01/28/99 21:10 EST - New SinScript command added Update by Eutectic
  • Plus a small update to the func_scriptdoor entity


  • In a very interesting thread on rust's Sin editing discussion forum, Zied from 2015 posted an example script for use with a func_scriptdoor entity. This was very informative and interesting to say the least.

    Thanks to his comments and explanations, I realized that a very cool SinScript command was missing from our docs: phssound. So I have added it. Check it out in the scripting section.

    Also from this discussion, I learned about the existence of 2 more very useful pre-defined variables generated when the func_scriptdoor's threads are executed in the script: local.targetname and local.self. Those have been added in the notes of the func_scriptdoor entity info.

    Thanks for the heads-up Z :)

    Oh BTW, I updated the downloadable Node docs to include these changes.
     

    01/26/99 18:01 EST - What is the Node? Update by Eutectic
  • A small rectification


  • After a few remarks from people on the various Sin discussion forums that the info on this site is kinda hard to digest for map editing newbies (and understandably so), we felt that a clarification to the definition of The Node and its goals was in order.

    Nothing major here, just a small change in the text of the "What is The Node?" page. We're sorry if this has caused any confusion but our goal was never to cover the basics of 3D map editing in general but rather the specifics of Sin map editing, namely it's entity set and scripting commands.

    It is out of a mutual agreement between Bushboy and myself that we decided not to (re)document the basics of map editing right from the start. Those are concepts and principles which apply to all Quake or Quake 2 engine based 3D games and are amply documented on other sites.
     

    01/19/99 16:11 EST - First tutorial posted Update by Eutectic
  • SWL texture properties


  • I once read a question (I don't remember who posted it) on the old Ritualistic editing message board asking how the Flags and Content registers in Sinview's texture browser worked. At the time, I didn't know and couldn't see the usefulness of knowing such a thing.

    While trying to convert some textures from another game (of which I will not disclose the name for the time being) to SWL format using Sinview (the only existing tool for the task at this time), I stumbled across those, figured them out and decided it was time to answer this guy's question :)

    I also decided that it would be good "tutorial material" so here it is, in the Tools & Files section, the very first real tutorial posted at The Node.
     

    01/17/99 11:40 EST - Site tidy up Update by Bushboy
  • Faster page access..


  • Ok, with the ton of changes EutecTic made, I decided it was time to do some work too for a change :)
    I've dumped the graphic links, and added text ones instead - this not only cuts about 30k of the page load, but also makes it easier for us to update and maintain the site - adding a new section is now easy.
    The Tools section has now been renamed to 'Tools & Files' , as this is more relevant - also the 'About Us' and 'What is the Node' has been moved up to the top nav bar.
    If anyone has any problems with the new layout, please contact us - the layout has been checked in ie4 and Communicator.
     

    01/16/99 18:36 EST - Major update to scripting section Update by Eutectic
  • Downloadable scripting docs too!


  • Finally! Gone is the slow DHTML navigation menu for the scripting pages. I have replaced it with the same frame style navigation system used for the Sin entities pages. Plus, you can now download these HTML pages from the tools section and unzip them into the same folder as your entity docs to have the full Sin editing documentation set on your hard disk.
     

    01/14/99 20:44 EST - Downloadable entity docs Update by Eutectic
  • Plus another misc_* entities page update


  • Due to popular demand and to Bushboy's suggestion, I made a downloadable version of the Node Sin entity docs in HTML format. You can download it from the tools page. The directory structure is built in the zip archive so you can unpack it into the folder of your choice and a "node" subfolder will be created in there automatically. I might make a downloadable version of the Sinscript reference guide later.

    Also, I made another small yet important rectification IMO. In the notes of the console entity (on the misc_* entities page), I wrote that a console could only be displayed on the brush face of a solid entity and not on normal world brushes. This was incorrect, you can display the output of a console on any type and number of brush face(s) you want.

    Thanks to zied of 2015 for the heads-up. :)
     

    01/11/99 02:12 EST - Corrections to 3 entity pages Update by Eutectic
  • Small but important details


  • I corrected a few things in the light, misc_* and triggers_* entity pages. Those are small changes but have a big impact on a few things.

    First, in the light page, I corrected the lensflare key data. Some of you might have had trouble setting the color of the lensflare effect (I know I did). The reason might be because I had listed the key as "_color" instead of "color". This makes all the difference because the latter works but not the former.

    Second, I updated the key list for the worldspawn entity at the bottom of the misc_* page, the "cdtrack" key is of course not valid (the Sin CD doesn't have audio tracks on it). No big deal about this one though.

    Third, I updated the info on the trigger_SetLightStyle entity. I originally thought that they could only control the lightstyle of surface based lights (IOW brush faces) but it turns out after testing that they can control point light sources (light entity) as well. Yippee! :)

    Now I find that lightstyles in Sin are really cool because they are infinitely controllable with simple script commands. In fact that I decided that I just had to do something on this: so an example map + script is in the works. The script will be small, simple and will include comments to make it easy to follow like the other downloadable example maps.
     

    01/06/99 19:50 EST - Updates to the entity pages Update by Eutectic
  • First update of the year :)


  • Important updates to the fx_* and traps_* entity pages. Sorry if those were poorly documented before but I didn't get the chance to test them until now. I suggest you take a look at fx_fire and fx_sprite in particular in the fx_* page, those are the ones with the most significant updates.

    As for the traps_* page, pretty much all of them have new and important information but I suggest you take a look mostly at:

    trap_bouncingbetty:
    this one's easy to use and a lot of fun even in DM maps, don't put too many tho :)

    trap_missilelauncher_top:
    why you shouldn't use it (but were afraid to ask).

    trap_rocketturret:
    why you should use it. I changed the screenshot (the old one was wrong) and added relevant details and a list of useful script commands for it.

    trap_rocketturret_base:
    not a health hazard as such (damm!) but now includes a small example script to animate it which can be used as a template for any model with animations in Sin.

    trap_securityturret:
    I changed the screenshot for this one too (the old one was wrong) and added relevant details and a list of useful script commands for it.

    So these effects and traps (the ones that work anyway) are easy to use and can really spice up your maps. Highly recommended.