StaffSaberist Posted October 14, 2005 Share Posted October 14, 2005 I have been learning well to use GtkRadiant 1.5.0. I am trying to learn how to create a door. I created a frame, built a double-door. So far, so good. I assign a door func_door. I check it in the entity inspector. It says: func_door. Good! I leave Entity inspector and hit ESC to assign the other door the func_door. After I do this, I attempt to select both doors to assign them a team so they open at the same time. But when I do, the keys are blank! I check each individual door; the func_door is gone! I tested this out, and it seems that if I hit ESC after assigning func_door, the func_door is lost. Why does this happen? Thanks for the help, StaffSaberist Link to comment Share on other sites More sharing options...
riceplant Posted October 15, 2005 Share Posted October 15, 2005 Well, you don't need that runner at all. Try a screenshot of Radiant showing the door, the surrounding geometry, and the entity window. Link to comment Share on other sites More sharing options...
Tinny Posted October 15, 2005 Share Posted October 15, 2005 Quick question, is gtkradiant 1.5 better than the gtkradiant 1.4? I heard some people complain about the transition. What makes it worse/better? Link to comment Share on other sites More sharing options...
StaffSaberist Posted October 15, 2005 Author Share Posted October 15, 2005 Don't know the difference. I just got started with Radiant yesterday. Anyway, I've taken a screenshot, but the rules say I cannot attach a file in this thread. Hmm. Why not? I didn't set it that way. Link to comment Share on other sites More sharing options...
MDN14 Posted October 15, 2005 Share Posted October 15, 2005 I use 1.4 because that is what it tells me to use on the GTK web site when I go to the download selector and put in Jedi Academy and stable. So I have no idea if your problem lies in 1.5 or what, cause I have never had any kind of problem like this with 1.4. It might possibly be something to do with your view settings, maybe it is set to not show doors, or entities in general and that is why it seems to dissapear. Link to comment Share on other sites More sharing options...
lassev Posted October 15, 2005 Share Posted October 15, 2005 Anyway, I've taken a screenshot, but the rules say I cannot attach a file in this thread. You have to host the picture somewhere else and use the image tags to display it here. And I would recommend GTK 1.4, because that's the stable version. Link to comment Share on other sites More sharing options...
StaffSaberist Posted October 15, 2005 Author Share Posted October 15, 2005 OK, here it is: http://www.civfanatics.net/uploads10/swd.JPG In this image, you see the door in XY view. In the 3D view, the door head-on, with the stone door-frame. The properties for entity "func_door" are open. I have player_use on, and I have angle set to 90. I originally set it to "left" and it is set to left now. So, ignore the "Angle 90" bit; I changed it to "left". Link to comment Share on other sites More sharing options...
lassev Posted October 15, 2005 Share Posted October 15, 2005 You set Angle to "left"? What does that exactly mean? You can only set angle to to a number from -360 to 360 to have any sensible results, as far as I know. And "left" doesn't make much sense anyway; left depends on the observer's position. Link to comment Share on other sites More sharing options...
StaffSaberist Posted October 15, 2005 Author Share Posted October 15, 2005 That's what the tutorial told me to do -- I think. It's the Q3Radiant tutorial. So, what do I do to get the doors working? Link to comment Share on other sites More sharing options...
StaffSaberist Posted October 15, 2005 Author Share Posted October 15, 2005 Here's what the tutorial said: "Now set the Angle for the door to open. For the left door, have the door move... left. (: For the right, right. Assign an angle to each door in the same way that you assign an angle to info_player_start." Link to comment Share on other sites More sharing options...
lassev Posted October 15, 2005 Share Posted October 15, 2005 I don't want to appear as a mini-mod, but you should cut down the number of double posts a little. And the tutorial seems perfectly valid. The author of the tutorial cannot know which way the door in your own map faces (or is supposed to move when opening), so he can only tell to make it move left or right (or up or down). It's up to you to figure out the correct numerical angle value. Link to comment Share on other sites More sharing options...
StaffSaberist Posted October 15, 2005 Author Share Posted October 15, 2005 Just realized that I have all my posts in pairs. OK. I'm deleting half of them. Just to be nice. OK, I'll try a number. BRB. EDIT - Ok. It still doesn't work. I have the door set as follows: classname func_door angle 180 Anything else I need? I'll try a few other settings. BTW, what do you mean when you say 1.4.0 is more stable than 1.5.0? EDIT II - W00t! I set it to "90" and it worked! Surprised me, actually. Now, back to the tutorial. I hate "silent" doors. Link to comment Share on other sites More sharing options...
MDN14 Posted October 16, 2005 Share Posted October 16, 2005 180 didnt work because according to your pic 180 would be backwards, and there is no brush behind the door for it to use as a reference for how far it should move. 90 works because the angle of 90 would be up on the 2d grid, and there is a brush there next to it so it knows how far to move. As for the stable thing, 1.4 is the stable JA version. Look at the download selector: http://www.qeradiant.com/?data=dlselect Check windows, check stable, and click on Jedi Academy (it is down near the bottom), then click check for files. It should tell you to get 1.4.0 Link to comment Share on other sites More sharing options...
StaffSaberist Posted October 16, 2005 Author Share Posted October 16, 2005 OK. But what is "stable" exactly? What does that mean? What are the implacations? I ask because I do have 1.4.0, but didn't use it since I have 1.5.0. Link to comment Share on other sites More sharing options...
MDN14 Posted October 16, 2005 Share Posted October 16, 2005 Not completely sure. But 1.4 probably has less "features" and it wont crash as much. Plus the 1.4 is MEANT for Jedi Academy mapping. Link to comment Share on other sites More sharing options...
StaffSaberist Posted October 16, 2005 Author Share Posted October 16, 2005 Um... 1.5 doesn't crash on mine. Sure, it's taking a **** of a long time to compile right now, but that's because I'm into some latter phases of compilation. What I have is a map where all the instructions for the tutorials go. So far, I've got some interesting stuff (neon blue water, for example) but not a publishable map. Doors was one project, and I just added a switch. I hope. Next is NPC spawning. That'll bring framerate back to 90... But one thing I noticed is that if I de-select a trigger, for example, and come back later, I have to go to the entity list. If I just Shift-click, it gives the properties of the textures, not the entity itself. Thank you for the help, StaffSaberist Link to comment Share on other sites More sharing options...
lassev Posted October 16, 2005 Share Posted October 16, 2005 Anything else I need? I'll try a few other settings. BTW, what do you mean when you say 1.4.0 is more stable than 1.5.0? Versions with even numbers are stable releases, versions with odd numbers are kind of beta releases. If you know programming, programs are at some point labeled "stable" after they have gone through thorough enough beta testing and all small errors and bugs are fixed. 1.5 does have features that aren't possibly stable enough for it to be called a stable version (1.6). Link to comment Share on other sites More sharing options...
StaffSaberist Posted October 16, 2005 Author Share Posted October 16, 2005 Ah. Well, I'll probably keep 1.5 for some time. After all, if I run into a bug, I can just save it, open it in 1.4, and bingo! I can find a 1.4 equivalent. As for now, I am in basic lessons, as I am sure you guessed, so I will not run into problems... yet. EDIT - I ram into another issue. I am trying to create a switch for the door. I have done the following: 1 - Created a brush with a switch texture 2 - Created a trigger_multiple around the switch 3 - Targeted the switch at the door 4 - Set the trigger_multiple to "playeronly" and "playeruse" 5 - Compiled Did I do something wrong, here? Never mind, I got it. Link to comment Share on other sites More sharing options...
lukeskywalker1 Posted October 17, 2005 Share Posted October 17, 2005 Well, if the editor has some bad programming in it in a certain spot, it doesn't matter if your map is 100% perfect, it will crash. 1.4.0 probably wouldn't give you these strange bugs, because to be honest, I don't know what your talking about. (Im not talking about your level, but GTK Radiant itself) I know 1.5.0 is cool, Im sure they will release 1.6.0 soon... then you can have the cool features and it will be bug free. BTW, Lassev, is that odd = beta and even = stable for all programs, or just GTK? Thats pretty cool, I never knew that, nor noticed it. Heh, you learn something new every day Link to comment Share on other sites More sharing options...
lassev Posted October 17, 2005 Share Posted October 17, 2005 BTW, Lassev, is that odd = beta and even = stable for all programs, or just GTK? Thats pretty cool, I never knew that, nor noticed it. I never knew about such a thing before somebody mentioned it to me. To be honest it seems a bit dubious, because I have never heard of such a thing with any program, and it may be unwise of me to spread such information... But well, I'll leave it for you to decide whether to believe it or not... Hmm... When I read Radiant FAQ now, it doesn't mention a thing like this at all... Maybe I was fooled back then when this was mentioned to me. Well, the Net is a wealth of misinformation. Link to comment Share on other sites More sharing options...
MDN14 Posted October 17, 2005 Share Posted October 17, 2005 3 - Targeted the switch at the door Did you target the switch brush or the trigger_multiple at the door? Because the trigger is what needs to have the target, the brush wont do anything unless you make it into something like a func_button Link to comment Share on other sites More sharing options...
StaffSaberist Posted October 17, 2005 Author Share Posted October 17, 2005 I said I got it. Here was the odd thing: It says that CTRL-K is "Target". It's been that way since Q3Radiant. But I need to set up the target manually for some reason. That's fine with me, though: "t3" isn't as descriptive as "stormie_squad_alpha". Ditto for spotlights; for some reason, the spotlight disappears when I target it at info_null, unless I do it manually. Link to comment Share on other sites More sharing options...
lukeskywalker1 Posted October 17, 2005 Share Posted October 17, 2005 strange... has to be a bug. You can also check at the top, view -> filter and see if anything is filtered out... Link to comment Share on other sites More sharing options...
StaffSaberist Posted October 17, 2005 Author Share Posted October 17, 2005 Filtered out? Why would anyything be filtered out? All I have noticed is that when I do a "meta" (no lighting) compile, besides the room being an ugly full bright, there are some ammo and recharges missing. Compiling in a better, but longer, compile puts them back in. Odd. anyhow, I'll check that out. And now, an OFF TOPIC QUESTION. How do I put in music? The tutorial says: "To access worldspawn, press ESC to deselect all entities, and then press the N Key to bring up the entity window. Scroll down the list and select worldspawn at the very end. That's it! From worldspawn, you can set music, change the gravity, and a variety of BSP options." Ooookay, that's wonderful. Now, what key is that? Normally, it tells me these things. Not this time. Would it be something like... (key)music (value)musicname.mp3? And what if I wanted separate battle music? Like (key)music_fight (value)othermusicname.mp3? Link to comment Share on other sites More sharing options...
wedge2211 Posted October 18, 2005 Share Posted October 18, 2005 Key: music Value: path/from/base/to/music.mp3 For example, for mymap.mp3 in the base/music folder, enter "music/mymap.mp3" and you'll be all set. The track will loop. You can only get dynamic music in single player, and I think you can't redefine the sets used. Link to comment Share on other sites More sharing options...
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