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Multiple Problems
Posted: August 10th, 2010, 4:44 am
by owenisred
Hi everyone, I'm new to these forums and I have introduced myslef in the introductions borad,
Basically I'm loving sandbox at the moment - I love its unique method of creating levels (before I was using blender

) However I'm running into a few problems in my learning.
Infact I have probably far too many questions, so I'll ask some of the more pressing, and hope they clear up some of the other ones

Any articles you think I need to read fist I'll read em (I have read the FAQ and Wikihelp pages - well... some of the wikihelp stuff i didnt get)
Anyway on with the questions
1. What are trigger types and everything to do with triggers - how do they work?
2. What are PVs
3. How to make mapmodels respond with text when you come close to them?
4. Is there a way to make a circular selection and then extrude it to make a cylinder?
Yea thanks in advance to anyone who helps me - I need it lol,
Owen.
Re: Multiple Problems
Posted: August 10th, 2010, 5:50 am
by klimyriad
1: well triggers is almost everything in a game like when you walk then a trap, traps you that a trigger but in sandbox if you use a door and put it onto 10 it open and close if you get near it but all triggers need a scripted.
2: Ermm PV's ermm not sure.
3: You need a scripted and a trigger normally but at the min i do not know much at the min.
4: Not much that is why it is called sandbox, box i think.
Re: Multiple Problems
Posted: August 10th, 2010, 6:08 am
by owenisred
Thanks for your reply - any tutirals on how to script a trigger then?
Re: Multiple Problems
Posted: August 10th, 2010, 6:13 am
by klimyriad
Go to Tutorials and Resources and there a few there i not great on scriptwriting yet but i knew how to i would.
thanks
klimyriad
Re: Multiple Problems
Posted: August 10th, 2010, 9:48 am
by owenisred
Hi, ok Ive never tried scripting before...
I cant find a single beginner tutorial!
Could someone guide me through a very basic script job, how to impliment it in the game etc. And I could take it from there?
Say for example I want a door to open when I touch it - could I get a basic rundown? I know its a lot to ask - but I'd be far more keen to help develop sandbox if i knew how to script
Thanks,
Owen.
Re: Multiple Problems
Posted: August 10th, 2010, 10:12 am
by PizzaLover101
Ok, well, there is no beginner tutorial. Find one that does something that you want, then follow the instructions.
To make a door open, get a pre-set door model (one that is called door (1 or 2 or 3 or what ever)) then click on it, press F3, then change the trigger type to 5 (that's the one I use)
Hope this Helps
-PizzaLover101
Re: Multiple Problems
Posted: August 10th, 2010, 11:05 am
by owenisred
Hey thanks pizzalover!
Ok that has cleared up a bit- however when I make my model it doesnt clip, ie I walk straight through it in non-edit mode...
Also, does that mean that every model has predefines animations? or just a few?
Re: Multiple Problems
Posted: August 10th, 2010, 11:06 am
by owenisred
Ok, well, there is no beginner tutorial.
I might make one then if I learn

Re: Multiple Problems
Posted: August 10th, 2010, 1:45 pm
by PizzaLover101
owenisred wrote:Hey thanks pizzalover!
Ok that has cleared up a bit- however when I make my model it doesnt clip, ie I walk straight through it in non-edit mode...
Also, does that mean that every model has predefines animations? or just a few?
Yes, when you set a trigger type, it is there, but you can walk through it
Re: Multiple Problems
Posted: August 10th, 2010, 2:25 pm
by owenisred
Ah thank you
I understand so much more now. I get everything other than PVs and a circular selection.
To be honest PVs don't bother me much. I found a site that says
Platinum Arts Sandbox provides a precomputed visibility culling system as described in the technical paper "Conservative Volumetric Visibility with Occluder Fusion" by Schaufler et al (see paper for technical details). Basically, Platinum Arts Sandbox divides the world into small cube-shaped "view cells" of empty space that the player might possibly occupy, and for each of these view cells calculates what other parts of the octree might be visible from it. Since this is calculated ahead of time, Platinum Arts Sandbox can cheaply look up at runtime whether some part of the octree is possibly visible from the player's current view cell. Once pre-calculated, this PVS (potential visibility set) data is stored within your map and saved along with it, so that Platinum Arts Sandbox may reuse it during gameplay. This data is only valid for a particular map/octree, and if you change your map, you must recalculate it or otherwise expect culling errors. It is recommended you do this only after you are sure you are finished working on your map and ready to release it, as it can take a very long time to compute this data. If you have a multi-core processor or multi-processor system, Platinum Arts Sandbox can use multiple threads to speed up the pre-calculation (essentially N processors/cores will calculate N times faster).
And I didn't understand any of it

AFAIK its not necessary for basic map editing, only needed once a map is done, so ill leave it.
HOWEVER
there is a way to make curves.
http://www.quadropolis.us/node/2146
Im unsure how to do it still...?
Any insights would be incredibly useful!
Thanks,
Owen.