Holograms

Assassin_wmAssassin_wm Join Date: 2004-01-30 Member: 25754Members
<div class="IPBDescription">and why i cant make them :'(</div> I'm making a training map for my clan and I have hit a major snag, how do I make holograms?!
I mean how am I supposed to make a decent training map without holograms!!

ok, onto what I've tried :
I tried cyclers, but they can't be toggled on and off (a necessity for this map)

I tried some expert help and attepted to use env_sprites and tricking them into using models but that just ment I was greated by my desktop after vhe crashed (I noticed a pattern after the 5th attempt)

Any replies will be appreciated
(even flames, I'm so alone <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> )

Comments

  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    i think you gotta take a .mdl file and compile the model with transperancy then some how put the mdl into the map i have no idea how any of this is done tho <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • Dorian_GrayDorian_Gray Join Date: 2004-02-15 Member: 26581Members, Constellation
    First of all, in order to get to the "New Topic" button you had to look right past the big bold text that says "Mapping Help and Troubleshooting" which is where this belongs.

    Secondly, since you need to deactivate the holograms, might I suggest having one animation in the model set to either scale it down realllllllllllly small (to make it nearly invisible) or move it half a bajillion units away. You can trigger the cycler to cycle the animations, so you could have a way to turn it off/on.
  • Assassin_wmAssassin_wm Join Date: 2004-01-30 Member: 25754Members
    edited August 2004
    Fair point dorian, I'm sorry, but since I'm here any way...
    I thought of that, but is that what ollj did in ns_origin? he is the guy i asked for help and he said about the env_sprite :S
  • Meat_PopsicleMeat_Popsicle Join Date: 2003-08-09 Member: 19254Members, Constellation
    ill be interested in this if u figure it out
  • bliNkbliNk Join Date: 2003-10-04 Member: 21422Members
    Why don't you use a monster_generic to display the models with the appropriate FX settings, then use an env_render to switch it on or off?
  • EmooEmoo Ibasa Join Date: 2002-12-20 Member: 11198Members
    There isnt a monster generic in the NS fgd, so im asuming that it won't work.
  • EnceladusEnceladus Join Date: 2004-01-18 Member: 25442Members
    edited August 2004
    The tale of the gorgie

    <img src='http://www.sorcerer.de/ns/gorgie.jpg' border='0' alt='user posted image' />
    Once there was a gorgie, he was sitting infront of two buttons, thinking "hey, I'm a loveley gorge, and I have seen soo much yet, but these two buttons.. hmm let's press them"
    And poof, all of sudden the gorgie got transparent and was flipping around like a hologram. "Oh no!" said the gorgie. "What is happening here? I don't want to be transparent. Let's try the other button. Maybe it fixes it".
    And so the gorgie pressed the other button and was gone. " Hmm.. that is weird.. now I'm invisibe. Hey that's cool" thought the gorgie " Now I can get more food from the fridge and noone can see me"
    And from that time on the gorgie walked around every night, stealing food from fridges. So don't be surprised if you open your fridge one morning and it's empty..
    <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->

    The gorge is the gorge model placed as a cycler.
    The left button triggers an env_render which changes the gorge to hologram, additive, 125.
    The right button triggers an env_render which changes the gorge to normal, additive, 0
    Maybe you need to tweak the settings a bit, that's just what I used in the testmap.

    Soo.. here comes my question.. What does not work using a cycler?
  • Ron2KRon2K Join Date: 2004-05-25 Member: 28904Members, Constellation
    LOL, I'm keeping my fridge locked now... (or maybe not, it will be interesting when the gorgie drinks all the beer in my fridge)

    I'm going to play around with this when I get home tonight.
  • Assassin_wmAssassin_wm Join Date: 2004-01-30 Member: 25754Members
    I bow down to you and your gorge sorcerer <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    Never even thought of doing it like that thanks alot I'll give it ago now
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    <!--QuoteBegin-Assassin_wm+Aug 10 2004, 03:03 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Assassin_wm @ Aug 10 2004, 03:03 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I thought of that, but is that what ollj did in ns_origin? he is the guy i asked for help and he said about the env_sprite :S <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Ollj did not make ns_origin, Cadaver did. Don't ask Ollj a mapping question if you want an answer that actually works.
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    The only problem with cyclers is that you can shoot them, switching the animation. If you're using a custom model with only one animation sequence that's no problem. A quick look at the bsp file shows that in origin a cycler is used for the holograms (and over 20 entities in total for that one effect).

    Env_sprite actually does work. Unfortunately you poor VHE users will have to edit the .fgd file to stop it from displaying the sprite in the editor, since this kinda crashes VHE if you input a model instead (as you seem to have figured out yourself with the old "trial and crash" technique"). It works fine in-game.
  • EmooEmoo Ibasa Join Date: 2002-12-20 Member: 11198Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->edit the .fgd<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Wolv can you tell us how to do this?
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    Use mine, I just edited the env_sprite.
  • EnceladusEnceladus Join Date: 2004-01-18 Member: 25442Members
    <!--QuoteBegin-Wolv+Aug 10 2004, 07:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Wolv @ Aug 10 2004, 07:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The only problem with cyclers is that you can shoot them, switching the animation. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    ehm.. nope that's not true.
    to verify it I made a little testmap and tried it on a listenserver and on a dedicated server. in both cases the model didn't changed it's animation sequence. even when I emptied a whole clip into it.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    <!--QuoteBegin-[Sorcerer]+Aug 11 2004, 08:37 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([Sorcerer] @ Aug 11 2004, 08:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Wolv+Aug 10 2004, 07:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Wolv @ Aug 10 2004, 07:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The only problem with cyclers is that you can shoot them, switching the animation. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    ehm.. nope that's not true.
    to verify it I made a little testmap and tried it on a listenserver and on a dedicated server. in both cases the model didn't changed it's animation sequence. even when I emptied a whole clip into it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    The model has to have more than one animation, try it with the marine model <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->

    You can also switch between anims +using the cycler
  • EnceladusEnceladus Join Date: 2004-01-18 Member: 25442Members
    I tried it with skulk, gorge, lerk, fade, oc, mc, dc, sc..
    happy?
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    Interesting, must be coded out in NS then.
    In a HL DM map I made I used the "switch animation when damaged" property to set the animation sequence of a stukabat cycler to the proper one with a series of laser strikes at map startup.
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