jump pad?(more questions, need help:)
jump pad?(more questions, need help:)
ive tryed it many times but i just dont know how to get it workin. i read the manual and it seems simple, so sorry for the noob question.
Last edited by dubz on Wed Oct 05, 2005 3:26 am, edited 1 time in total.
I never could grasp a thing without some screens, so just incase...
meh, that's not much more info...but it might help.
[lvlshot]http://www.members.cox.net/borke/1st.JPG[/lvlshot]make a brush, right-click, choose trigger >> trigger_push.
[lvlshot]http://www.members.cox.net/borke/2nd.JPG[/lvlshot]deselect (esc), right-click, target_position.
[lvlshot]http://www.members.cox.net/borke/3rd.JPG[/lvlshot]deselect again and then choose the trigger_push, then select the target_position and hit ctrl+k to connect them.
meh, that's not much more info...but it might help.

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- Posts: 31
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and another response.. with a small example map! 
http://shadowdane.shackspace.com/files/jump_pad.zip
the jump pad is basically two items a trigger_push brush which is textured with the common/trigger texture. Then it is targetted at a target_position. Check the example map, it should help quite a bit. I compiled it too so you can view it in quake 3 too.

http://shadowdane.shackspace.com/files/jump_pad.zip
the jump pad is basically two items a trigger_push brush which is textured with the common/trigger texture. Then it is targetted at a target_position. Check the example map, it should help quite a bit. I compiled it too so you can view it in quake 3 too.
jp
ok, so i have created a brush, with common/trigger texture, right clicked and chosed trigger_push. then pressed esc to deselect and right click target position(a box appears). deselect everything, and select the brush i made and the box, then i hit ctrl+k and nothing happens
[lvlshot]http://img371.imageshack.us/img371/4510/jp4ri.jpg[/lvlshot]
[lvlshot]http://img371.imageshack.us/img371/4510/jp4ri.jpg[/lvlshot]
Re: jp
better not use [esc] to deselect, shift-Lclick is the preverred route to take.so:dubz wrote:ok, so i have created a brush, with common/trigger texture, right clicked and chosed trigger_push. then pressed esc to deselect and right click target position(a box appears). deselect everything, and select the brush i made and the box, then i hit ctrl+k and nothing happens
1)select trigger and deselect using shift-Lclick
2)select target and deselect using shift-lclick
3)select trigger again
4)select target again
5)press ctrl-k
now they should get connected
Hr.O
i selcted them in order and everything, and no sound when i hit ctrl-k(tryed it true the menu too)...i feel like a retard
copyed this out of the console
OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = 32bpp
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: RADEON X800 XL x86/MMX/3DNow!/SSE2
GL_VERSION: 1.5.4776 WinXP Release
GL_EXTENSIONS: GL_ARB_multitexture GL_EXT_texture_env_add GL_EXT_compiled_vertex_array GL_S3_s3tc GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_multisample GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_transpose_matrix GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_element_array GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_map_object_buffer GL_ATI_pn_triangles GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_ATI_vertex_array_object GL_ATI_vertex_attrib_array_object GL_ATI_vertex_streams GL_ATIX_texture_env_combine3 GL_ATIX_texture_env_route GL_ATIX_vertex_shader_output_point_size GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_vertex_array GL_EXT_vertex_shader GL_HP_occlusion_test GL_NV_texgen_reflection GL_NV_blend_square GL_NV_occlusion_query GL_SGI_color_matrix GL_SGIS_texture_edge_clamp GL_SGIS_texture_border_clamp GL_SGIS_texture_lod GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_extensions_string WGL_EXT_swap_control
OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = none
OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = none
OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = none
OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = none
Texture load failed: "textures/"
Loaded Texture: "C:/Program Files/GtkRadiant 1.5.0/bitmaps/notex.bmp"
brushDragNew
dragTool
dragTool
Texture load failed: "textures/common/areaportal"
Loaded Texture: "C:/Program Files/GtkRadiant 1.5.0/bitmaps/shadernotex.bmp"
Texture load failed: "textures/common/caulk"
Texture load failed: "textures/common/clip"
Texture load failed: "textures/common/clusterportal"
Texture load failed: "textures/common/cushion"
Texture load failed: "textures/common/donotenter"
Texture load failed: "textures/common/bluegoal"
Texture load failed: "textures/common/full_clip"
Texture load failed: "textures/common/hint"
Loaded Texture: "textures/common/invisible"
Texture load failed: "textures/common/qer_mirror"
Texture load failed: "textures/common/missileclip"
Texture load failed: "textures/common/nodraw"
Texture load failed: "textures/common/nodrawnonsolid"
Texture load failed: "textures/common/nodrop"
Texture load failed: "textures/common/noimpact"
Texture load failed: "textures/common/nolightmap"
Texture load failed: "textures/common/origin"
Texture load failed: "textures/common/qer_portal"
Texture load failed: "textures/common/skip"
Texture load failed: "textures/common/slick"
Texture load failed: "textures/common/teleporter"
Texture load failed: "textures/common/trigger"
Texture load failed: "textures/common/weapclip"
Showing 26 shaders.
textureNameSetSelected
entityCreate -class trigger_push
entityCreate -class target_position
copyed this out of the console
OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = 32bpp
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: RADEON X800 XL x86/MMX/3DNow!/SSE2
GL_VERSION: 1.5.4776 WinXP Release
GL_EXTENSIONS: GL_ARB_multitexture GL_EXT_texture_env_add GL_EXT_compiled_vertex_array GL_S3_s3tc GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_multisample GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_transpose_matrix GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_element_array GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_map_object_buffer GL_ATI_pn_triangles GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_ATI_vertex_array_object GL_ATI_vertex_attrib_array_object GL_ATI_vertex_streams GL_ATIX_texture_env_combine3 GL_ATIX_texture_env_route GL_ATIX_vertex_shader_output_point_size GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_vertex_array GL_EXT_vertex_shader GL_HP_occlusion_test GL_NV_texgen_reflection GL_NV_blend_square GL_NV_occlusion_query GL_SGI_color_matrix GL_SGIS_texture_edge_clamp GL_SGIS_texture_border_clamp GL_SGIS_texture_lod GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_extensions_string WGL_EXT_swap_control
OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = none
OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = none
OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = none
OpenGL window configuration: colour-buffer = 32bpp, depth-buffer = none
Texture load failed: "textures/"
Loaded Texture: "C:/Program Files/GtkRadiant 1.5.0/bitmaps/notex.bmp"
brushDragNew
dragTool
dragTool
Texture load failed: "textures/common/areaportal"
Loaded Texture: "C:/Program Files/GtkRadiant 1.5.0/bitmaps/shadernotex.bmp"
Texture load failed: "textures/common/caulk"
Texture load failed: "textures/common/clip"
Texture load failed: "textures/common/clusterportal"
Texture load failed: "textures/common/cushion"
Texture load failed: "textures/common/donotenter"
Texture load failed: "textures/common/bluegoal"
Texture load failed: "textures/common/full_clip"
Texture load failed: "textures/common/hint"
Loaded Texture: "textures/common/invisible"
Texture load failed: "textures/common/qer_mirror"
Texture load failed: "textures/common/missileclip"
Texture load failed: "textures/common/nodraw"
Texture load failed: "textures/common/nodrawnonsolid"
Texture load failed: "textures/common/nodrop"
Texture load failed: "textures/common/noimpact"
Texture load failed: "textures/common/nolightmap"
Texture load failed: "textures/common/origin"
Texture load failed: "textures/common/qer_portal"
Texture load failed: "textures/common/skip"
Texture load failed: "textures/common/slick"
Texture load failed: "textures/common/teleporter"
Texture load failed: "textures/common/trigger"
Texture load failed: "textures/common/weapclip"
Showing 26 shaders.
textureNameSetSelected
entityCreate -class trigger_push
entityCreate -class target_position
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- Posts: 31
- Joined: Mon Apr 08, 2002 7:00 am
if the ctrl+K doesn't work u can set the target & targetname variables manually.
select the trigger_push brush.. hit N
set these values
key: target
value: t1
hit Esc to deselect the brush.. select the target_position... hit N
set these values
key: targetname
value: t1
That will link the entities, if that doesn't work.. then I don't know how to help you.
select the trigger_push brush.. hit N
set these values
key: target
value: t1
hit Esc to deselect the brush.. select the target_position... hit N
set these values
key: targetname
value: t1
That will link the entities, if that doesn't work.. then I don't know how to help you.
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- Posts: 31
- Joined: Mon Apr 08, 2002 7:00 am
you know what.. I just tried the "Ctrl + K" method that everyone keeps saying.. and well that does nothing in GTKRadiant v1.4.0. I do notice its listed as a keyboard shortcut, but I can't get it to do anything either.
I've always set the target/targetname values manually myself... but still odd that it doesn't work for me either.
I've always set the target/targetname values manually myself... but still odd that it doesn't work for me either.
Re: jp
I feel embarrased on this one, it was the escape key that made things connect, NOT shift-Lclick. (/me should've tested it out instead of trusting memHr.O wrote: better not use [esc] to deselect, shift-Lclick is the preverred route to take.so:
1)select trigger and deselect using shift-Lclick
2)select target and deselect using shift-lclick
3)select trigger again
4)select target again
5)press ctrl-k
now they should get connected
Hr.O

He's using 1.5.0 and I can't get it to work in that version either. It does work in 1.4.0 however for me. Maybe a setting somewhere? I'm a bit out of the Radiant loop.
edit:
This however might be part of your problem. Make sure all your paths are correct in your settings. Seems all your common textures aren't loading.
edit:
This however might be part of your problem. Make sure all your paths are correct in your settings. Seems all your common textures aren't loading.
dubz wrote:
Texture load failed: "textures/common/areaportal"
Loaded Texture: "C:/Program Files/GtkRadiant 1.5.0/bitmaps/shadernotex.bmp"
Texture load failed: "textures/common/caulk"
Texture load failed: "textures/common/clip"
Texture load failed: "textures/common/clusterportal"
Texture load failed: "textures/common/cushion"
Texture load failed: "textures/common/donotenter"
Texture load failed: "textures/common/bluegoal"
Texture load failed: "textures/common/full_clip"
Texture load failed: "textures/common/hint"
Loaded Texture: "textures/common/invisible"
Texture load failed: "textures/common/qer_mirror"
Texture load failed: "textures/common/missileclip"
Texture load failed: "textures/common/nodraw"
Texture load failed: "textures/common/nodrawnonsolid"
Texture load failed: "textures/common/nodrop"
Texture load failed: "textures/common/noimpact"
Texture load failed: "textures/common/nolightmap"
Texture load failed: "textures/common/origin"
Texture load failed: "textures/common/qer_portal"
Texture load failed: "textures/common/skip"
Texture load failed: "textures/common/slick"
Texture load failed: "textures/common/teleporter"
Texture load failed: "textures/common/trigger"
Texture load failed: "textures/common/weapclip"
Last edited by Scourge on Wed Sep 28, 2005 3:04 am, edited 1 time in total.
.
i have another question,better to ask here than to open a new thread.
i saw in a tutorial how a guy made all the structure in 3dmax then imported it in radiant.
im doing maps with my friend and he knows how to work in rhinoceros, so how do we get things from rHino in to radiant?
oh, forgot to ask this, how to get those lamp models or those statues and all of those models in to the map...??
i saw in a tutorial how a guy made all the structure in 3dmax then imported it in radiant.
im doing maps with my friend and he knows how to work in rhinoceros, so how do we get things from rHino in to radiant?
oh, forgot to ask this, how to get those lamp models or those statues and all of those models in to the map...??
By "all the structure", I suppose you mean entire map? I really wouldn't recommend modeling an entire map in a 3D modeling application. Makes it very difficult to change basic layout changes and UVW mapping the whole thing's going to be a bitch. Many have tried, all have failed. Besides, you still have to import the model and manually clip stuff and add entities and everything in Radiant anyway.
I haven't used Rhinoceros for some 6 or 7 or more years so I can't remember what formats it can export, but you need to export your properly modeled polygons to a supported format.
By default, Radiant and Q3Map support only the proprietary MD3 format which was used by id Software, but had a few limitations that were a headache to overcome. While you can find a few export tools for a variety of 3D modeling apps, or convert from ASE to MD3 using q3data.exe, MD3 is generally an outdated format for map models and is only necessary for player and weapon models.
Q3Map2 and recent versions of GtkRadiant support other more common formats used by many 3D modeling apps. ASE, 3DS, OBJ, LWO.
ASE is probably the best and export is naturally supported by 3dsMAX. It's just a raw text file, so it's also easy to modify if you just need to change texture/shader paths or what not.
3DS is a really old format used by 3D Studio. I've had problems with it not exporting UVW co-ordinates properly. It is widely supported by a lot of programs which makes it useful for transfering geometry from one app to another, but that's all I have ever used it for.
OBJ, I haven't used for Q3 models so I can't really comment. Maya should export to this quite easily.
LWO is generally used by Lightwave. Don't have or use Lightwave, so can't comment.
Import models by right-clicking on the grid and select misc > misc_models. Select the right model directory within your Q3 install directory (generally, C:\Games\Quake III Arena\baseq3\models\mapobjects - your custom models usually go into a new directory within mapobjects). Select the model format and the actual model. Your model should now be imported into radiant.
To rotate or scale the model, you need to have it selected and then press N. Follow the instructions in the entity menu.
I haven't used Rhinoceros for some 6 or 7 or more years so I can't remember what formats it can export, but you need to export your properly modeled polygons to a supported format.
By default, Radiant and Q3Map support only the proprietary MD3 format which was used by id Software, but had a few limitations that were a headache to overcome. While you can find a few export tools for a variety of 3D modeling apps, or convert from ASE to MD3 using q3data.exe, MD3 is generally an outdated format for map models and is only necessary for player and weapon models.
Q3Map2 and recent versions of GtkRadiant support other more common formats used by many 3D modeling apps. ASE, 3DS, OBJ, LWO.
ASE is probably the best and export is naturally supported by 3dsMAX. It's just a raw text file, so it's also easy to modify if you just need to change texture/shader paths or what not.
3DS is a really old format used by 3D Studio. I've had problems with it not exporting UVW co-ordinates properly. It is widely supported by a lot of programs which makes it useful for transfering geometry from one app to another, but that's all I have ever used it for.
OBJ, I haven't used for Q3 models so I can't really comment. Maya should export to this quite easily.
LWO is generally used by Lightwave. Don't have or use Lightwave, so can't comment.
Import models by right-clicking on the grid and select misc > misc_models. Select the right model directory within your Q3 install directory (generally, C:\Games\Quake III Arena\baseq3\models\mapobjects - your custom models usually go into a new directory within mapobjects). Select the model format and the actual model. Your model should now be imported into radiant.
To rotate or scale the model, you need to have it selected and then press N. Follow the instructions in the entity menu.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
I am running GTKRadiant 1.4.0 and it has been the most stable and useable version I have ever used. At least on my system. Perhaps it is a conflict between the hardware and corresponding software and the Radiant software that causes some features of Radiant not to work on different systems.
I am useing a kind of older system (a little over 1 year old) right now while I am trying to put my new system together and I have never seen Radiant work so well.
This system
Gigabyte-64 PCB 1.x 400MHz FSB USB2.0 8XAGP
Nforce2Chipset 400MHz FSB
AMD Sempron 3000+ ~2000MHz 512L2cache 333MHz
1GB DDR PC3200 400MHz
NVidia FX5700LE 256MB DDR 950MHz (425+425)MHz
On my last system though I just couldn't run GTKRadiant 1.4.0 without a bunch of bugs. I had to go back to a newer version of Q3Radiant.
That system
GA-7VAX/P PCB 1.x 333MHz FSB USB2.0 8XAGP
VIA KT400 333MHz FSB
AMD Athalon XP 1800+ ~1580MHz 256L2cache 266MHz
512MB DDR PC2700 333MHz
NVidia GForceMX 440 64MB DDR 300MHz
None the less the only problem I have ever had with jump pad creation in GTKRadiant on this system is when I will every now and then select the target first and then the brush and it connects the two of them backwards...heh
Oops!
Perhaps he really is having a Radiant version conflict with his system.
I am useing a kind of older system (a little over 1 year old) right now while I am trying to put my new system together and I have never seen Radiant work so well.
This system
Gigabyte-64 PCB 1.x 400MHz FSB USB2.0 8XAGP
Nforce2Chipset 400MHz FSB
AMD Sempron 3000+ ~2000MHz 512L2cache 333MHz
1GB DDR PC3200 400MHz
NVidia FX5700LE 256MB DDR 950MHz (425+425)MHz
On my last system though I just couldn't run GTKRadiant 1.4.0 without a bunch of bugs. I had to go back to a newer version of Q3Radiant.
That system
GA-7VAX/P PCB 1.x 333MHz FSB USB2.0 8XAGP
VIA KT400 333MHz FSB
AMD Athalon XP 1800+ ~1580MHz 256L2cache 266MHz
512MB DDR PC2700 333MHz
NVidia GForceMX 440 64MB DDR 300MHz
None the less the only problem I have ever had with jump pad creation in GTKRadiant on this system is when I will every now and then select the target first and then the brush and it connects the two of them backwards...heh

Perhaps he really is having a Radiant version conflict with his system.
Uh, well....good luck with that. :shrug:
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- Joined: Wed May 13, 2015 9:04 pm
Re: jump pad?(more questions, need help:)
I have an similiar problem, when I hit Esc and then select the pad and the target it says "Cannot connect to world". anything I should do?
[color=#BF4000]Who cares with me?[/color] [color=#BF0080]Everyone ragequit![/color]
Re: jump pad?(more questions, need help:)
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Re: jump pad?(more questions, need help:)
[lvlshot]http://i.imgur.com/1HaXqW6.jpg[/lvlshot]
Die Vitamine sind in der Dose gefangen!!!