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Forum: All Forums : Soldier of Fortune
Category: SoFII Mapping
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: entities as func_train
Stuk@tto~rb
General Member
Since: Dec 23, 2006
Posts: 211
Last: Dec 23, 2006
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Level 4
Category: SoFII Mapping
Posted: Tuesday, Jan. 14, 2003 02:23 pm
Quote (ReverendTed @ Jan. 12 2003, 8:30 pm)
You can't use patch meshes as part of func_trains, either, FYI.


Is it only func_trains you can't use patch meshes in?
Cus I know you can use patch meshes with other func_***  entities, like doors, bobbings,pendulums ect as I have done it myself.

:)
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ReverendTed~rb
General Member
Since: Dec 23, 2006
Posts: 2198
Last: Dec 23, 2006
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Level 8
Category: SoFII Mapping
Posted: Tuesday, Jan. 14, 2003 03:52 pm
You can try it out.  I was under the impression it didn't work.
Perhaps I was doing it wrong!
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Hector_Infector~rb
General Member
Since: Dec 23, 2006
Posts: 56
Last: Dec 23, 2006
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Level 3
Category: SoFII Mapping
Posted: Tuesday, Jan. 14, 2003 09:03 pm
hmm maybe i won't give up yet. I'll make a few tests wit da chopper and see what i get.
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Stikifinga~rb
General Member
Since: Dec 23, 2006
Posts: 20
Last: Dec 23, 2006
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Level 1
Category: SoFII Mapping
Posted: Tuesday, Jan. 21, 2003 05:32 am
It seems wierd that you're having trouble with this in SoF2 when we've sort of managed it in HL. I've never mapped for the Q3 engine so I don't really know what entities you have available. Do you have a func_tracktrain? That has a bank on corners parameter. In ToD, we still have trouble with stuff staying in sync though and mixing point based with solid based entities is a pain. Still, the general effect is there.

Check out [url=http://[url=www.tourofdutymod.com]www.tourofdutymod.com][url=www.tourofdutymod.com]www.tourofdutymod.com and play the map bb_lz. You'll see what I mean.
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sluggo[tod]~rb
General Member
Since: Dec 23, 2006
Posts: 16
Last: Dec 23, 2006
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Level 1
Category: SoFII Mapping
Posted: Thursday, Jan. 23, 2003 08:31 am
Sounds like some of my hacks would have come in handy here too :). I'm guessing that the same problems have been inherited from quake I all the way down?

Well, if I work out what I want to try to to work to fix that essential limiation with good ole quake trains, I'll have to write up what we end up with :). My theory is to move completely away from brushes, as soon as you add a brush/texture that rotates, the whole thing gums up over the network. Don't yet know if my theory will work tho, so perhaps it's just a pipe dream :P.
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