Coiled barbed wire tutorial

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Fafner
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Coiled barbed wire tutorial

Post by Fafner » Fri Sep 03, 2004 11:11 am

I figured out how to do this a while ago and I never see anyone else doing it so I thought I'd make a tutorial. It shows how to make barbed wire so it actually looks coiled instead of just looking like individual loops.



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Post by perer » Fri Sep 03, 2004 12:08 pm

That is very logical to do it that way. In the future I wil make wire that way. Now those standard barbed wire look very stupid. Some stupid loops :mad: .

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Post by KiddO » Fri Sep 03, 2004 12:44 pm

yes indeed good tutorial :)
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Post by L.T. Mark » Fri Sep 03, 2004 2:18 pm

I like this tutorial
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Post by Mr. YOur no fun » Fri Sep 03, 2004 3:41 pm

Looks like Castrators but still good. I prefer not coiled as that was how we set it, line after line. Harder to get through that way. But still cool.

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Post by Bill Stokes » Fri Sep 03, 2004 5:38 pm

So now Faf, with the better barber wire, you are gonna have to code a way for any party entangled with it not to die the 'lava' death... but just be stuck like a fly in a spiders web :)

EDIT, maybe easy way is to reduce speed a player can move when touching... like 1% of normal speed plus a little health loss each movement until clear again.

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Post by Mr. YOur no fun » Fri Sep 03, 2004 6:57 pm

In WW2 the normal way of penetrating barbwire coiled like this, besides artillery, was the first guy there held his rifle straight up in front of him and then dove up and down onto the wire, using the rifle to shove it down. THen everyone behind would step on him as they passed through the wire. Maybe we could set that up. However that is also why wire was more often placed in lines with stakes holding them up.

Either way, still a good tutorial.

blah2

Post by blah2 » Sun Nov 07, 2004 6:00 am

test

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Post by bahamut0013 » Mon Nov 08, 2004 4:46 am

perhaps there could be a way to allow the knife to slice open a hole for you to move through? The only proplem I can see is I don't think there is a way to limit the damage to strictly the knife.
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Post by Mr. YOur no fun » Mon Nov 08, 2004 5:53 am

As it is all one poly gon you would have to make section of polygons that could be destroyed, which would up the rspeeds, especially with that being a trans texture. However if you had it in an area away from a lot of other things, then the rspeeds wouldn't be a problem.

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Post by greyfox » Mon Nov 08, 2004 5:53 am

knife through barb wire = not a chance,
however grouping that barbed wire into a func_explosive (seeing as it is just a poly) is simple enough, therefore it can be shot/knifed out.
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Post by Mr. YOur no fun » Mon Nov 08, 2004 5:53 am

damn a double post



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Post by greyfox » Mon Nov 08, 2004 7:47 pm

i got a good idea too.
put mines under the barbed wire.
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Re: Coiled barbed wire tutorial

Post by Jayz Freeman » Sun Mar 21, 2010 5:11 pm

:D
Very good tuto but I have not dday3 as the barbed I have only this:

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Help my please ... :(
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Re: Coiled barbed wire tutorial

Post by Fafner » Sun Mar 21, 2010 5:44 pm

1RB: http://www.1rb.mav.net
Speedway: http://www.ddaydev.com/speedway
If you need help, start a thread. That way other people can learn from the information given. DON'T PM ME unless it's necessary.

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Re: Coiled barbed wire tutorial

Post by Jayz Freeman » Sun Mar 21, 2010 6:44 pm

waw :shock:

ok, ok thanks Faf' :wink:
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Re: Coiled barbed wire tutorial

Post by JoeyBelgier » Mon Jul 04, 2011 7:29 am

Not sure if this is the case on all maps but I'm rather sure it is:
Barbed wire has this red glow over it, which I guess is a leftover from the actual Quake II engine?
Is it hardcoded in or is it possible to just replace a texture with a completely transparant one to get rid of it? It really annoys me to see some alien-glow in some maps, takes away the "real-feel", as I'd like to call it xd

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Re: Coiled barbed wire tutorial

Post by Fafner » Mon Jul 04, 2011 10:52 am

Pretty sure that's from when the map is compiled. Arghrad takes the pink color (which denotes transparency) and mistakenly uses that to do the light. You can avert this by replacing the texture when you compile. I don't think theres a practical way to fix it in existing maps.
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Re: Coiled barbed wire tutorial

Post by JoeyBelgier » Fri Jul 08, 2011 7:14 am

So the unpractical way would be to recompile all maps with a new texture?

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Re: Coiled barbed wire tutorial

Post by Rab,d » Fri Jul 08, 2011 8:28 pm

Are you using EGL? because it does that if you have a certain feature enabled. i'll loom for it in my config.

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Re: Coiled barbed wire tutorial

Post by JoeyBelgier » Fri Jul 08, 2011 9:35 pm

Always been using EGL c'z R1Q2 didn't feel responsive enough (controls).

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Re: Coiled barbed wire tutorial

Post by Rab,d » Sat Jul 09, 2011 6:36 am

r_caustics 0

This will disable underwater caustics, too. But, it will raise your fps a little.

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Re: Coiled barbed wire tutorial

Post by JoeyBelgier » Sat Jul 09, 2011 7:21 am

Thanks! That'll be helpful whilst recording on the Polish Ghetto map, also, the change in water is barely nothing. I think I rather have some decent looking coiled wire than a shady effect in the water, so this is going in my config :D

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Re: Coiled barbed wire tutorial

Post by Mr. YOur no fun » Thu Jul 21, 2011 5:07 am

There are a couple reasons for the pinkish glow. One as Fafner pointed out is that the color that looks transparent in Q2 is that special pink. The other is that in order to cause harm to you as you run through the wire, some people click on the Lava so you are burned, and the lava also casts a pinkish glow. So you might have a problem with that, And arghrad can be insane, but then it is a free tool so what can you say.

Well I suppose you can say a lot of things, but it won't do much to change things as the guy who wrote it is no longer programming,

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Re: Coiled barbed wire tutorial

Post by darkstar » Fri Aug 19, 2011 6:58 pm

how do i rotate a poly so it lies on its side
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