Entity 1.5 Preview

Post your pics of mods in beta, or pictures that do not have a mod associated with them.
Post Reply
User avatar
halo0001





Posts: 853
Joined: Tue Aug 22, 2006 7:59 pm
Location: USA

Post by halo0001 »

can u please fix: inject BSP visual mesh
User avatar
latinomodder





Posts: 1040
Joined: Tue Sep 20, 2005 5:51 pm
Location: Costa Rica

Post by latinomodder »

halo0001 wrote:can u please fix: inject BSP visual mesh
lol. Sorry but it wont happen in a while. It requiers much more than a simple fix
Image
Monkey Terd




Coagulator Acolyte Recreator Bloodhound
Sigma Sorceror Connoisseur Droplet
Pyre

Posts: 2032
Joined: Tue May 17, 2005 6:34 pm
Location: T E X A S

Post by Monkey Terd »

halo0001 wrote:can u please fix: inject BSP visual mesh
No.
Formerly known as Limpmybizket.
A1M4TH3H3AD




Recreator

Posts: 93
Joined: Wed Sep 13, 2006 3:07 pm
Location: In the bushes outside the Whitehouse

Post by A1M4TH3H3AD »

SpecOp44 wrote: And also that the BSP viewer makes models like the Scarab and the Pelican visible. Because now I am forced to use Darkmatter to place them, wich messes with objective placement for some reason.
lol, i've also been forced to use darkmatter (and i've become quite skilled with it) to move the scarab around and thing that having it visible would be awesome! also great work so far! :wink:
Image
"I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones."
Albert Einstein
-DeToX-




Illusionist Recreator Connoisseur Acolyte
Sigma Decryptor Droplet Pyre
Blacksmith Socialist New Age System Engineer
ONI

Posts: 4589
Joined: Sun Jun 18, 2006 3:58 pm
Location: ...

Post by -DeToX- »

Yeah specop, that sucks for our project.
Project#3 of 5.
Image
User avatar
StalkingGrunt911




Recreator Connoisseur Acolyte Coroner
Sigma Pyre

Posts: 3618
Joined: Wed May 24, 2006 12:30 pm
Location: Florida!
Contact:

Post by StalkingGrunt911 »

Hey MT, could you add a Decal Placement option in the BSP Viewer? I know not a lot people might use it but it's actually a nice addition to the map. Like if it's a flood theme you can have the flood blood all on the walls so it looks like something crazy happened. =P

-StalkingGrunt911
User avatar
Geo
Forum Manager




Illusionist Stylist Advisor Pi
Connoisseur Pyre Socialist Tsunami

Posts: 4404
Joined: Sun Jun 19, 2005 1:01 am
Location: United Kingdom
Contact:

Post by Geo »

Good idea stalking. That could come in handy for me aswell actually.
Image
For extremely cheap web hosting and domains, PM me. Includes excellent control panel software and instant activation!
-DeToX-




Illusionist Recreator Connoisseur Acolyte
Sigma Decryptor Droplet Pyre
Blacksmith Socialist New Age System Engineer
ONI

Posts: 4589
Joined: Sun Jun 18, 2006 3:58 pm
Location: ...

Post by -DeToX- »

iGeo wrote:Good idea stalking. That could come in handy for me aswell actually.
Agreed.
Image
User avatar
Anthony




Translator Connoisseur New Age ONI

Posts: 1001
Joined: Thu Jul 06, 2006 10:19 pm
Location: Whittier, CA
Contact:

Post by Anthony »

StalkingGrunt911 wrote:Hey MT, could you add a Decal Placement option in the BSP Viewer? I know not a lot people might use it but it's actually a nice addition to the map. Like if it's a flood theme you can have the flood blood all on the walls so it looks like something crazy happened. =P

-StalkingGrunt911
if you give me info about decal placement ill think about it
slayer410





Posts: 738
Joined: Mon Oct 03, 2005 1:41 pm
Location: Texas

Post by slayer410 »

Anthony, isn't just a pallete/placement reflex in the scnr?
User avatar
StalkingGrunt911




Recreator Connoisseur Acolyte Coroner
Sigma Pyre

Posts: 3618
Joined: Wed May 24, 2006 12:30 pm
Location: Florida!
Contact:

Post by StalkingGrunt911 »

slayer410 wrote:Anthony, isn't just a pallete/placement reflex in the scnr?
Yeah, it is. What information would you want about it? The offset for the Decal Placement is 312 and Decal Palette is offset 320. The Decal Placement only has a X, Y, and Z cordinates. Um... that's about the only information I can give you at the time because I need to go to bed. I can give more information tommorrow if you still need it. :wink:
User avatar
kibito87




Stylist Connoisseur Advisor Bloodhound
Droplet Articulatist 500

Posts: 3461
Joined: Mon Feb 21, 2005 7:49 pm
Location: Ohio
Contact:

Post by kibito87 »

Make Player spawns have gravity. *runs to Cluis for guidance*
Image
Monkey Terd




Coagulator Acolyte Recreator Bloodhound
Sigma Sorceror Connoisseur Droplet
Pyre

Posts: 2032
Joined: Tue May 17, 2005 6:34 pm
Location: T E X A S

Post by Monkey Terd »

slayer410 wrote:Anthony, isn't just a pallete/placement reflex in the scnr?

Yeah it is, but its a little diffrent because they have no models...Only bitmaps and shaders...We'll see what we can do though. :D




And Kibito, I don't understand. :(
Formerly known as Limpmybizket.
slayer410





Posts: 738
Joined: Mon Oct 03, 2005 1:41 pm
Location: Texas

Post by slayer410 »

I think what Kibito was trying to say, is have the player spawns fall to the ground like they do in-game. I guess?
User avatar
kibito87




Stylist Connoisseur Advisor Bloodhound
Droplet Articulatist 500

Posts: 3461
Joined: Mon Feb 21, 2005 7:49 pm
Location: Ohio
Contact:

Post by kibito87 »

Well basically gravity for player spawns is having the player spawns contour to the bsp so you don't have to actually mess with the Z coordinate. Say you are moving a spawn on coagulation and you want to change the spawn from being somewhere on the ground to ontop of the base. All you would need to do is drag the spawn in the bsp viewer over the base and it would automatically adjust to the height. Therefore making it basically hassle free. lol next time i talk to Cluis maybe he could help out with it. Not sure if you could do this :cry:
Image
Monkey Terd




Coagulator Acolyte Recreator Bloodhound
Sigma Sorceror Connoisseur Droplet
Pyre

Posts: 2032
Joined: Tue May 17, 2005 6:34 pm
Location: T E X A S

Post by Monkey Terd »

kibito87 wrote:Well basically gravity for player spawns is having the player spawns contour to the bsp so you don't have to actually mess with the Z coordinate. Say you are moving a spawn on coagulation and you want to change the spawn from being somewhere on the ground to ontop of the base. All you would need to do is drag the spawn in the bsp viewer over the base and it would automatically adjust to the height. Therefore making it basically hassle free. lol next time i talk to Cluis maybe he could help out with it. Not sure if you could do this :cry:
Hmm..I wouldn't know where to start for that one, and it would kill the "Machine Mods". :|
Formerly known as Limpmybizket.
User avatar
DemonicSandwich




Advisor Connoisseur

Posts: 1198
Joined: Sat Sep 30, 2006 6:10 pm
Location:

Post by DemonicSandwich »

Monkey Terd wrote:
kibito87 wrote:Well basically gravity for player spawns is having the player spawns contour to the bsp so you don't have to actually mess with the Z coordinate. Say you are moving a spawn on coagulation and you want to change the spawn from being somewhere on the ground to ontop of the base. All you would need to do is drag the spawn in the bsp viewer over the base and it would automatically adjust to the height. Therefore making it basically hassle free. lol next time i talk to Cluis maybe he could help out with it. Not sure if you could do this :cry:
Hmm..I wouldn't know where to start for that one, and it would kill the "Machine Mods". :|
Well you have it were you could turn that option off when placing a player spawn over a mach
AIM wrote:Demonic5andwich (6:10:10 PM): structure of a first person weapon animation:
Demonic5andwich (6:10:43 PM): mess, mess, maybe a node?, another header?! wtf!, more mess, tacos, more shit
User avatar
SpecOp44




Advisor Recreator Snitch! Critic

Posts: 2008
Joined: Tue Jun 06, 2006 12:34 pm
Location: The Canadarm

Post by SpecOp44 »

Is it possible to Entity an option to save all items in a tag? Instead of having to save all of them one at a time. It could be very handy for restoring things for BSP conversions.
Image
Monkey Terd




Coagulator Acolyte Recreator Bloodhound
Sigma Sorceror Connoisseur Droplet
Pyre

Posts: 2032
Joined: Tue May 17, 2005 6:34 pm
Location: T E X A S

Post by Monkey Terd »

SpecOp44 wrote:Is it possible to Entity an option to save all items in a tag? Instead of having to save all of them one at a time. It could be very handy for restoring things for BSP conversions.
Save all things where? In the BSP viewer? Meta Editor? Chunk Cloner? Where...
Formerly known as Limpmybizket.
User avatar
kibito87




Stylist Connoisseur Advisor Bloodhound
Droplet Articulatist 500

Posts: 3461
Joined: Mon Feb 21, 2005 7:49 pm
Location: Ohio
Contact:

Post by kibito87 »

I think you got semi what I was saying. What i'm saying if somebody were to make a "machine mod" then once you position the player over the machine it would automatically adjust to how high or low the machine is.
Image
Post Reply