Tremulous mapping: forum section / map maker question
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- God, maker of the world
- Dretch
- Posts: 50
- Joined: Fri Feb 12, 2010 7:32 pm
- Location: Germany
Tremulous mapping: forum section / map maker question
Are there any Tremulous map makers running around in this forum? If so, I suggest that a new forum section for mapping is made.
Also, I have a question for the mappers:
Can logical "AND" connections be made? Example: Two trigger_multiple zones are "somehow" connected to a door. The door only opens when both zones are occupied by a player. This requires a logical "AND" connection. Can such a thing somehow be wired though the triggers and all the stuff that exists in gtkradiant for Trem?
Also, I have a question for the mappers:
Can logical "AND" connections be made? Example: Two trigger_multiple zones are "somehow" connected to a door. The door only opens when both zones are occupied by a player. This requires a logical "AND" connection. Can such a thing somehow be wired though the triggers and all the stuff that exists in gtkradiant for Trem?
Advanced Map patch might offer something like that (haven't really looked into it). You could make it so that both zones have triggers/buttons, but the one that opens the door is inaccessable while other one isn't been pressed. Either a very thin plate that covers the other trigger on the floor or a glass casing covering the button or something similar. I've a few long term mapping projects going on myself.
- God, maker of the world
- Dretch
- Posts: 50
- Joined: Fri Feb 12, 2010 7:32 pm
- Location: Germany
Thank you all for your replies. Obviously, there are able mappers here. Maybe a mapper section wouldn't be that empty after all.
The suggestions won't help, though. I had several ideas for which I would need an "AND" connection. One of them is this one:
A map with a programmable soundtracker. Buildings are used to mark the active spots in the soundtracker-matrix. The !layoutsave command can be used to save songs (which would just be patterns, not whole songs, I guess).
For the time being, try "gmotw_pianolessons" :) Remember the floor piano scene in "Big"? I can't get that song out of my head since I had the idea for this.
550kb http://senduit.com/79f1a5 Link expires in one week. (It's an early alpha.)
....
EDIT: After some thinking and some talking to Redman (on RfunserverCZ), I've found a theoretical solution:
To create an AND gate, a literal gate can be used. A push-platform throws a human upwards. There is a trigger_multiple in the air that senses if the human was thrown up. And there is a door in mid air that prevents the human from arriving there. An AND gate. :)
A better solution is to put buildables on a moving platform. For example: A train could be used to carry a lot of turrets. A trigger_buildable plays a sound when a turret passes by. On funserver, humans can make buildings on moving platforms afaik. But even if not: Then the soundtracker pattern can be programmed by destroying or deconning buildings.
Sounds like an easy solution: A few trains drive through a hall. There is some red forcefield kinda thing in the middle of the hall that contains the trigger_buildable. Each train triggers a different sound.
Too bad (but not fatal) that the trigger_buildable can only sense if there is a building but not which kind of building it is. I know, the manual says different. The manual is wrong, I tested it several times. The trigger reacts always, no matter what value is given to "buildable" or "buildables".
The suggestions won't help, though. I had several ideas for which I would need an "AND" connection. One of them is this one:
A map with a programmable soundtracker. Buildings are used to mark the active spots in the soundtracker-matrix. The !layoutsave command can be used to save songs (which would just be patterns, not whole songs, I guess).
For the time being, try "gmotw_pianolessons" :) Remember the floor piano scene in "Big"? I can't get that song out of my head since I had the idea for this.
550kb http://senduit.com/79f1a5 Link expires in one week. (It's an early alpha.)
....
EDIT: After some thinking and some talking to Redman (on RfunserverCZ), I've found a theoretical solution:
To create an AND gate, a literal gate can be used. A push-platform throws a human upwards. There is a trigger_multiple in the air that senses if the human was thrown up. And there is a door in mid air that prevents the human from arriving there. An AND gate. :)
A better solution is to put buildables on a moving platform. For example: A train could be used to carry a lot of turrets. A trigger_buildable plays a sound when a turret passes by. On funserver, humans can make buildings on moving platforms afaik. But even if not: Then the soundtracker pattern can be programmed by destroying or deconning buildings.
Sounds like an easy solution: A few trains drive through a hall. There is some red forcefield kinda thing in the middle of the hall that contains the trigger_buildable. Each train triggers a different sound.
Too bad (but not fatal) that the trigger_buildable can only sense if there is a building but not which kind of building it is. I know, the manual says different. The manual is wrong, I tested it several times. The trigger reacts always, no matter what value is given to "buildable" or "buildables".
- God, maker of the world
- Dretch
- Posts: 50
- Joined: Fri Feb 12, 2010 7:32 pm
- Location: Germany
gmotw_pianolessons - play piano, program drum sequence
http://senduit.com/dbf2bc
1.1mb
Link expires in 1 week.
Do "/map gmotw_pianolessons" to play.
![Image](http://img444.imageshack.us/img444/4173/gmotwpianolessons.jpg)
I actually figured out a way to make logical AND connections in standard Tremulous 1.1.0 using doors. :)
Additionally (but not used in this map), the trigger_delay might be usable to make logical inversions (NOT) because it doesn't deliver its signal before the signal that triggers the trigger_delay has stopped.
Oh, you can save your patterns with !layoutsave. :)
![Image](http://img444.imageshack.us/img444/6494/makersig.gif)
http://senduit.com/dbf2bc
1.1mb
Link expires in 1 week.
Do "/map gmotw_pianolessons" to play.
![Image](http://img444.imageshack.us/img444/4173/gmotwpianolessons.jpg)
I actually figured out a way to make logical AND connections in standard Tremulous 1.1.0 using doors. :)
Additionally (but not used in this map), the trigger_delay might be usable to make logical inversions (NOT) because it doesn't deliver its signal before the signal that triggers the trigger_delay has stopped.
Oh, you can save your patterns with !layoutsave. :)
![Image](http://img444.imageshack.us/img444/6494/makersig.gif)
- God, maker of the world
- Dretch
- Posts: 50
- Joined: Fri Feb 12, 2010 7:32 pm
- Location: Germany
@Rota: These are all mapping related posts. A mapping forum section wouldn't be empty. // The piano texture should be fixed in next release. I forgot that the black and white texture are in the gtkradiant data pack, not in the standard trem maps or data pack. And it's just for fun. You know. A playable piano in Tremulous. The map can be played on "Drazilox's good old gurgle" server, by the way. An alpha of my "gmotw_skybox", too.
@Nomad: The "origin" common texture is indeed orange. Did you install your mapping software etc. a while ago, and now suddenly the texture is red instead of orange? Do you use gtkradiant 1.5.0? Did you install everything according to this (http://tremmapping.pbworks.com/) tutorial?
@ani: Did you start q3map2 directly from netradiant? If so, what options did you use? I use a frontend for q3map2 on Windows called "Q3Map2Build v1.0.25". It generates batch files, so it's easy to verify what parameters had really been given to q3map2.
Well, and I have a weird mapping problem. I made one node, but Tremulous tells me that I have 1 spawn remaining even after I decon that node!
I posted that in the [W]onderland forum. They have a mapping section there, you know.
http://dtrem.com/wonderland/forum/viewt ... 42&p=11483
@Nomad: The "origin" common texture is indeed orange. Did you install your mapping software etc. a while ago, and now suddenly the texture is red instead of orange? Do you use gtkradiant 1.5.0? Did you install everything according to this (http://tremmapping.pbworks.com/) tutorial?
@ani: Did you start q3map2 directly from netradiant? If so, what options did you use? I use a frontend for q3map2 on Windows called "Q3Map2Build v1.0.25". It generates batch files, so it's easy to verify what parameters had really been given to q3map2.
Well, and I have a weird mapping problem. I made one node, but Tremulous tells me that I have 1 spawn remaining even after I decon that node!
I posted that in the [W]onderland forum. They have a mapping section there, you know.
http://dtrem.com/wonderland/forum/viewt ... 42&p=11483
- God, maker of the world
- Dretch
- Posts: 50
- Joined: Fri Feb 12, 2010 7:32 pm
- Location: Germany
good evening, sry for the double post but it has nothing to see with the last reply.
i don't understand the atcs' forcefield script
textures/atcs/force_field_s
{
qer_editorimage textures/atcs/force_field_gtk.tga
surfaceparm trans
surfaceparm nomarks
surfaceparm nolightmap
cull none
{
map textures/atcs/force_field.tga
tcMod Scroll .1 0
blendFunc add
}
{
map textures/atcs/force_grid.tga
tcMod Scroll -.01 0
blendFunc add
rgbgen wave sin .2 .2 0 .4
}
}
in the "textures" folder of atcs, i see force_field.jpg and force_grid.jpg but no tga files.
furthermore, i don't know what force_field_gtk.tga is (it's not in "textures" folder either)
i don't understand the atcs' forcefield script
textures/atcs/force_field_s
{
qer_editorimage textures/atcs/force_field_gtk.tga
surfaceparm trans
surfaceparm nomarks
surfaceparm nolightmap
cull none
{
map textures/atcs/force_field.tga
tcMod Scroll .1 0
blendFunc add
}
{
map textures/atcs/force_grid.tga
tcMod Scroll -.01 0
blendFunc add
rgbgen wave sin .2 .2 0 .4
}
}
in the "textures" folder of atcs, i see force_field.jpg and force_grid.jpg but no tga files.
furthermore, i don't know what force_field_gtk.tga is (it's not in "textures" folder either)