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Learning to build Doors - GtkRadiant 1.5.0


StaffSaberist

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Posted

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 :lsduel:

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Posted

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?

Posted

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.

Posted

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.

Posted
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.

Posted

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.

Posted

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."

Posted

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.

Posted

:lol: 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.

Posted

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

Posted

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.

Posted

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 :lsduel:

Posted
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).

Posted

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.

Posted

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 :)

Posted
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.

Posted

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

Posted

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.

Posted

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?

Posted

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.

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