Question: barrack

Discussion in 'General' started by ViroMan, Jan 31, 2015.

  1. flasche

    flasche Member Staff Member Moderator

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    i thought about it in german you usually use the plural aswell but mainly because you rarely speak about a specific barrack.
     
  2. =PVCS) Cpatton

    =PVCS) Cpatton Member

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    https://www.google.com/?gws_rd=ssl#q=define+barrack
    http://www.thefreedictionary.com/barrack

    According to Google, common usage changed to the plural form in the 17th century.

    In English, usually you refer to "the barracks", despite being a single building.

    I've only ever heard people use the term 'rack when referring to getting back to their single bed, in the barracks. And there are definitely multiple beds in the BE barracks, and since everyone spawns in the NF barracks I assume the same applies.
     
    Last edited: Feb 6, 2015
  3. ViroMan

    ViroMan Black Hole (*sniff*) Bully

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    well I thought I solved the lod issue by removing all the other LOD's and leaving just the one then editing the QD file to just input the one lod. Still something was wrong other wise it would have worked.
     
  4. Tama

    Tama Developer Staff Member Web Developer

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    Plues, then you could no longer place it right in front of the VF so that you drive over it every time. Which is way too cool to lose.

    You could also add ladders to the NF rax, making its height sometimes a disadvantage but sometimes an advantage.
     
  5. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    Apart from the fact that ladders don't work on dynamically placed buildings. They have to be part of the map.
     
  6. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    Ramp in the Middle!
     
  7. ViroMan

    ViroMan Black Hole (*sniff*) Bully

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    Thats sort of the idea I had BUT, it would turn it into one side is for upstairs the other side is for downstairs. Meaning you only had to camp one side to really screw the people who keep spawning in either the top or bottom over.
     
  8. 101010

    101010 Member

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    Not true..Messing around with things I was able to make Every building and vehicle act as a ladder by editing the
    surfaceproperties_empires.txt and added
    "climbable" "1"

    SO in theory Empires just isn't using all options available.
    Yes ladders need to be compiled with maps.
    But materials can be used as maps also

    Example1 - normal ladder in empires
    "VertexLitGeneric"
    {
    "$baseTexture" "Common/Props/urbanBits_ladder01"

    "$alphatest" 1
    "$nocull" 1

    "%keywords" "empires"
    "$surfaceprop" "metal"
    }

    Example2 - what you could use in it's place

    "VertexLitGeneric"
    {
    "$baseTexture" "Common/Props/urbanBits_ladder01"

    "$alphatest" 1
    "$nocull" 1

    "%keywords" "empires"
    "$surfaceprop" "ladder"
    }

    Every material with a surfaceprop ladder will act as a ladder.
    Reason this works is the surfaceprop for ladder is
    "ladder"
    {
    "base" "metal"
    "climbable" "1.0"
    "stepleft" "Ladder.StepLeft"
    "stepright" "Ladder.StepRight"

    "audioreflectivity" "0.33"

    "gamematerial" "X"
    }

    Also "$surfaceprop" in the model qc be the primary "$surfaceprop".
    QC > surfaceproperties_empires.txt > surfaceproperties.txt > vmt

    Easy example for test

    add this to the surfaceproperties_empires.txt as all buildings are metal then start a local game. All buildings will be claimable.
    "metal"
    {
    "base" "ladder"
    "elasticity" "0.25"
    "thickness" "0.1"
    }
     
    Last edited: Feb 11, 2015
  9. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    That still requires a rework of the buildings in a way I wanted to do. Namely using them as skeletal meshes, so you can give them multiple surface properties. A mesh can only support one surface property in Source. But if you have it skinned to a skeleton, you can put a single surface property to each bone and therefore to every triangle skinned to that bone.

    Also that is a really weird way of implementing ladders. I thought they were basically volumes or some other geometry you have to place on a map.
     
  10. LordDz_2

    LordDz_2 Strange things happens here

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    You usually use the func_ladder entity that is made out of a brush, but textures can also be climbable.
     
  11. 101010

    101010 Member

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    Can you set the individual textures surface property.
    Example
    common\Empires\empires\materials\nf\buildings\nf_buildingtexturesplate21.vtf
    "VertexLitGeneric"
    {
    "$basetexture" "NF/Buildings/nf_buildingTexturesplate21"
    "$bumpmap" "NF/Buildings/nf_buildingTexturesplate21_normal"

    "$detail" "detail/metal_detail_01"
    "$detailscale" 4.263 // Fits the detail texture onto the material the given number of times. Generally around 7 or 8 for a 128px detail texture; default is 4.
    "$detailblendfactor" 2 // Intensity of the detail's darkening of the albedo. Effectively an $alpha value.
    "$detailblendmode" 0 // Enable to make the detail texture darken the albedo more.

    "%keywords" "empires"
    "$surfaceprop" "metal"
    }

    So say you wanted a ladder in the NF rax. It would need a texture. Then in stead of having to use func_ladder just add "$surfaceprop" "ladder" to the texture's VMT. As all func_ladder is for is telling the compiler to add a "$surfaceprop" "ladder" to an individual spot on the map.


    Not too much experience with modeling. Seen the loose texture so I am assuming the current models are pulling from them ?

    If not couldn't you just add a bone for the ladder then use $jointsurfaceprop <bone name> <surfaceprop> ?
     
  12. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    $jointsurfaceprop is what you are looking for.
    As a modeler, you need to add a bone for every surface property you want to add in a model, then skin every vertex that is supposed to have that surface property to the corresponding bone.
    Only then will the $jointsurfaceprop command have any effect.

    This is all assuming that changing the buildings to skeletal meshes won't break them entirely.
     

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