Newbie TF2 mapping question

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dredfox
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Newbie TF2 mapping question

Post by dredfox » Fri May 09, 2008 7:04 pm

I am just starting to the use hammer editor and 3D modeling tools and I'm going to have tons of horribly noobish questions. I have an idea for a section of a map I want to make as I learn, but I am unsure if it even possible with the TF2 physics engine. I want to make a map that can be altered by explosives to close off some areas and open others. I could ramble on about it but I made a gif that should illustrate it.

Image

The black bar at the top is a walkway that joins the middle of each level. The vertical bars are supports that keep it aloft. The two red areas below are mineshafts that lead behind the enemy front.

When a pillar is destroyed the upper area can be locked off to one team giving them an advantage at the expense of access to the mineshaft leading behind the enemy front. If all pillars are destroyed then the advantage is nullified and neither team can access the mines or the highground.

Can anyone tell me if the physics engine can make this teeter-totter effect? Or will I have to get even more creative to create a properly deformable map?

Sorry if this is a foolish question, but I can't find the answer anywhere else and I'd rather not spend weeks trying to achieve the impossible.

EDIT: Imageshack doesn't seem to want to display my image; the location is
https://www.theville.org/camo/539759177b40fcf27711e9c4d3a6bc2b305d06b3/687474703a2f2f696d673135312e696d616765736861636b2e75732f696d673135312f353731372f6c6576656c6163342e676966

l3eeron
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Post by l3eeron » Fri May 09, 2008 7:32 pm

I believe it could be possible....

You'd have to make a physics model or something maybe....

There might be a way to do it with brushes....

It wouldn't be the easiest thing to do.

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Re: Newbie TF2 mapping question

Post by dredfox » Fri May 09, 2008 8:02 pm

I did make a metal ramp that was supported by glass pillars. The ramp crushed the glass pillars as soon as I spawned in the map. The ramp even wobbled on the ground before settling down. All of this was done with brushes. I hope one day to make a map filled with terrain that has a ton of either or choices. Ideally a tc map like Hydro where the changes to the map were consistant. A panicked decision to close off a tunnel to prevent an attack would lead to a later disadvantage for example.

In any case, thanks for the quick reply. You have given me the hope I need to push on. Expect this map at some distant point in the future. Consult "Valve time" for a more exact date. :D

!B a T m A n!
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Post by !B a T m A n! » Fri May 09, 2008 8:23 pm

dude thats cool if you got it to work i would totally play it :D
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Re: Newbie TF2 mapping question

Post by dredfox » Sat May 17, 2008 2:29 pm

I've got part of this setup working, but I'm having trouble getting func_nobuild to work properly. I've combed the web looking for a reference on this to no avail. I've even checked the decompiled Valve maps and can't find anything that will help.

The problem is that if a sentry or other building is placed on the ledge and the ledge drops, the building hovers in place. Sentries, dispensers, and teleporter entrances don't seem affected by this; they just hover in place. Teleporter exits will explode just before they are used if there is no ground below them. I may be able to make a trigger that would destroy all buildings on the ledge when it drops, but this sounds like too much work at the moment. I would much rather prevent buildings from being placed on the ledge. I've tried several methods:

creating a func_nobuild entity that overlaps the func_physicsbox entity
creating a flat func_nobuild entity on top of the func_physicsbox entity
creating a large 3D box func_nobuild entity on top of the func_physicsbox entity

None of these work. Also, I can't seem to tie the nobuild entity to the physicsbox entity using a parent key like I can with other brush based entities. I am afraid that if I could make this work, then the nobuild will stay hovering in the air rather than following the ledge as it drops.


In any case, if I am trying to do the impossible I may just shape the top of the ledge to be unfriendly to buildings.

Please pardon my unfamiliarity with mapping and the terms involved. If I can explain things differently or provide screen shots or a vmf just let me know. Thank you in advance to any one who can offer advice.

EDIT 5/18/2008: It looks like I fixed it. I made the nobuild brush entity much larger, stretching from the ground to the sky. It seems to work now. I still have no clue why it didn't work before, but I won't look a gift horse in the mouth.

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