• How do I reset and move geometry with buttons?
    9 replies, posted
For the map I'm making, I'm trying to make buttons that can reset parts of the map and buttons that can move objects from one point to another(if you've seen gm_mobenix_V3 or phys_house you should know what I mean) Google and various other tutorial sites have failed me. Any help on this matter is appreciated.
If you want to move brushes around, make them a func_movelinear. What exactly do you need to do. If it's a complex i/o system i may be able to suggest something.
[QUOTE=IronPhoenix;22153472]If you want to move brushes around, make them a func_movelinear. What exactly do you need to do. If it's a complex i/o system i may be able to suggest something.[/QUOTE]For what I'm doing (highly detailed indoor and outdoor firing ranges), I am trying to make a system where you can change the target type and position of individual targets. All of them are controlled with their own set of buttons. If the person wants to reset the firing range to get rid of all the bullet holes, they press the restart button for that firing range and the entire range gets refreshed. I've seen this type of thing in gm_mobenix but there were no tutorials I can find on this.
make the button kill all the props, func_brushes, or whatever else you are using (name them first), then use point_templates to respawn all of them. To make it look better, have two env_fades, one of them with fade in checked, fire the fade out, fire the killing/spawning after the same amount of time it takes to complete the fade out (set the fadeout to hold for 1 second), then fire the fade in after the combined time of the fade out and hold (set fade in hold time to 0).
[QUOTE=robmaister12;22154042]make the button kill all the props, func_brushes, or whatever else you are using (name them first), then use point_templates to respawn all of them. To make it look better, have two env_fades, one of them with fade in checked, fire the fade out, fire the killing/spawning after the same amount of time it takes to complete the fade out (set the fadeout to hold for 1 second), then fire the fade in after the combined time of the fade out and hold (set fade in hold time to 0).[/QUOTE] Well, this definatly helps. Tried this, everything went well until it was time to compile. I know it's because I made the geometry func_brush, but I'm not sure how to work around this without a major change of the layout of the map. Here's the compile log: [code] ** Executing... ** Command: "e:\program files\steam\steamapps\liquidomegawolf\sourcesdk\bin\source2007\bin\vbsp.exe" ** Parameters: -game "e:\program files\steam\steamapps\liquidomegawolf\half-life 2 episode two\ep2" "E:\Program Files\Steam\steamapps\liquidomegawolf\My maps\gm_WeaponsTest" Valve Software - vbsp.exe (May 19 2009) 4 threads materialPath: e:\program files\steam\steamapps\liquidomegawolf\half-life 2 episode two\ep2\materials Loading E:\Program Files\Steam\steamapps\liquidomegawolf\My maps\gm_WeaponsTest.vmf Patching WVT material: maps/gm_weaponstest/dev/dev_blendmeasure_wvt_patch fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) **** leaked **** Entity light (157.00 934.00 314.00) leaked! FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3240.5 1024.0 -164.5) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3752.5 1024.0 -164.5) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3238.5 1024.0 38.8) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3412.0 1024.0 38.8) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3757.5 1024.0 38.8) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3238.5 1024.0 214.8) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3412.0 1024.0 214.8) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3757.5 1024.0 214.8) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: *** Suppressing further FindPortalSide errors.... *** Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 78 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) material "gm_construct/water_beneath" not found. Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/militia_hdr*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/militia_hdr*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (0) (107997 bytes) Static prop models/props_silo/industriallight01.mdl outside the map (841.00, 938.00, 348.00) Static prop models/props_silo/industriallight01.mdl outside the map (843.00, 695.00, 348.00) Static prop models/props_silo/industriallight01.mdl outside the map (848.00, 467.00, 348.00) Static prop models/props_silo/industriallight01.mdl outside the map (435.00, 467.00, 348.00) Static prop models/props_silo/industriallight01.mdl outside the map (152.00, 467.00, 348.00) Static prop models/props_silo/industriallight01.mdl outside the map (439.00, 682.00, 348.00) Static prop models/props_silo/industriallight01.mdl outside the map (153.00, 685.00, 348.00) Static prop models/props_silo/industriallight01.mdl outside the map (441.00, 936.00, 348.00) Static prop models/props_silo/industriallight01.mdl outside the map (156.00, 933.00, 348.00) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 842 texinfos to 439 Reduced 108 texdatas to 88 (4849 bytes to 4138) Writing E:\Program Files\Steam\steamapps\liquidomegawolf\My maps\gm_WeaponsTest.bsp 2 seconds elapsed ** Executing... ** Command: "e:\program files\steam\steamapps\liquidomegawolf\sourcesdk\bin\source2007\bin\vvis.exe" ** Parameters: -game "e:\program files\steam\steamapps\liquidomegawolf\half-life 2 episode two\ep2" -fast "E:\Program Files\Steam\steamapps\liquidomegawolf\My maps\gm_WeaponsTest" Valve Software - vvis.exe (May 19 2009) fastvis = true 4 threads reading e:\program files\steam\steamapps\liquidomegawolf\my maps\gm_WeaponsTest.bsp reading e:\program files\steam\steamapps\liquidomegawolf\my maps\gm_WeaponsTest.prt LoadPortals: couldn't read e:\program files\steam\steamapps\liquidomegawolf\my maps\gm_WeaponsTest.prt ** Executing... ** Command: "e:\program files\steam\steamapps\liquidomegawolf\sourcesdk\bin\source2007\bin\vrad.exe" ** Parameters: -game "e:\program files\steam\steamapps\liquidomegawolf\half-life 2 episode two\ep2" -noextra "E:\Program Files\Steam\steamapps\liquidomegawolf\My maps\gm_WeaponsTest" Valve Software - vrad.exe SSE (May 19 2009) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading e:\program files\steam\steamapps\liquidomegawolf\my maps\gm_WeaponsTest.bsp No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (0.81 seconds) 1227 faces 163582 square feet [23555834.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 53 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1) Build Patch/Sample Hash Table(s).....Done<0.0040 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2) FinalLightFace Done 0 of 1 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (2) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 24/1024 1152/49152 ( 2.3%) brushes 274/8192 3288/98304 ( 3.3%) brushsides 1810/65536 14480/524288 ( 2.8%) planes 1502/65536 30040/1310720 ( 2.3%) vertexes 2594/65536 31128/786432 ( 4.0%) nodes 1038/65536 33216/2097152 ( 1.6%) texinfos 439/12288 31608/884736 ( 3.6%) texdata 88/2048 2816/65536 ( 4.3%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 1227/65536 68712/3670016 ( 1.9%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 836/65536 46816/3670016 ( 1.3%) leaves 1063/65536 34016/2097152 ( 1.6%) leaffaces 1462/65536 2924/131072 ( 2.2%) leafbrushes 682/65536 1364/131072 ( 1.0%) areas 7/256 56/2048 ( 2.7%) surfedges 9128/512000 36512/2048000 ( 1.8%) edges 5638/256000 22552/1024000 ( 2.2%) LDR worldlights 53/8192 4664/720896 ( 0.6%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 111/32768 1110/327680 ( 0.3%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 1692/65536 3384/131072 ( 2.6%) cubemapsamples 21/1024 336/16384 ( 2.1%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 378628/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 33670/393216 ( 8.6%) LDR ambient table 1063/65536 4252/262144 ( 1.6%) HDR ambient table 1063/65536 4252/262144 ( 1.6%) LDR leaf ambient 5803/65536 162484/1835008 ( 8.9%) HDR leaf ambient 1063/65536 29764/1835008 ( 1.6%) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) detail props [variable] 1/12 ( 8.3%) static props [variable] 1/4910 ( 0.0%) pakfile [variable] 1930168/0 ( 0.0%) physics [variable] 107997/4194304 ( 2.6%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 3248 Writing e:\program files\steam\steamapps\liquidomegawolf\my maps\gm_WeaponsTest.bsp 5 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "E:\Program Files\Steam\steamapps\liquidomegawolf\My maps\gm_WeaponsTest.bsp" "e:\program files\steam\steamapps\liquidomegawolf\half-life 2 episode two\ep2\maps\gm_WeaponsTest.bsp" [/code] Note: The leak makes no sense. It shows the leak going straight through a thick roof and I'm absolutely sure there are no holes out to the void in that room.
You have a leak. (several) Press map>load pointfile Follow the redline to the void, and patch the hole. Displacements, water, entities, and brush entities don't block the level from the void.
[QUOTE=Firegod522;22155484]You have a leak. (several) Press map>load pointfile Follow the redline to the void, and patch the hole. Displacements, water, entities, and brush entities don't block the level from the void.[/QUOTE]Got it fixed now without having to modify the map greatly (only after a lot of trial and error methods) EDIT: Nevermind. My workaround turned to be sloppy in practice. I'm going to have to rework the map layout
I finally got it to work. Only problem is that it spawns the messed up geometry that I was trying to reset, bullet holes and all. How can I make it so that the geometry that's reset is completely fresh?
[QUOTE=CovanatSlayer117;22257018]I finally got it to work. Only problem is that it spawns the messed up geometry that I was trying to reset, bullet holes and all. How can I make it so that the geometry that's reset is completely fresh?[/QUOTE] By removing them (kill) and respawn them with a point_template.
[QUOTE=Drumdevil;22283138]By removing them (kill) and respawn them with a point_template.[/QUOTE]That's what I'm doing. However, it's not getting rid of the bullet holes. That's the problem
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