ReWolfenstein 3D mod

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Re: ReWolfenstein 3D mod

Postby Dr. Delta on Sat Feb 13, 2010 11:01 pm

Andriska_hun wrote:Can't belive it! It doesn't work. I made a brush with that Block Light texture and converted it into entity. When I used it like func_physbox, tha game crashed. If I used like something else (for ex. func_brush), the light goes through on it.. :((((


Don't make it an entity. Derp.
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Re: ReWolfenstein 3D mod

Postby Andriska_hun on Sun Feb 14, 2010 9:06 pm

But if I use it like a brush, than the NPC can't see through on it, while the door is open.
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Re: ReWolfenstein 3D mod

Postby Dr. Delta on Mon Feb 15, 2010 7:18 am

Andriska_hun wrote:But if I use it like a brush, than the NPC can't see through on it, while the door is open.


Parent it to the door.
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Re: ReWolfenstein 3D mod

Postby Andriska_hun on Mon Feb 15, 2010 9:25 am

delta_nl wrote:
Andriska_hun wrote:But if I use it like a brush, than the NPC can't see through on it, while the door is open.


Parent it to the door.


In this case I must to tie it to entity! (which entity do you recommend?)
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Re: ReWolfenstein 3D mod

Postby Duke Nukem on Mon Feb 15, 2010 2:26 pm

well, then this entity has to have dynamic shadows... i guess thats why the engine crashes when you tie the brush to an entity.
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Re: ReWolfenstein 3D mod

Postby Surfa on Mon Feb 15, 2010 3:09 pm

There is something wrong with the collisions on the model. Post the collision model from the model viewer.
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Re: ReWolfenstein 3D mod

Postby Andriska_hun on Mon Feb 15, 2010 9:43 pm

Which collision model do you care? The door, or the dead guard?
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Re: ReWolfenstein 3D mod

Postby Andriska_hun on Mon Feb 15, 2010 9:51 pm

Duke Nukem wrote:well, then this entity has to have dynamic shadows... i guess thats why the engine crashes when you tie the brush to an entity.


Very stranges are these tool materials:
Block_LOS - block Line of Sight
Block_light - block Line of Sight & Lights

I putted into every doorway a Block_LOS textured new func_door which moving the original doors, so this part of my problem is fixed. But those bastard lights...

I watched the vmt & vmf files of these tool-materials and tried to create a new one which could block ONLY the Lights, but it wasn't succesfull.
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Re: ReWolfenstein 3D mod

Postby Andriska_hun on Mon Feb 15, 2010 10:02 pm

Image

It's just a simple box, nothing more.
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Re: ReWolfenstein 3D mod

Postby Surfa on Mon Feb 15, 2010 10:49 pm

That is really odd. As the physics model blocks the light. Maybe try compiling with per pixel lighting.
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Re: ReWolfenstein 3D mod

Postby Andriska_hun on Tue Feb 16, 2010 8:24 am

Surfa wrote:That is really odd. As the physics model blocks the light. Maybe try compiling with per pixel lighting.


I don't know exactly what doest it mean: compiling with per pixel lighing
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Re: ReWolfenstein 3D mod

Postby Surfa on Tue Feb 16, 2010 10:17 am

Sorry I meant perpoly lighting (add -StaticPropPolys to the custom compiling commands, if using ep1 then use -StaticPropLighting instead).

Although you could try a the env_projectedtexture (which uses perpixel lighting).
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Re: ReWolfenstein 3D mod

Postby ixin on Tue Feb 16, 2010 10:40 am

Sigh modeling in HL2 gives so much troubles that I quit mapping/modeling for it since it's such a burden.

Anyway it can have numerous reasons: Bad Collision box, bad smooth grouping of the collision box, wrong coding in the QC File. Please post your QC aswel.

Here's an example of a working QC file for the model.

Code: Select all
$modelname railings/railing01.mdl

$cdmaterials models/railings

$body studio "railing01_ref.smd"

$staticprop

$surfaceprop "metal"

$sequence idle "railing01_still.smd" loop fps 15

$collisionmodel "railing01_phys.smd" {
   $concave


Here's a pic of the model: http://i32.tinypic.com/2ut5g7k.png

Remember that when working with a model that when you make a collision box your smoothing should be put to number 2 of the collision model instead of 1 as it sometimes causes problems.

Also I made a door that doesn't drop shadow. Just make a block_light brush, tie it to the door via the naming. So that the Blocklight moves with the door and does it shit. Also turn some options off in the door moving entity.

I haven't done much mapping anymore so most of this went out of my head but try to experiment and recompiling every time that's what I did.
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Re: ReWolfenstein 3D mod

Postby Duke Nukem on Tue Feb 16, 2010 4:32 pm

after "$concave" you forgot to enter the "}" :D
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Re: ReWolfenstein 3D mod

Postby Andriska_hun on Tue Feb 16, 2010 9:17 pm

I imagine only 1 solution: creating a new tool-texture, what can cast shadows and nothing more. Sadly the block_light texture blocking the NPCs Line of Sight too, and cannot use on prop_dynamic or any other moving brush...

Another mapping problem: I cannot make a working level change with button. I don't want more than the original game, just a simple level-cjange. No need HL2 style, just need a simple button what the player can push and the level changing. Very important thing that the current level's endpoint and the next level's starting point is not in same place!
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