ReWolfenstein 3D mod

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Re: ReWolfenstein 3D mod

Postby coder0xff on Wed Feb 17, 2010 3:52 am

custom entity
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Re: ReWolfenstein 3D mod

Postby Duke Nukem on Wed Feb 17, 2010 6:34 pm

Andriska_hun wrote: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!


button enables a triggerbrush, triggerbrush enables mapchange, mapchange---> new room.
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Re: ReWolfenstein 3D mod

Postby Andriska_hun on Thu Feb 18, 2010 1:24 pm

button enables a triggerbrush, triggerbrush enables mapchange, mapchange---> new room.



Can you make for me a simple room? I'm not a good mapper. (for next level use e1m1.bsp)
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Re: ReWolfenstein 3D mod

Postby Duke Nukem on Thu Feb 18, 2010 4:22 pm

sure, ill pm you
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Re: ReWolfenstein 3D mod

Postby Andriska_hun on Thu Feb 18, 2010 6:05 pm

...or how can I make a simple teleport between the levels? The info_teleport_destinaton entity doesn't have globalname. It's unbelieveable, that the very simpliest things have the most difficult procedures...
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Re: ReWolfenstein 3D mod

Postby Duke Nukem on Thu Feb 18, 2010 6:26 pm

decided to offer these maps to everyone. http://www.file-upload.net/download-227 ... e.rar.html hope you can download it...
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Re: ReWolfenstein 3D mod

Postby Andriska_hun on Wed Feb 24, 2010 4:56 pm

Duke Nukem wrote:decided to offer these maps to everyone. http://www.file-upload.net/download-227 ... e.rar.html hope you can download it...



Thank You Duke!

Next question: I would like to create the elvator-wall (with a rotating lever) from one 3D model. It's clear that I need to create a custom sequence for the rotating lever in the qc file, but if I want to insert this model in the hammer I need to insert it like an entity. (here is a pic from the elevator wall and the rotating lever: http://www.moddb.com/mods/sda/images/e1m1122#imagebox)

So: Which entity do you recommend for this? The entity must know to use a custom model of course, and the custom sequence is playing while the player +use this entity. (It will start the Changelevel trigger)
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Re: ReWolfenstein 3D mod

Postby Duke Nukem on Fri Feb 26, 2010 12:49 pm

hm, you can parent everything to a func_rotating and then do it all with func_doors and func_brushes...
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Re: ReWolfenstein 3D mod

Postby Dr. Delta on Fri Feb 26, 2010 1:58 pm

Has there been any new progress? :D
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Re: ReWolfenstein 3D mod

Postby Andriska_hun on Fri Feb 26, 2010 6:37 pm

delta_nl wrote:Has there been any new progress? :D


Of course, but before it I must to fix some problems... ...and find a coder for these little (!) problems.

Very funny (and nerve-racking...) that is (almost) impossible to create those very simple things what was in the wolf3d from1992.

2 more problems:
- how can I make that after a success level-changing the player spawns in the place (and angle) of the "info_start_player". I don't want to use the HL-style levelchanging and don't want to rotate the whole map for the correct starting-angle.

- our Hans Grosse model is 50% completed, but there is a little problem: some Bosses use 2 weapons (Death Knight has 4!) I don't know how can we coding them.

I forgot to say: if anybody wants to help, than welcome!
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Re: ReWolfenstein 3D mod

Postby Duke Nukem on Sat Feb 27, 2010 5:05 pm

Andriska_hun wrote:2 more problems:
- how can I make that after a success level-changing the player spawns in the place (and angle) of the "info_start_player". I don't want to use the HL-style levelchanging and don't want to rotate the whole map for the correct starting-angle.


hm, work with info_player_teleport(dunno if its the right name of that entity...) and triggers.
you may add me on steam through the lopers group. then we can work on several problems off-forums... that would be easier i think...
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Re: ReWolfenstein 3D mod

Postby Andriska_hun on Wed Jun 01, 2011 7:52 am

Hi!

I update the full rewolf mod, and I want to add a minimum light value for the door models, because I dont want to use dark models (doesnt look good). I made only very simple vmt files yet for the mod, but now I need bit vmt files. Can somebody write a simple vmt file for the door models?

Thank you!
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Re: ReWolfenstein 3D mod

Postby Duke Nukem on Wed Jun 01, 2011 8:21 am

talk to me on steam and ill create a little one for you. having the old one might be useful. ;-)
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Re: ReWolfenstein 3D mod

Postby Andriska_hun on Mon Dec 12, 2011 8:20 am

hey, I need some coding help:

I want to re-create the old key-procedure (like in the latest release, but I lost my coder and the codes), with these details:
- there are 2 types of locked doors: locked by blue key, and locked by yellow key. I copied the func_door entity and added 2 new spawnflags (yellow is: 4194304) for this new wolf_door, like Locked_Blue and Locked_Yellow.
- I made the pickupable entities for the keys, called item_key_blue and item_key_yellow. These entites have own key models. (I cloned the item_battery codes, so if I pick them up it same when I pickup a simple item_battery.)

I would like to make these goals, but I need some help:
- if the player pickup for example the blue key, he can unlock & open the locked door (which is locked by the blue key)
- the players must drop their key(s) when they are killed and if they have any key.
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Re: ReWolfenstein 3D mod

Postby Gary on Mon Dec 12, 2011 9:05 am

I can't think of any simple answers to those questions.


But, I would like to give you some useful information about past questions:

-Light going through the door
When you compile a map, it calculates the lighting. Your door is excluded from the light calculating process due to it's dynamic(it can move after lighting is calculated) nature. This is a flaw of such static lighting, there is no way around it except for cheap hacks.

-BlockLight textured brush tied to an entity crashes the game
It is pointless to texture any dynamic entity with the "blocklight" texture, because, after the map is compiled, the lighting information in your map has been written in stone.

-NPCs see through doors.
I had this problem once when I made a breakable door, NPCs would shoot at me because they could see through it. Easy fix, texture a brush with the "Block LOS" texture, tie it to a func_brush, disable it when the door opens and enable it when it shuts.

-Button that changes level.
I never tried it, but I assume you could just have the button tell a point_servercommand to change the map via a "map MAPNAME" command. Though, this would mess up level chapters.
Have a question related to modding or something I posted? Something that needs staff attention? I haven't been active lately, but feel free to PM me or message me on Steam(link below)

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