Please ask your basic (newbie) questions in here. - by scumble
ascottk on 6/9/2005 at 23:03
Quote Posted by Bardic
I've copied my level to another computer with the editor and all the smeshes I shrunk now have their collision hulls back. I think I tried finding and setting the property but never had any luck with it.
I had the same problem when I applied a different texture to a smesh then copied my level to another T3Ed install. T3Ed actually alters the smeshs' properties after you change them in the browser so you probably could have copied the smeshes from the original computer.
One way to check is using explorer & browse in Details mode, click on the Modified tab so the latest date is at the top & the smeshes you altered should be the latest.
Gestalt on 7/9/2005 at 01:31
Does anyone know what puddles are? I'm coming across a few settings related to them in the scripting properties (PuddlePriority?), and the only conclusion I've come to is that they probably have nothing to do with water. "Puddle" could be a cute name for a small pool (resource?) of some kind, but that's just a guess and it doesn't help me much.
str8g8 on 7/9/2005 at 07:56
Quote:
Does anyone know what puddles are
Blood, oil, maybe moss? Just guessing, but I think in the actor browser such things are referred to as puddles.
Ziemanskye on 7/9/2005 at 10:45
If they're the blood, oil, moss. and water splats, then they're probably particles, so the priority could be which to render over which (so you could force the water to appear on top of some moss).
Maybe. I don't know.
Gestalt on 7/9/2005 at 15:46
That sounds plausible. I've added the <a href="http://www.ttlg.com/wiki/wikka.php?wakka=ScriptingConditionsProperties">[Properties] that can be changed to the wiki, by the way</a>.
The editor wouldn't let me select more than one at a time, which meant I had to copy and paste them into a text file one by one.
Oh, and I think WeaponVelocity (and maybe StickTargetToWallDistance) could be used to make a bow upgrade, if anyone is feeling silly.
Bardic on 7/9/2005 at 21:36
Thanks ascottk,
I thought that you changed the check boxes in the browser to none, placed the smesh, then changed it back to Artist or whatever and placed a second smesh. And that the first wouldn't be solid and the second would.
So I can go into the browser, check the boxes to none, Build All, and get rid of the collision hulls. (and make transparent solid BSP where I do want collision)
str8g8 on 9/9/2005 at 20:56
I'm having trouble selecting BSP faces in flesh mode in my map ... or rather I can select them, but they don't highlight - and yet in my other map it still works perfectly :confused:
I can switch to the normal renderer and then see the highlight but I am on an ATI card and get a system hang when I subtract a brush!
Has anyone else experienced this. I have a bad feeling my map is about to melt or something ...
scumble on 9/9/2005 at 22:13
Try building the flesh BSP, or a full build and see if that helps.
SubJeff on 9/9/2005 at 23:23
Yeah, that happens. Building tends to fix it.
In other news - I can now playtest with ZoneAlarm on. No reason for the change afaik, I just tried it the other day.
joebarnin on 10/9/2005 at 02:26
Okay, really basic, but I can't find a Trigger Script Action that will cause damage to the player. I must be just missing it.