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 Post subject: Quick, relatively simple question
PostPosted: Sat Jun 04, 2005 3:42 am 
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in the level mc_underground, after hell has broken loose....as you walk back through some areas, you see rotating "klaxon' lights...

How to you make things rotate like that?


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PostPosted: Sat Jun 04, 2005 4:14 am 
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It's three part process. You of course use the klaxon model, a red light with a beam texutre, and a func_rotate. Bind the light to the func_rotate and there you go, a nice red beacon. A nice little touch is to color the func_rotate red so it looks like there's a glowing red thingy in the klaxon glass. As I can never remember colour according to RGB, here's a cool trick.

Select your light and using the slider make it red. Then click on its key "color" so its loaded into the entity window. De-select your light, select the func_rotate, and just hit enter so the key/val for the red colour from the light is transfered to the func_rotate. This is a great trick for colouring light textures or flares without having to mess with the RGB values.

When I first saw the beacons on that map I really wanted to use them, and there are quite a few with many variations in my own map now. At first I just copied and pasted the ones from the Underground map, and tore them apart to figure out how ID constructed them. Now I just make them from scratch using the method described above.


Last edited by DoV_Tomas on Sat Jun 04, 2005 2:34 pm, edited 1 time in total.

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PostPosted: Sat Jun 04, 2005 6:30 am 
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Thanks, that worked perfectly...though...is there anyway to alter the rotation speed via some sort of variable?


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PostPosted: Sat Jun 04, 2005 7:23 am 
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I believe giving a key "speed" to the func_rotate and val "some number" will change the speed. Example:

Code:
Key  speed
Val   200


Method

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 Post subject: setting entity color
PostPosted: Sat Jun 04, 2005 8:09 pm 
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another easy way to set an enitties color is the k button

also to create a fog effect emitting from the light like in some of the klaxons in doom 3 you can simpy make a bruzh the dimentios of the effect you want and texutre it with a particle effect from the sfx folder then make it a funk_static and bind to your func rotate and as a func_static set it as hidden until triggerd.....

the speed is nice also because you can use a target setkeyval to alter the speed so it spins fast once then slows donw and winds up in speed again so you can start off at lets say 50 and slowly have it wind up to speed using a target setkeyval etc....


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PostPosted: Sun Jun 05, 2005 2:58 am 
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...freakin' sweet.....
I don't know enough (yet) about how doom 3 controlls in-game events to do many of those things though...I know looking through pretty much any of the Id levels for doom 3 there are black boxes all over the place and multi-colored lines linking them together......when i saw that....right before my eyes crossed and i passed out...i thought "this...can get complex"

...and then promptly went back to lighting and level design - to save this kinda stuff for another day...kinda like now

Does anyone know how to bind multiple things?

say I had a light point with the klaxon.prt model, and it was bound to a func_rotating_1.....could i bind that same light source to a func_rotating_2?


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PostPosted: Sun Jun 05, 2005 4:52 pm 
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You can only assign one bind command per entity at a time, but you can change it during the game using script commands. Some time ago there was a discussion about changing the bind without a script, but I don't think anyone found a way to do that.

Say you have a light called "L1" and two func_rotate(s) called "FR1" and "FR2" and say at level start you bound L1 to FR1 using the k/v pair on L1: bind/FR1. Then in your script you would put these two lines:

Quote:
$L1.unbind();
$L1.bind($FR2);



Trigger that script anyway you want then L1 will become bound to FR2.

And while you can't bind one thing to more than one thing, you can set up a hierarchy, that is bind L1 to FR1 then bind FR1 to FR2. By using this hierarchy (just like most 3-D modeling programs do) is how you create complex machines. I'm not saying that particular combination is helpful, however, it gives you an idea of the possibilities.

It's good that you've discovered how to open the ID maps and while at first they seem confusing and disconcerting, once you learn how to pick them apart, you can always use them as reference to see how various things were accomplished. Use the "view" feature in the menu to strip away layers, for instance unticking the "path" will hide the path lines, and make the map easier to examine. Untick the "triggers" and "clip brushes" and that really helps a lot to make the maps more easier to look at.


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 Post subject: unbind without scripts
PostPosted: Sun Jun 05, 2005 6:35 pm 
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Yeah the official word was that you cant unbind without scripts


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 Post subject:
PostPosted: Mon Jun 06, 2005 12:33 am 
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What about removing? Can you remove entites without a script?

If so, then you can set up a chain like this...

A --> B --> C

... where "B" is just an target_null or something irrelevant.

Because "B" wouldn't be a visible object in game it would appear that A and C are bound together.

Now, when you remove B the link between A and C should be broken and the objects should act as if they've been unbinded.

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 Post subject: still looking through old posts
PostPosted: Thu Sep 15, 2005 6:52 pm 
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in response to the last reply here yes func_remove


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