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Full Version: Mapping Suggestion: Models In Maps (env_model)
Unknown Worlds Forums > Natural Selection > Natural Selection Discussion > Ideas and Suggestions Forum > Ideas for future versions
Mendasp
The reason I'm suggesting this is because cycler and cycler_weapon have a hull and cycler_weapon causes some problems (models dissapear and mess up weapon order on aliens if they "pick" the model). Also, cycler can be "used" to cycle through the model animations, which is not really a desired effect :\

We can't just use env_sprite because of the new 3d camera features in hammer 3.5, it crashes the editor when trying to put a model as env_sprite, and it would be real nice to have a "official" entity for world models...
brute_force
Good idea. One without adding to the total entity count as well, if possible. smile.gif
KungFuDiscoMonkey
I'm all for this. It would make it much easier to add props to the levels if we had an official entity to use for this purpose.
Tequila
I second this! We need detail that models that can be accurately clipped.
Insane
env_model for president!
Wurmspawn
me gets out his paint and cardboard and makes a sign that says:
"Make env_model, not war!"
or something...but yeah, it would be nice.
Mantrid
Yes, oh God yes!
Tequila
QUOTE (Mantrid @ Apr 7 2004, 08:03 PM)
Yes, oh God yes!

Easy, tiger. I'll get the mop.
ShenTraX
wicked goodness....

*signs petition, buys the tee-shirt, grabs a sign and joins the picket line*
Silverwing
Hell yeah...

Lets GO!



Mantrid
QUOTE (Tequila @ Apr 7 2004, 05:23 PM)
QUOTE (Mantrid @ Apr 7 2004, 08:03 PM)
Yes, oh God yes!

Easy, tiger. I'll get the mop.

Yeah, thats probably a good idea too...
RaVe
QUOTE (Mantrid @ Apr 8 2004, 08:49 AM)
QUOTE (Tequila @ Apr 7 2004, 05:23 PM)
QUOTE (Mantrid @ Apr 7 2004, 08:03 PM)
Yes, oh God yes!

Easy, tiger. I'll get the mop.

Yeah, thats probably a good idea too...

LOL

I'm all up for it too. Nothing worse than being an Onos and having undesirable side effects smile.gif

But I'm not sure on not making them add to the ent limit though....never saw a way to do that, because the model disappeared too when my buddy tried :/
BobTheJanitor
So let it be written.

So let it be done.
Crackerjack
I agree with Mendasp, this could be very useful in terms of model placement, I still havent gone throught the NS.fgd (just doing brushwork atm) So now that im releazing that i would have to use cycler and cycler_weapon.. The Env_Model would make things a lot easier and less buggier. Seeing how I was planning in having models in maps.. This is a great idea.
Soylent_green
What would this env_model do that env_sprite does'nt?(except not crash vhe 3.5)
BobTheJanitor
I like things that don't crash, I don't know about you...
DragonMech
An excellent idea Mendasp. Has this been done in other mods?
Lazer
How about have customizable hitbox settings? xmax (distance to right) and xmin (distance to left), ymax (distance to front) and ymin (distance to back), zmax (distance to top) and zmin (distance to bottom). This would make semi ut2k4 style "static meshes" (map models) possible with alright clipping. There should also be flags such as if it blocks players or not. If you don't want a clip _box_, make your own clipping out of clip brushes. This could all be very nice and handy for a mapper.

Also, is this possible? Make it so that it doesn't have the engine constantly running checks on it so that we can use plenty of these without hurting entity count. The most desirable thing is to have the map models compiled directly into the map as just another wall like what happens in ut2k4, but I don't believe that is possible with the half-life engine, so why not try the next best thing?
Mendasp
Well, if we can get an entity that handles models and allow the mappers to rotate them in the three axis I will be happy. That clipping thing would be cool, but making a clipping box is quite easy with the 3d camera... tounge.gif
prsearle
I'm all for this. Some thoughts:
  • If it's not a server-side entity, it's not going to clip player movement. But we still have clip brushes.
  • DoD has this and they moved it client-side when they released 1.0
  • What does it do that an env_sprite doesn't? It could allow us to select a particular animation, animation speed, etc.
  • XP-Cagey has said that this is something he'd like to see in NS and will bring up when the next client's features are discussed.
Mendasp
smile-fix.gif

If it could be a client-side ent where we could choose animation, skin and bodygroup... that would be great... tounge.gif
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