• Announcements

    • Brentonator

      Forum Rules (Please Read)

      Hello everyone and welcome to the No More Room In Hell Forums! We greatly appreciate your interest and support. Please feel free to begin post and become a part of this community. But please make sure that you read and understand the following rules so things can stay as clean and as orderly as possible around here. These rules are expected to be follow by any and all members at all times. Disobeying these rules will result in disciplinary action by a moderator. #1. Off color remarks are acceptable but can be deemed inappropriate at the discretion of the moderators. #2. Flaming and disrespecting other members of this community or this mod is strictly prohibited. #3. Please do not post links relating to warez or illegal downloading. #4. No offensive content is to be posted (gore, dead babies, porn). #5. Please do not spam topics to increase your post count. #6. No excessively large signatures. Signatures that violate this will be modified. #7. Signatures are not to be used as a spamming tool. If your signature's sole purpose is to annoy or distract other members, it will be removed. #8. Please do your part to be as friendly, respectful, and helpful to anyone and everyone on this forum. #9. Your posts may be removed at any time at our sole discretion. #10. Remember the terms of your registration...a copy is posted below but may not represent the latest version of our terms of use. #11. No advertising other communities or products. Have fun.
Sign in to follow this  
Followers 0
Stoogie

nmo_labyrinth please help thanks

24 posts in this topic

Hi i'm new to mapping, started only 4 days ago and decided to start with nmrih because i like the game quite a lot, anyway im uploading my map without the vtf to see if anyone can help me with things or give me some ideas around the programming part mainly, there are no zombies, objectives, text or completed outside yet, however there is like 4 good surprises that i managed to put together with 4 days of googling and stuff. thanks

New tank_train to replicate AI pathing
use
sv_cheats 1
ent_messages_draw 1
2 way has 1 path track stacked, 3 way has 3 stacked on each other in center, and 4way has 8 stacked on each other in center.
117 total path_tracks
138(i think..) total logic_cores
Took about 11 hours to do.

http://www.mediafire.com/download/06b5gidnuby0etb/labyrinth.rar

Edited by Stoogie

Share this post


Link to post
Share on other sites

I'd like to help if you had specific questions.

Here are a couple things I noticed though:

  • there's a leak in the map
  • pushing displacements into each other is bad
  • most of the corridors are textured the same (maybe intentional?)
  • power 3 displacements are evil, use 2 or 4

I probably haven't found all 4 surprises you mentioned, but those I found caught me off guard - so good job on that.

Share this post


Link to post
Share on other sites

ahh nice, yea im learning everything, so i decided to do all the mountains as square displacements overlapping lol....... i couldnt figure out how to get a elevator to go from A-B path_track on button press, then if u press it again it goes B-A, ended up making first one crash, seemed quite realistic to me, the crash speed and sound lol.

that tanktrain as a zombie with instakill firewall random pathing follows 50 path_tracks with about 100 logic_cases, i guess you could replace it with a proper ai, but im learning and i dont know how to do it. it took me 6 hours to put all of that track and logic in ....

also how do you know if there is a leak in the map? alp+P in hammer said nothing, and i dont think http://www.interlopers.net/error says it either. do you watch your memory? i have 16gb and never crashed for me after like 30 mins. or was you refering to some other type of leak?

but yea if you have any good resources i can use to 'plant already spawned zombies on map load', 'have spawned objective zombies and a wave zombie system in 1 map', 'have driveable cars in coop', 'have working water with a texture on top(i got water working but the top texture didnt work)', 'having text show up with objective tracking with 'c'', 'how to put objectives visgroup out of auto(ive tried creating this for objectives however no matter how i create it i cannot move the objectives [+] out of the auto visgroup like they have in the wiki tutorial it wont let me), also any guides on setting up objectives properly with glow dynamic items would be nice(i copied and tried the exampleobjective ones and they didnt work, maybe because sdk updated to 2013 for nmrih? no idea)

or any other material u can recommend to help me learn, i have googled quite a lot, most are youtube videos, however some dont work cause its older source or for different games. nmrih lacks resources to teach imo :(

Share this post


Link to post
Share on other sites

Well with the displacements, what happened was, i wanted to make terrain so i looked at some info and videos about displacements, then i tried to do that with 1 single displacement, did maximum value of 4, ...i sighed, it was like 1 vertex per 10 meters, there is no way you can make definition with that., so then i decided to make it small to fit the amount of vertices i needed per distance, which ended up to be about 1/25th the size of what i wanted it to be, so i made 25 of those and tried to join them together as ground and as a vertical rocky cliff that curves backward just to find out that i couldnt get them to meet the neighbouring displacements to join up properly, and i also couldnt use the vertex tool to manually move the vertices in the displacement(you cant???), so then i was like well f*** it created a cube vertex and edited it to look like a mountain cliff and copy paste it everywhere as a temporary solution.

Now all i can think of as an alternative real fix is to make 1 plane and spend about 1000 hours manually using the cropping tool 2 times to intersect to create 1 vertex and repeat that 10000 times, which is impossible considering the time it would take to do. and I AM not going to do that.

so yea if u know how to do what i wish to do PLEASE HELP THANKYOU

Share this post


Link to post
Share on other sites
i couldnt figure out how to get a elevator to go from A-B path_track on button press

func_movelinear is very useful for a 2 stage elevator

i guess you could replace it with a proper ai

Not with hammer, no.

also how do you know if there is a leak in the map?

A leak is a hole in the map that "leaks" entities into the void. Your entire map needs to be sealed. To find a hole, compile the map, go to map > load pointfile, and search for a red line. http://puu.sh/bhgru/5ada33fa2a.png'>It looks like this.

plant already spawned zombies on map load

You mean placing the npcs manually? Well, you can do that, but it's generally not recommended since they're not affected by the zombie cleanup routine. Their entity names are npc_nmrih_shamblerzombie, npc_nmrih_runnerzombie, npc_nmrih_kidzombie and npc_nmrih_turnedzombie.

have spawned objective zombies and a wave zombie system in 1 map

You can't have both enabled at the same time. I recommend a nmo with a custom wave system. (more possibilities)

have driveable cars in coop

Insanely hard to do. Probably not a good idea for a mapping beginner. Check http://www.nomoreroominhell.com/forums/index.php?showtopic=11479'>here. Socialstyrelsen was nice enough to leave a vmf so you can see how it works.

have working water with a texture on top(i got water working but the top texture didnt work)

Leaks break the water. Fix the leak and your water should start working as well.

having text show up with objective tracking with 'c'

Set up a nmo file. The nmo generator can be found in nmrih/util/NMRObjective.exe. There's a nice turorial on the wiki. Make sure the nmrih_objective_boundary entities are in their proper visgroups before doing this.

how to put objectives visgroup out of auto(ive tried creating this for objectives however no matter how i create it i cannot move the objectives [+] out of the auto visgroup like they have in the wiki tutorial it wont let me)

Place a nmrih_objective_boundary wherever, doesn't matter. Name it whatver, doesn't matter. Keep the entity selected and press http://puu.sh/bhi8V/9fd98b6ec0.png'>this icon. Create a new Visgroup and call it Objective 1. Unselect hide objects > OK. Now make another empty visgroup http://puu.sh/bhim9/e601aa36a2.png'> using this edit button and name it Objectives. You then drag Objective 1 onto Objectives with right click.

Well with the displacements, what happened was .. [...]

https://developer.valvesoftware.com/wiki/Displacements

Really explains everything betetr than I could. Basicly: you never turn it into displacements right away. First place the brushes accordingly and make sure their faces align nicely. You then select the faces you want to turn into a displacement, and they should sew perfectly.

Share this post


Link to post
Share on other sites
nmrih/util/NMRObjective.exe doesnt exist for me.
How did you compile a vmf for a map with only the bsp file?
I have an idea to make my train in the labyrinth work like an ai that would supposely do this:
Start at PathTrack>choose direction and head to next visible path track>repeat.

Since hammer editor is only limited to 2 directions for pathing i came up with this idea, what do you think?
-------------------
-4way intersection-
Logic_core(with the logic OnCase PickRandom)
OnPass Previous
Toggle Alternative Path> PathTrack1, PathTrack2, PathTrack3
Line order:
PathTrackPrevious>Logic_core>PathTrackNextCluster

PathTrackNextCluster:
PathTrack1, PathTrack2, PathTrack3 (stacked on top of each other)

PathTrackSettings:
PathTrack1 Disable Alternative = (path1), Enable Alternativex3 = PathTrack2
PathTrack2 Disable Alternative = (path2), Enable Alternativex2 = PathTrack3
PathTrack3 Disable Alternative = (path3), Enable Alternative = (path4)(or have this last one as the same as disablealternative for no reverse if you dont arrive at this cluster from another direction)
-3way intersection-
PathTrack1 Disable Alternative = (path1), Enable Alternativex2 = PathTrack2
PathTrack2 Disable Alternative = (path2), Enable Alternative = (path3)(or have this last one as the same as disablealternative for no reverse if you dont arrive at this cluster from another direction)
-2way intersection(e.g corners)-
PathTrack1 Disable Alternative = (path1), Enable Alternative = (path2)(or have this last one as the same as disablealternative for no reverse if you dont arrive at this cluster from another direction)
------------------------

you would have to repeat the logic_core for every direction facing each path_track.
so it wont s*** itself for having 3 path_tracks stacked on each other in a path? just thought i'd ask before i commit to laying down like 150 path tracks and 600 logic_cores




Thanks for all the help i love learning towards things i enjoy, since i love gaming so much (as you can see with my hours played on my raptr signature) it makes me happy to create maps to immerse myself in.
Edited by Stoogie

Share this post


Link to post
Share on other sites

How did you compile a vmf for a map with only the bsp file?

Probably decompiled with bspsource, its handy as long as you don't take credit for decompiled maps and setups :P

I have an idea to make my train in the labyrinth work like an ai that would supposely do this:

Start at PathTrack>choose direction and head to next visible path track>repeat.

Since hammer editor is only limited to 2 directions for pathing i came up with this idea, what do you think?

May be better to force the train to go to a specific path on a track as opposed to making the setup you have up there, I read about the possibility of doing that sometime back, but I haven't personally given it a shot.

I played the map myself and I must say, I like how you provided the answer to the maze through the wire/thing on the ceiling lol. I didnt see any water anywhere however, so if you intended to have some water, there probably was a leak. (no pun intended)

Share this post


Link to post
Share on other sites

Well i will make the 150 path_track 400-600 logic_core setup and see if it works, it works as it is now for a 50/50 chance for 2 directions of which some are reverse so it may go between 2 points multiple times or stay on 1 area of the map more than another area... i tried to add 3 satans instead of 1 but it bugged it out(probably cause of the leak) when on the same path and it passed a path_track to a path_track which another satan was going too it toggled it half way through the other satans path and so that 2nd satan changed path_track direction to another nearby and pathed diagonally through the wall. i copied the entire path_track 2 times over and added the other 2 satans to the seperate identical pathtracks but it still happened(it shouldnt have), so i kept it as 1 for now.... i will have to test and watch it with noclip for pathing behaviour lol...

edit: found new small issue, the fire around satan takes a while to show up, but shows up immediately if you look at where it spawns for where the fires started, this a engine coded visual bug for env_fire??

Edited by Stoogie

Share this post


Link to post
Share on other sites

ok so i added text with logic auto which works and pluged up the skybox so no leaks, saved compiled, worked fine, so then i added a small water box with env_cubemap above it inside, go to compile, now its stuck at 'Not Responding after Portal Flow 0...1...2 vvis.exe' and doesnt compile the map, even if i delete all displacements,, why wont it compile?? i checked the log on interlopers and it says skybox is still leaking when there is no physical leak to any black infinite space.........i loaded a backup, with no water inside and with the skybox open and leaking and that works fine. lol wtf

Edited by Stoogie

Share this post


Link to post
Share on other sites

now its stuck at 'Not Responding after Portal Flow 0...1...2 vvis.exe' and doesnt compile the map

Means vvis is stuck loading too many worldbrushes, have you read about func_details yet? What they are, and how they help?

I'm not going to elaborate immediately in fear of overwhelming you xD

Share this post


Link to post
Share on other sites

Your old version compiled "fine", because it didn't compile vvis at all. Without vvis.exe, the entire map is always rendered at any time. Now that you sealed it for the first time, it starts compiling. But since your entire map only consists of worldbrushes, that's going to take forever. You better start reading about func_detail. It's essential for source mapping of any kind.

Share this post


Link to post
Share on other sites

omg i have a solution to make the train choose 1-3 different paths(not reverse) on every path track and its simpler than what i wrote above, when i finish it ill upload it.

Edit: is there a unload command that i can tie to a trigger to unload zombies or any loadable item/brush/texture (npc_nmrih_shamblerzombie, npc_nmrih_runnerzombie, npc_nmrih_kidzombie and npc_nmrih_turnedzombie) for example.

ok maybe the new pathing im doing is still complex, for a 3 way i need 6 logic and 3 path track for 3 directions.. and 4 way i have no idea how much yet, after i do it all ill count it all up.

Edited by Stoogie

Share this post


Link to post
Share on other sites

Ok so i am going to code a pathing ai using a tanktrain, its troublesome cause u cant see a line for the "branch path" so u have to reclick everyone.

3way nodes consist of:
2 directions(except reverse)
3 path_tracks
2 directions per path_track
6 logic_cases (incoming logic_cases towards this point have 2 logic random values)


4way nodes consist of:
3 directions(except reverse)
6 path_tracks (2 overlap, or just have 8 paths and 24 logic)
3 directions per path_track
18 logic_cases (incoming logic_cases towards this point have 2 logic_case both random, 1 with 1 enable 2 disable main, and 2nd one with enable disable secondary)


all path_tracks will overlap when ive done all 48 nodes.
This may take a while.... also it does your head in XD

Edited by Stoogie

Share this post


Link to post
Share on other sites
Edit: is there a unload command that i can tie to a trigger to unload zombies or any loadable item/brush/texture (npc_nmrih_shamblerzombie, npc_nmrih_runnerzombie, npc_nmrih_kidzombie and npc_nmrih_turnedzombie) for example.

I have no idea what you mean. If you just want to make zombies disappear when no player is around, use func_zombie_spawns.

Share this post


Link to post
Share on other sites

I have no idea what you mean. If you just want to make zombies disappear when no player is around, use func_zombie_spawns.

i mean is there a general hammer function? ill make one up, OnTrigger > Unload "loadeditemnumberhere" (its like kill command except it kills and gets rid of it completely, ive never used kill command before i presume its to kill something thats living)

also a tank train ai is totally doable ive done nearly 7 nodes so far in like 3 hours, might take a couple days lol

Edited by Stoogie

Share this post


Link to post
Share on other sites

ok so i came up with a way better idea to save time with the tanktrain, here is the old way i was doing the pathing:

sFs0xfD.jpg


and now heres the new way:

5hiPQ8U.jpg


progress progress XD, also i made a perfectly working func_movelinear lift thanks to you durkhaz XD

also just thought of a problem with the new way, you will have issues with backtracking with alternative route, to fix this have primary set to a corner of North East South West compass and the secondary to the ones opposite to them., for example, if u head north or east its a primary track(from nodes too), if you head south or west its secondary, that way it should path properly in any direction.

Edited by Stoogie

Share this post


Link to post
Share on other sites

i mean is there a general hammer function? ill make one up, OnTrigger > Unload "loadeditemnumberhere" (its like kill command except it kills and gets rid of it completely, ive never used kill command before i presume its to kill something thats living)

Kill command removes an entity from the game, so any entity that can recieve an input (func_door, npc_nmrih_shamblerzombie, prop_dynamic, fa_fnfal, etc) will be removed from the map.

Share this post


Link to post
Share on other sites
Kill command removes an entity from the game, so any entity that can recieve an input (func_door, npc_nmrih_shamblerzombie, prop_dynamic, fa_fnfal, etc) will be removed from the map.
thankyou then that means i can kill off single spawned zombies to unload them from memory whenever i want and that pretty much answers my question about a wave spawn set and a normal spawn set and even a already spawned isolated zombies in 1 map at the same time. That with the kill command it is possible to do it all in 1 map.

pathing for tank_train no reverse with old method is done now all thats left is to fill in all the logics:

fHpm7ZO.jpg

Edited by Stoogie

Share this post


Link to post
Share on other sites

Ok after 11 hours i have finished the tank_train, it now randoms with 33% chance to choose a new direction either left, forwards or right, without going backwards where possible on every track_path(2 directions 50% chance, 1 direction 100%)

I have updated the download link with new version on first post.

use
sv_cheats 1
ent_messages_draw 1

and tell me what you think, im going for a breather lol
Edited by Stoogie

Share this post


Link to post
Share on other sites

Jesus Christ, that's some dedication right there. Good job!

btw, it's a good idea to hide displacement wireframes in the 2D viewport to avoid unnecessary clutter.

Share this post


Link to post
Share on other sites

Should i upload the vtf? people could decompile it anyway, i mean if anyone wanted to see how the path_track was setup to make a tank train act like an AI lol.....
also clutter doesnt bother me at all, maybe if there were many more wireframes on the screen and i cant find my alignments..

I now have to think what else to do, spawn zombies properly throughout the map, though i was going to do that last, use kill command for seperate zombies for triggers, make a trigger for spawning seperate zombies?

my only main issue is no proper objectives yet, im using on screen text for objectives with a forced lockout due to brushes so you have to follow it anyway so its the same thing for now but not proper lol...

optimization for non visible brush sides to nodraw, make the outside smaller since i doubt i could use vehicles so ill redo the entire thing and do it properly with displacements this time, also look into making vertical cliffs properly with displacements(because when u alter more than 1 axis on a displacement its near impossible to get the displacement next to it to line up) or rather learn how to make a 2 axis edited displacement sew to another one.

also func_detail for optimizing VisDatasize, PortalClusters and NumPortals.

or do some other things u mentioned.

or just let my imagination think of something recidulous again later lol..


Edit: Updated map again, a elevator that crashes then goes up and down again with all buttons, retextured everything, removed exterior, did half NODRAW texturing(not interior brushes) and changed some things
Also if anyone knows how to change the music to a selected one instead of it being random everytime please tell me thanks (ambient noise doesnt work as its just over the top and doesnt have a list of all the music anyway)

Edited by Stoogie

Share this post


Link to post
Share on other sites

To sew 2 displacements those 2 displacement's vertices must align. This is solved by making them the same size, and same power before you paint the geo. I hope that helps.

Share this post


Link to post
Share on other sites

yea i must of had the size slightly wrong(also not sure about vertical displacement sewing as i described before if u change the height and depth of the sides to replicate a mountain you cant sew on adjacent one due to different vertex placement.. unless im doing something wrong), also i want to have a plane displacement with a rocky mountain cut down into it from near vertical, i took a break to watch topphattwaffle videos and sort out some stuff for when destiny ps4 console arrives...

have yet to watch this but this is what im up too:

Edited by Stoogie

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0