Working, but invisible elevator (func_train)
Hello all:
I just recently found Unvanquished and thought I'd try my hand at map making. I'd created a few maps for the original Half Life game years ago for use in some private LAN parties (to my knowledge they never were distributed publicly), so I'm not a complete noob, but I'm admittedly no expert by any stretch. I did read through the Unvanquished and Tremulous map making tutorials/instructions found in the wiki, but they didn't appear to cover any aspect of the issue I'm currently experiencing.
Anyway, I'm currently running into an issue in trying to incorporate an elevator (func_train) into my first Unvanquished map. I carefully tried to emulate how the elevators were created in the game supplied maps (Parpax and Spacetracks in particular) and managed to get something that is technically working (sans sounds), but at the top and bottom of it's path, when it's stopped it becomes completely invisible. Again, the elevator is functional in that the user is able to walk into the elevator where they see the shaft interior sans elevator and they can even trigger the elevator movement. When the elevator is stopped and invisible, the user appears to be floating within the shaft. Once the elevator starts moving it becomes visible again. Upon stopping at the destination it goes invisible again and the user appears to be floating once more.
The following is the URL for a download of the compiled test map (pk3 file includes source map file): https://www.dropbox.com/s/o7vncsx6hcduy ... junk_1.pk3 [dropbox]
Here are the details with regard to how it's being built:
Code: Select all
q3map2 -leaktest -samplesize 16 -meta junk.map
q3map2 -vis -saveprt -hint junk.map
q3map2 -light -faster -samples 2 -patchshadows -lightmapsize 1024 -deluxe junk.map
Tooling:
NetRadiant 1.5 on Windows 32-bit (couldn't get 64 bit to work on Windows and the Linux version didn't work well in a VM)
q3map2 (2.5.17n-git-a7e6001) on Linux 64 bit (same results with 32 bit on Windows as well as well)
Unvanquished 0.30.0 and 0.29.0 64-bit on Windows
Logs:
compile - https://www.dropbox.com/s/iv3fe9r5s2v722s/build.log
unvanquished - https://www.dropbox.com/s/5skymec4ed8s2uu/daemon.log
Note that there doesn't appear to be any issues with the behavior of elevators or any other elements found in any of the game supplied maps. I've yet to recompile any of them fully to test that it's not something with my setup, but I did attempt to copy the elevator from the Parpax map into my test map and the results were the same (with the exception of my test map then including a slightly better looking elevator).
Has anyone run into this issue before? I did search the forum and the Internet at large to no avail.
Please let me know if you need any additional information.
Thanks in advance!
- Unnomed