Talk:Scripted sequence: Difference between revisions

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:::::Keep in mind that if you don't change any brush geometry, you don't have to recompile the whole map, you can just recompile entities which even on large maps only takes a few seconds at most.  If you use the Hammer compile tool, click Only Entities, and don't compile VIS or RAD.  Another trick is to run with game with '-mat_picmip 2'.  This reduces the memory it takes up and makes having both Hammer and the engine open at the same time, much more bareable.--[[user:Matt Wood|Matt Wood]]
:::::Keep in mind that if you don't change any brush geometry, you don't have to recompile the whole map, you can just recompile entities which even on large maps only takes a few seconds at most.  If you use the Hammer compile tool, click Only Entities, and don't compile VIS or RAD.  Another trick is to run with game with '-mat_picmip 2'.  This reduces the memory it takes up and makes having both Hammer and the engine open at the same time, much more bareable.--[[user:Matt Wood|Matt Wood]]
::::::Yea, this its a nice feature to add/edit weapons/monsters/whatever to existing bsp files. Maybe to move deathmach spawnpoints. --Tei

Revision as of 01:09, 16 July 2005

You know what would be really useful? An external scripting tool for combat and other things not covered by FacePoser. I was trying to make a very short sequence last night where an antlion throws a Combine soldier off a wall above the player and his body along with some dislodged railings come crashing down. It took forever because I always had to recompile to see any changes. --TomEdwards 03:20, 15 Jul 2005 (PDT)

Maybe a mod can be created where two players can impersonate both, the Ant Lion and the combine. "play" the action (note: remove the quote), while the mod "save" the action as a script or something usefull for scripting. This tecnique its the "ghost car" tecnique. --Tei
No, that's not the same. --TomEdwards 07:58, 15 Jul 2005 (PDT)
currently this tool is XSI or whatever animation package you're using. what did you find you were spending the most time on trying to 'get right'? --JacobNicholson 08:31, 15 Jul 2005 (PDT)
Making a mod to design animations its a bootstrapping solution. I admit this approach often fail, anyway.. --Tei
The timing was tricky, so was the sound (the antlion was too quiet so I had to fake it), making the soldier walk backwards (impossible, I think?), and tweaking the ragdollmagnet and railing physexplosion to get the right trajectories. --TomEdwards 09:24, 15 Jul 2005 (PDT)
Keep in mind that if you don't change any brush geometry, you don't have to recompile the whole map, you can just recompile entities which even on large maps only takes a few seconds at most. If you use the Hammer compile tool, click Only Entities, and don't compile VIS or RAD. Another trick is to run with game with '-mat_picmip 2'. This reduces the memory it takes up and makes having both Hammer and the engine open at the same time, much more bareable.--Matt Wood
Yea, this its a nice feature to add/edit weapons/monsters/whatever to existing bsp files. Maybe to move deathmach spawnpoints. --Tei