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Rider
12-25-2004, 06:53 AM
It's been a while since I last attempted to create a train, but I remember never being able to get the train to be anything but a raised/lowered sector moving along a (single-sectored) track.

now my question is: Do you know any good FAQ to cover extensive train making and/or do you happen to know how to make a train, and allow you to raise individual sectors inside the train.

I'm gonna get back to D3D mapping soon!

NutWrench
12-25-2004, 07:13 AM
I think the main secret is that you can't have nested, closed sectors inside the "train" sector. The train sector needs to 'touch' every interior sector that is going along for the ride.

For example, in your subway car, you could create a pedestal with a control panel texture on it, sticking up out of the floor. But you couldn't add another sector inside that one (like, for a small, inset TV screen or something)

Hudson
12-25-2004, 04:11 PM
I have a train level in A.W.O.L. (its just like the one from blood). It's actually not that hard to do http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Just create your outside, then the inside. Have the ground surrounding the "train" move slower and slower as it gets further away.

MarkJ
12-25-2004, 07:21 PM
I tried copying that one from blood in Duke 3D. But I could never get it to work properly. I think the main problems I had (This was some years ago) was that I couldn't kill the player when they jumped off the train. I guess I could have used BIGORBIT or something, but that's death the instant you enter the sector, not when you hit the ground (Like I wanted). I suppose this is what EDuke is for.

jimbob
12-25-2004, 07:38 PM
you also could make the conveyor speed verry fast, and have an lowered sector at the end, the player wil get crushed. bit crude but it works http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif except when the player bunny hops to the train

DrFunkenstien
12-28-2004, 01:24 AM
I tried to make walls for a train by placing sprites on the sides, but nup.... Build decided to make the sprites flicker continually in a most annoying way... ARGHH!!

Well, I suppose ...


MarkJ said:... this is what EDuke is for.

peter_m_green
01-08-2005, 11:27 AM
sprites on trains seem to move at a slightly different time to the sector

in my experiance the vibration caused by this is slightly noticeable in singleplayer and very noticeable in multiplayer for things like pickups on trains

it also makes any sprite buildings on trains look horrible

basic rules of train building

1: only allow the player in the main sector of a car (if they enter any other sector of the car they will be killed)

2: every vertex you wan't to move with a train car must join with the main sector of the train car.

this also means that if you wan't lights etc in a train car you have to build one big texture for the floor and ceiling.

DrFunkenstien
01-27-2005, 11:38 PM
So why can't Jono-F just change it somehow so that spritework on a train moves correctly with the sector?

Is it because doing that would mess up some other part of build?

I don't know how anyone could dissagree with me that allowing spritework on trains would be a tremendous advancement in the build engine -- it would allow for structures like multilevel trains or trains that move outdoors (i.e. the ceiling can be made up of sprites instead of having to always lower the sky, which looks kind of wrong in an outdoor setting).

Anybody with me on this? Should we start a petition?...

TerminX
01-28-2005, 12:23 AM
Should we start a petition?...


What, you mean one of those annoyingly useless Internet petitions? F*ck no.

Semicharm
01-28-2005, 01:40 PM
I've had some success with using sprites in trains, one of my unfinished maps had a few. I think the problem is mostly with facing sprites.

BTW in order for the main train sector to move a point (wall intersection) there cannot be more than three walls joined at the point.

DrFunkenstien
02-02-2005, 05:51 PM
Semicharm said:
I've had some success with using sprites in trains, one of my unfinished maps had a few. I think the problem is mostly with facing sprites.




I seems that only "1-dimensional" sprites (as in weapons and aliens) can be put on a train without glitches, and even then they seem to flicker a bit when the train moves.

Is that what you meant?

Is it possible at all to get FACING sprites to work? Does anyone realize that if we could, it would mean:

- Multi-level trains!!
- Outdoor trains!!!!
- Cars and other vehicles!!!!!!!

It would be well worth the effort to modify the code to achieve this.

Semicharm
02-02-2005, 07:47 PM
I think that you got a few things mixed up here. First, all sprites in build are 2D. 1D is only a simple line. Also, the "weapons and aliens" are in fact facing sprites. The other rotations are wall and floor/ceiling sprites. BTW, I just made a two-way train (ST31/SE30 to be clear) that includes all three types of sprites and it didn't glitch at all. In fact the sprites where the only visible parts of the train!

DrFunkenstien
02-07-2005, 11:02 PM
Semicharm said:
I think that you got a few things mixed up here. First, all sprites in build are 2D. 1D is only a simple line. Also, the "weapons and aliens" are in fact facing sprites. The other rotations are wall and floor/ceiling sprites. BTW, I just made a two-way train (ST31/SE30 to be clear) that includes all three types of sprites and it didn't glitch at all. In fact the sprites where the only visible parts of the train!



Appologies -- was having a pretty bad day!! http://forums.3drealms.com/ubbthreads/images/graemlins/tongue.gif

What I was saying was that while you can put *facing* sprites within a train sector, you can't put in wall, floor or ceiling sprites without getting glitches, such as an annoying flicker.

That said -- could you please upload the map you made in which you got it working? I'm extremely curious to see how you did it!!!!

Semicharm
02-08-2005, 04:43 AM
I'm not sure that I did anything special, but here you go.

DrFunkenstien
02-09-2005, 11:16 PM
Semicharm said:
I'm not sure that I did anything special, but here you go.



Cheers I'll try it out

About time someone wrote a dedicated FAQ on it while on the topic...

Boinky
02-11-2005, 03:33 PM
Hey thats pretty sweet.

Semicharm
02-11-2005, 03:38 PM
DrFunkenstien said:
Cheers I'll try it out

About time someone wrote a dedicated FAQ on it while on the topic...


I really didn't do much that you wouldn't find in the build faqs already on the net.