Map Abnormalities in Mission L - Solved

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1 month 3 weeks ago - 1 month 3 weeks ago #1159 by Copy-Cat
Map Abnormalities in Mission L - Solved was created by Copy-Cat
Quote from thread that is closed to comments:

The Import Store's front door behaves in ways that can't be duplicated with Worldcraft. I suspect this map was originally built in 3D Studio Max.

If you shoot the middle of the door it behaves like glass but when you shoot other parts it behaves like wood. This sounds normal but isn't possible to do in Worldcraft the way the door is constructed.

Usually bullet hits are assigned by material. A texture can only only be assigned to one material at a time. The door uses the same texture for the whole door. Using Worldcraft the only way to replicate the exact same behavior is to use two different textures.


The door can be replicated with 1 texture. It appears to be 1 brush in the webbrowser scn viewer and also in-game wire mode, because the map.exe will combine brushes with the same texture for calcuating shadows and flashlight halos.


Quote from thread that is closed to comments:

Ramps: Normally in Swat 3 stairs can't be higher than 8 units high otherwise the player can't climb them. To get around this limitation map makers usually build a ramp at no more than a 45 degree angle. Any ramp even slightly larger angle won't work and when you descend this sort of ramp your officer model travels really fast downwards.

Somehow on MissionL the original map makers had ramps greater than 45 degree angle. Not sure how they accomplished this.


The ramp can be duplicated in worldcraft as steep as 80 degrees. Using values and flags for the func_solid. Ai pathing using these steep ramps is also possible.

The decals are now fully understood. The depth is from the center of the entity in worldcraft units.

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1 month 3 weeks ago - 1 month 3 weeks ago #1166 by Slippery Jim
Replied by Slippery Jim on topic Map Abnormalities in Mission L - Solved
I hope you don't mind but I edited your post to include quotes from the other thread. It confused me at first until I remembered the old thread you are replying to that was posted over 3 years ago.

Copy-Cat wrote: The door can be replicated with 1 texture. It appears to be 1 brush in the webbrowser scn viewer and also in-game wire mode, because the map.exe will combine brushes with the same texture for calcuating shadows and flashlight halos.


It can be replicated from within the normal Worldcraft map construction method? From my understanding when you compile a map each texture can only have 1 material assignment.

Copy-Cat wrote: The ramp can be duplicated in worldcraft as steep as 80 degrees. Using values and flags for the func_solid. Ai pathing using these steep ramps is also possible.


Since I originally posted this question many years ago I do believe you have released a map with ladders that would work like you describe above. I never had enough time to investigate. If you have free time in the future do you have a screenshot of the property values of func_solid to better explain how to do these steep ramps?

Copy-Cat wrote: The decals are now fully understood. The depth is from the center of the entity in worldcraft units.


This part of your post confused me. I didn't know what you were replying to. I assume you are replying about my post about misaligned decals in the TV station mission? Not to sound rude or ungrateful for your post but we knew the entity position was taken from the center. My original reason for noting this as a map abnormality was because some of the decals of the TV station were actually positioned badly and were inside the walls and didn't render at all. A slight hack of their position allowed the game to render them like the map designer intended. Forgive me if I am wrong about what this section of your post was about.

Either way glad to hear from you Copy-cat and always happy to learn new things about Swat 3.

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