
  pak file: /home/oz/SG/smokinguns/smokinguns/sg_textures0.pk3
  pak file: /home/oz/SG/smokinguns/smokinguns/sg_sounds.pk3
  pak file: /home/oz/SG/smokinguns/smokinguns/sg_pak0.pk3
  pak file: /home/oz/SG/smokinguns/smokinguns/sg_maps0.pk3
  pak file: /home/oz/SG/smokinguns/smokinguns/joekarimat1.pk3
  pak file: /home/oz/SG/smokinguns/smokinguns/alamo1.pk3
vfs directory: /home/oz/SG/smokinguns/smokinguns/
  pak file: /home/oz/SG/smokinguns/smokinguns/sg_textures0.pk3
  pak file: /home/oz/SG/smokinguns/smokinguns/sg_sounds.pk3
  pak file: /home/oz/SG/smokinguns/smokinguns/sg_pak0.pk3
  pak file: /home/oz/SG/smokinguns/smokinguns/sg_maps0.pk3
  pak file: /home/oz/SG/smokinguns/smokinguns/joekarimat1.pk3
  pak file: /home/oz/SG/smokinguns/smokinguns/alamo1.pk3
filesystem initialised
Parsing shader files from /home/oz/SG/smokinguns/smokinguns/scripts/shaderlist.txt
Following shader files are not referenced in shaderlist.txt:
extras.shader
base_light.shader
gfx.shader
hud.shader
liquid.shader
sfx.shader
unlagged.shader
weapon_fx.shader
weapons.shader
wqfx.shader
Parsing shaderfile scripts/common.shader
Parsing shaderfile scripts/joekari.shader
Parsing shaderfile scripts/sg.shader
EntityClass: searching "/home/oz/SG/netradiant/sg.game/smokinguns/" for *.def
ScanFile: /home/oz/SG/netradiant/sg.game/smokinguns/entities-SG.def
ScanFile: /home/oz/SG/netradiant/sg.game/smokinguns/entities.def
EntityClass: searching "/home/oz/SG/netradiant/sg.game/smokinguns/" for *.ent
loading custom shortcuts list from "/home/oz/.netradiant/1.5.0/sg.game/shortcuts.ini"
commands import: data version 1.-140575535 is compatible with code version 1.-140575535
parsed 149 custom shortcuts
Processing .xlink file '/home/oz/SG/netradiant/global.xlink'
'/home/oz/SG/netradiant/sg.game/game.xlink' not found
OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = 24bpp
GL_VENDOR: Tungsten Graphics, Inc
GL_RENDERER: Mesa DRI Intel(R) 945GM 20061017 x86/MMX/SSE2
GL_VERSION: 1.3 Mesa 7.0.3-rc2
GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_point_parameters GL_ARB_shadow GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_cull_vertex GL_EXT_compiled_vertex_array GL_EXT_convolution GL_EXT_copy_texture GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_polygon_offset GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texture GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_vertex_array GL_3DFX_texture_compression_FXT1 GL_APPLE_client_storage GL_APPLE_packed_pixels GL_ATI_blend_equation_separate GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_INGR_blend_func_separate GL_MESA_pack_invert GL_MESA_ycbcr_texture GL_MESA_window_pos GL_NV_blend_square GL_NV_light_max_exponent GL_NV_texture_rectangle GL_NV_texgen_reflection GL_NV_vertex_program GL_NV_vertex_program1_1 GL_OES_read_format GL_SGI_color_matrix GL_SGI_color_table GL_SGIS_generate_mipmap GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SUN_multi_draw_arrays
Anisotropic filtering possible (max 2x)
Lighting mode requires OpenGL features not supported by your graphics drivers:
  GL_ARB_shader_objects
  GL_ARB_vertex_shader
  GL_ARB_fragment_shader
  GL_ARB_shading_language_100
Loaded Texture: "/home/oz/SG/netradiant/bitmaps/notex.bmp"
OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = none
OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = none
OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = none
Unable to find default tag file /home/oz/SG/netradiant/sg.game/shadertags.xml. No tag support.
OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = none



EntityClass: searching "/home/oz/SG/netradiant/sg.game/smokinguns/" for *.def
ScanFile: /home/oz/SG/netradiant/sg.game/smokinguns/entities-SG.def
ScanFile: /home/oz/SG/netradiant/sg.game/smokinguns/entities.def
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Postby ReD NeCKersoN » Wed May 20, 2009 2:47 am

Sorry to go off topic but...
/dev/random wrote:I've needed some time to get it working with WoP, but it should be fine now.

Maybe you mentioned it before & I just missed it, but I was wondering where you came from! Thanks for your many helpful posts in our forum. 8)
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Postby /dev/random » Wed May 20, 2009 5:20 pm

Yepp, World of Padman ist where Quake3 fun began :D
Thanks for the commendation!

---

I'm afraid merging both defs won't work, as both already get loaded. Which version of NetRadiant do you use? Maybe it's a bug within your version.
If you extracted the entities-SG.def from SG's mapping pack, it should work. The same applies to the default entities.def, which is quite likely part of your NetRadiant installation for Quake3.

(I've got a quite new build right here, but I don't know whether it'll work with your distribution. And you'll need to add the SG mapping pack. Oh, and by the way, this new version fixes my "white 3D view"-problem :) )
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Postby Lucky Luke » Mon May 25, 2009 1:44 pm

My version of netradiant was 1.5.on-snvn219

I tryed with youre new build, but i have got the same problem... don't know what i'm doing wrong.

I will think more about it, and may be come back with other questions.
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Postby Caseus » Sun May 31, 2009 3:14 am

If you look inside these .def files, you'll see that the entries are generally of such a form:

/*QUAKED blahblah
-------- KEYS --------
blahblahblah
-------- SPAWNFLAGS --------
blahblahblah
-------- NOTES --------
blahblahblah */

However, in the entities-SG.def file, many of the entries are lacking the final '*/'. Add this on to them, and your right-click menu should be looking mighty nice.
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Postby Tequila » Sun May 31, 2009 4:18 pm

Hi,

you can try also ZeroRadiant by following my explanation here.
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Postby Lucky Luke » Tue Jun 02, 2009 2:33 pm

Hey Caseus! It works!

Hey Tequila! It works! (i just have a strange bug)


:)
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