Quake3World.com Forums
     Level Editing & Modeling
        q3 func_bobbing entities becoming invisible


Post new topicReply to topic
Login | Profile | | FAQ | Search | IRC




Print view Previous topic | Next topic 
Topic Starter Topic: q3 func_bobbing entities becoming invisible

Veteran
Veteran

Joined: 23 Aug 2011
Posts: 174
PostPosted: 03-02-2012 10:02 PM           Profile Send private message  E-mail  Edit post Reply with quote


I just met this weird behavior with the map I am currently working on. I am in the process of transforming a lot of my brushes into entities of func_bobbing. I transformed the brushes by batch of about 10 into func_bobbing, set all their settings individually, compile the map into normal mode, load the map, check out if everything is good, go back into zeroradiant and redo this process 3-4 four times. Now after that I transformed about 40 of my brushes into func_bobbing in one shot before compiling (all of the brushes where changed to func_bobbing one by one). Now after compiling the map into normal mode again, all this latest batch are now invisible in my map. The brushes are there, they are bobbing, it's just that they are all invisible. I re applied their original textures on it and still, no changes whatsoever. My total # of entities in the map at the moment is 668 and from that number, 112 of that are just for func_bobbing.

Anyone have ever seen something similar? I really don't understand what is going on.




Top
                 

Trainee
Trainee

Joined: 18 Apr 2010
Posts: 32
PostPosted: 03-03-2012 05:28 AM           Profile Send private message  E-mail  Edit post Reply with quote


I've had a similar problem with my func_train in my first map, Opposing Force. I had the problem where at one stage, the whole func_train entity disappeared when I was editing settings for it. All I needed to do is fix up my path_corner targets and the entities target settings. I also added a origin brush just in case that didn't work.

I would suggest you look through each and every entity with the func_bobbing transformation to make sure your target setting is set correctly to your X,Y and Z values. If that doesn't work, try adding a origin brush for each entity. Also for testing purposes, add one func_bobbing entity at a time to see if it is going according to how you want the entity to move inside your map. Then you can build off of it one at a time until you complete it and are sure that they are working properly.


Apologies if I misunderstood you and/or if what I wrote isn't any help to you.



_________________
:|: PaN61 :|:


Top
                 

Veteran
Veteran

Joined: 23 Aug 2011
Posts: 174
PostPosted: 03-03-2012 06:40 AM           Profile Send private message  E-mail  Edit post Reply with quote


Thx for the advice but there is no target_location or origin brush for any of my func_bobbing entities in my map.

All of the func_bobbing that I created prior to that specific batch are all working perfectly - i.e. are not invisible.

I'll make a test by deleting one of the func_bobbing to simply re-transform it into a brush and see if it reappears.




Top
                 

I'm the dude!
I'm the dude!

Joined: 04 Feb 2002
Posts: 10533
PostPosted: 03-03-2012 08:25 AM           Profile Send private message  E-mail  Edit post Reply with quote


"deformVertexes move" might work well for you here.



_________________
GtkRadiant | Q3Map2 | Shader Manual


Top
                 

Veteran
Veteran

Joined: 23 Aug 2011
Posts: 174
PostPosted: 03-03-2012 09:09 AM           Profile Send private message  E-mail  Edit post Reply with quote


Mmm I didn't knew about that keyword for shader. It looks really interesting but not sure about using it in this case, since all my func_bobbing entities in this case are blocks that creates a pathway for the player to move on. I want them to bob for the player to be affected by it. With the keyword this is only an animation and the brush does not move at all. As from what I understand about this. I might use it for other brushes in the map that will not affect the player tough.




Top
                 

I'm the dude!
I'm the dude!

Joined: 04 Feb 2002
Posts: 10533
PostPosted: 03-03-2012 07:31 PM           Profile Send private message  E-mail  Edit post Reply with quote


Ah, indeed it will not. Players won't move with the moving shader.



_________________
GtkRadiant | Q3Map2 | Shader Manual


Top
                 

Veteran
Veteran

Joined: 23 Aug 2011
Posts: 174
PostPosted: 03-03-2012 07:41 PM           Profile Send private message  E-mail  Edit post Reply with quote


I just made a test... I transformed only one brush into a func_bobbing entity, recompile the map and it became invisible right away.... I am in the twilight zone!




Top
                 

Cool #9
Cool #9

Joined: 01 Dec 2000
Posts: 36792
PostPosted: 03-05-2012 12:20 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Are you including an origin brush with the func_bobbing? If so, leave that out.



_________________
Get mods & maps at Engines of Creation


Top
                 

Veteran
Veteran

Joined: 23 Aug 2011
Posts: 174
PostPosted: 03-05-2012 04:33 AM           Profile Send private message  E-mail  Edit post Reply with quote


Nope, no origin brush at all with my func_bobbing.




Top
                 
Quake3World.com | Forum Index | Level Editing & Modeling


Post new topic Reply to topic


cron
Quake3World.com
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group