Problems with elevator made from multiple brushes [SOLVED]

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Problems with elevator made from multiple brushes [SOLVED]

Postby C.Brutail » Mon Jan 08, 2007 4:06 pm

I'm trying to make an elevator from multiple brushes, but it just doesn1t wanna work.
First, If I set the heigt or lip key, the editor thinks it's calculated from the highest brush of the whole elevator - highlited on the shot. Yes, I've selected all the brushes, and then func_plat
Two problems:
1.: The elevator won't spawn at it's right position, but way higher from it.
2.: The elevator is activated only if I step on the top of the highlited brush.

How does one make an elevator like this? I tried to make a flat origin brush, inside the lowest one, but that didn't work either (in fact, the whole platform stopped moving).

Shot:

Image
Last edited by C.Brutail on Fri Jan 12, 2007 12:31 am, edited 1 time in total.
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Postby SavageX » Mon Jan 08, 2007 5:20 pm

Well, I think I usually just made sure the whole thing has the fitting height.

Take that elevator cabin to the extended position and put a invisible (nodraw or whatever) brush beneath (reaching all way to the floor below the cabin) and put that into the func_plat.

That used to work for me. See the elevator in the slime pit map, although on this one the support column is in fact visible.
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Postby C.Brutail » Tue Jan 09, 2007 2:35 pm

The way you described, didn't work...

Tho with tZork I'm almost figured out a workaround: I make the cage in radiant, and then export the brushwork to ase. Then the model with spawnflags 6 could be attached to the elevator (made from invisible brushes ofcourse), so it would be ok.
Problem is, that I couldn't get the func_plat workig, if it had the targetname key to the model, it spwaned in the map as regular brushes. Maybe it should be the opposite way, target key for elevator, and targetname for model. I did not have time yesterday to try it, and neither will I have today, as I'm learning hard for an exam.
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Postby C.Brutail » Fri Jan 12, 2007 12:32 am

Ok, problem solved. Thx to div0, who gave me the intuitive idea, not to use func_plat but use func_door instead.
The elevator cage is working now ok, tomorrow I'll write a step-by-step howto make the cage.
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Postby divVerent » Fri Jan 12, 2007 6:28 am

Just thought of an alternate solution - what about setting the targetname key while compiling the map in q3map2, and removing the key via ent file again. That way, the object in game does not have any way to know it's been targeted in q3map2.

Why can't q3map2 support _targetname style keys too? It does use underscore prefixing for quite some other keys...
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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