Tremulous Forum
Media => Mapping Center => Topic started by: fleash eater on March 30, 2009, 09:42:43 am
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READ THIS: before posting your question, read the lsit to make sure its not on there yet, then make a post about it
post a question here (if its a long or simple question it wont be listed) and hopefully we'll answer it and lsit it for future references.
1. can/how would i make a door open at (amount of time here) minutes into a game?
Trigger_Always -> Target_Delay; Wait = 1500 -> Func_door
1500 is in seconds which is 25:00 minutes added up, change it to whatever you please.
2. how do you make a lift that can connect two different levels of your map together?
That wait key is in seconds, by the way. 1500 seconds is 25 minutes.
As per the lift, I normally use func_trains (I think. I haven't built a lift in ages). I'll link you to a rather good mapping page (http://soubok.googlepages.com/tremulous_editing_tips), though. Soubok, the creator of Pulse_102, made some nice lifts, and he's got instructions on the page, and due to the magic of html...
(http://soubok.googlepages.com/toggelable_doors.png/toggelable_doors-full.jpg)
3.how would i make a message appear on the screen when (action) happens?
classname target_print
message "ZOMG I'm a message!"
spawnflag 1 send to human team
spawnflag 2 send to alien team
spawnflag 4 send to the player who activated the target_print
4.how do you add textures into Gtkradiant?
If you are using windows then go to C:/Program Files/Tremulous/Base/Textures and create a folder and put you textures in that folder.
5.how would you make water?
create a brush that has a NODRAW shader from you common file, then you texture it with a water looking shader
6.How can i turn off light emiting textures?
By using the texture instead of the shader. Sometimes the shader has the same name as the texture:
you won't be able to select the texture in radiant and the engine will use the shader anyway.
The clean and simple solution is to create a new subdirectory yourmapname in textures/ and copy the textures you use there. Use your own shader file and name your shaders like yourmapname/shadername.
This will usually stop other maps from messing with your textures, and you from messing with
other maps shaders.
Note for the casual reader:
A shader is a script that can use textures (jpeg images, ....) and do interesting things with it
like make it a ladder, nonsolid, or make it emit light.
Use light emiting shaders, seriously. Only add point lights where you want to touch up the lighting.
7.i need to know more about ladders and how they work
http://tremmapping.pbwiki.com/Shader_Ladder (http://tremmapping.pbwiki.com/Shader_Ladder)
8.my map is "leaked" or sv_setbrushmodel: null comes up when i compile :o'
Pressing "L" in GTKradiant will bring up a list of entities and brushes. Click on the arrow next to your map name, and look at your entities. Inspect any entities that do not have an arrow on their left. These entities do not have brush origins. Some entities such as path_corner do not need brush origins. Find entities that require brush origins, do not have brush origins, and delete them.
Also be sure you do not have two worldspawn entities.
9.turrets dont show up when i try to make them, whats my issue?
common files (http://imn2rc.com/Brain_files/trem.zip) put all those things in your base
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1) Trigger_Always -> Target_Delay; Wait = 1500 -> Func_door (You probably want to put a long wait on this so it'll stay open)
2) Sorry, not clear what your asking. To make a basic lift make a bunch of brushes select them and hit func_plat, then give it a height key.
Note: '->' = linked to.
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That wait key is in seconds, by the way. 1500 seconds is 25 minutes.
As per the lift, I normally use func_trains (I think. I haven't built a lift in ages). I'll link you to a rather good mapping page (http://soubok.googlepages.com/tremulous_editing_tips), though. Soubok, the creator of Pulse_102, made some nice lifts, and he's got instructions on the page, and due to the magic of html...
(http://soubok.googlepages.com/toggelable_doors.png/toggelable_doors-full.jpg)
At the bottom of my post!
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perfect! exactly what i needed.
now how would i make it print a message on the screen when the door is opening?
(im gonna make this a continuos questions thread and post all questions and answers on the first post, so if you have a question that gives a good answer to a source say it here, dont say "how do i make a map?" or "what map program do i use?" or any other silly questions that can be answered with common sense)
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target_print, i suppose =]
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alright new question! since no one else isp posting Q & A's
how could i tell how high or how low i would want my lift to go using func_plat?
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Personally the only way I know is to put it at the top/base then move it to its opposite position (With the Translate Tool). The console should output how far it was translated (Eg; translateTool -xyz 0 0 -172 (Means it moved 172 down the z-axis)) then just set the func_plat's height key to that.
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Mmm... May be just count using Radiant gird? =)
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3.how would i make a message appear on the screen when (action) happens?
target_print key:(unkown)
classname target_print
message "ZOMG I'm a message!"
spawnflag 1 send to human team
spawnflag 2 send to alien team
spawnflag 4 send to the player who activated the target_print
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can i suggest getting this stickied. So that you can solve little things without posting.
for me... ugh, im almost ashamed to say it
how do ya get new textures into gtk, i downloaded a load of tga files... what do i do from there?
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If you are using windows then go to C:/Program Files/Tremulous/Base/Textures and create a folder and put your textures in that folder. And as for getting this topic stickied it doesn't really have enough questions and answers to be considered and Q and A thread yet.
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If you are using windows then go to C:/Program Files/Tremulous/Base/Textures and create a folder and put you textures in that folder. And as for getting this topic stickied it doesn't really have enough questions and answers to be considered and Q and A thread yet.
thanks. i dont mean that sort of q and a. I mean a thread where you can just ask 2 second questions.
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Oh I see ;)
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how do you go about making water (not just an object with a water texture)? I'm tryin to make a small map with multiple features to get good with gtkradiant
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how do you go about making water (not just an object with a water texture)? I'm tryin to make a small map with multiple features to get good with gtkradiant
create a brush that has a NODRAW shader from you common file, then you texture it with a water looking shader(correct me if im wrong)
ill update this page now, thanks for making this thread bigger guys, i think this is gonna help alot of newer mappers get comfortable with mapping now.
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well ill try that although im not quite sure what NODRAW is. another super nooby question i have is where the heck is the clear glass texture lol. I looked everywhere and closest thing i found was a fan texture that had a clear background.
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Textures window -> View -> Show shaders, then look for textures with white outline. Nodraw is a shader under common. For water/glass, cover whole brush with nodraw, then only the visible faces with a water/glass shader.
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Simple shaders for water:
Top face (surface of water):
textures/pumpstation/water
{
surfaceparm trans
surfaceparm nonsolid
surfaceparm water
cull disable
deformVertexes wave 64 sin .25 .25 0 .5
{
map textures/pumpstation/water_bluish.jpg
blendFunc GL_DST_COLOR GL_ONE
rgbgen identity
tcmod scale .5 .5
tcmod scroll .025 .01
}
{
map textures/pumpstation/water_redish.jpg
blendFunc GL_DST_COLOR GL_ONE
tcmod scale -.5 -.5
tcmod scroll .025 .025
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbgen identity
}
}
Other faces of 'water' brush:
textures/pumpstation/water_nodraw
{
qer_editorimage textures/pumpstation/water.jpg
qer_trans .4
surfaceparm nodraw
surfaceparm nonsolid
surfaceparm water
}
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alright i think im finally getting it buuuut, does the water and glass only come into full effect once you build/compile your map. just wondering cuz it looks the same in gtkradiant in the 3d viewer
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Yes.
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aight thanks, thats the last thing i was wondering before i attempt to make my first pk3 lol
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well Ive kinda finished my map but realized it would be a disaster for a traditional gameplay lol, so is it possible to make spawns invincible and make winning the game by reaching a set amount of kills?
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Not through radiant.
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dang, well imma have to do a lot of new work on it then cuz its really unbalanced. The aliens would probably win without a problem
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dang, well imma have to do a lot of new work on it then cuz its really unbalanced. The aliens would probably win without a problem
if i were you, dont bother.
Just start a new map.
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well Ive kinda finished my map but realized it would be a disaster for a traditional gameplay lol, so is it possible to make spawns invincible and make winning the game by reaching a set amount of kills?
Only solution i see - 'stage 3' trigger. On this trigger you can activate brush that smash target team spawns. =]
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naw lol, i found a solution that wont take too long to add and will still have most of my map intact. hopefully ill completely finish by next week and can put up a download.
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putting teleports over the spawns basically makes them invinsible
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wish you said that sooner but i already added a new hallway leading to the alien base from the main zone in the map. I might do that with one spawn of both teams though to prevent camping the main bases lol. thanks for all this help though. I never thought id actually be able to make anything in tremulous cuz all the other games ive tried to map for i always have a bunch of errors and problems.
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question.
how can you dissable a light emitting texture?
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Modify the shader file? (at a guess)
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i know that lolz, thanks anyway though, just wondering if there was a simpler way.
i'll repeat for this page.
can you turn off light emmiting textures? if so how?
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i'll repeat for this page.
can you turn off light emmiting textures? if so how?
By using the texture instead of the shader. Sometimes the shader has the same name as the texture:
you won't be able to select the texture in radiant and the engine will use the shader anyway.
The clean and simple solution is to create a new subdirectory yourmapname in textures/ and copy the textures you use there. Use your own shader file and name your shaders like yourmapname/shadername.
This will usually stop other maps from messing with your textures, and you from messing with
other maps shaders.
Note for the casual reader:
A shader is a script that can use textures (jpeg images, ....) and do interesting things with it
like make it a ladder, nonsolid, or make it emit light.
Use light emiting shaders, seriously. Only add point lights where you want to touch up the lighting.
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well something else has gone wrong for me lol, this time i added in a alien spawn to fix my previous problem and then went to put in a human one as well and bam! its like 10x larger that what is should be. So i deleted it tried again and it still wasnt normal so i tried using the scale tool and nothin happened. The only thing i can think of is me not using the scale tool right.
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May be not spawns lagrer? Just your map too tiny?
Sense of proportions is one of worst of common problems. Humans have approx 64 gird unids height and 32 in base.Tyrant have base 72 gu and height approx 96 gu. So you can imagine how big hallways and other stuff you need. =] When i started mapping i always place RC before other stuff. =]
UPD: Yeah... and i think 1 gird unit its approx 3cm in real life =]
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well the alien spawn is 10 times smaller and seems right but ill test to make sure its not my map being too tiny
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@lol; dont worry the size of the egg, it looks bigger when ingame. In editor it shows it before it has 'grown'. Oh and make sure you put it a few units above the ground.
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thanks, hopefully i can get this map done now
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For player sizes: (once again in the same damn mapping guide, GO READ IT) http://tremmapping.pbwiki.com/Starting+Tremulous+Mapping#QuickReference (http://tremmapping.pbwiki.com/Starting+Tremulous+Mapping#QuickReference)
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I think i finally got the hang of this lol.
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For player sizes: (once again in the same damn mapping guide, GO READ IT) http://tremmapping.pbwiki.com/Starting+Tremulous+Mapping#QuickReference (http://tremmapping.pbwiki.com/Starting+Tremulous+Mapping#QuickReference)
Sorry... at beginning i tested those values and stil have sense they wrong. For examp. when i make 'hole' a bit bigger that wiki human values human just cant walk through it. Thats why i maked test map and calculated all values manually. Now when i make maps i'm sure in they size. =)
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I normally start off a map by building a reactor or overmind on a platform (which eventually gets made into a room) that way I start off with a good sense of how large things should be.
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I try to build a relatively large central room or hub, occasionally using the reactor for reference. Then I just build the rest of the map in relation to the door sizes on that room, ceiling heights, etc. I build land marks in relation to the reactor, for reference.
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I just start buildin somethin and hope its close once i put in spawns lol.
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lololololololol.
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Can anyone give me a rundown on ladders. I didnt see it as a shader or an entity.
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Ladders defined in shader. Try this params in shader:
surfaceparm ladder
surfaceparm nodraw
surfaceparm nolightmap
surfaceparm nonsolid
surfaceparm trans
surfaceparm nomarks
surfaceparm noimpact
surfaceparm playerclip
surfaceparm metalsteps
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http://tremmapping.pbwiki.com/Shader_Ladder (http://tremmapping.pbwiki.com/Shader_Ladder)
very useful!
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thanks and since yall pretty much know everythin lol, please answer my topic about pk3 trouble
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Can anyone give me a rundown on ladders. I didnt see it as a shader or an entity.
A ladder shader is contained in the Karith map by default.
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Need two bit of help.
I need a good tutorial for bending pipes, i still dont know how to do it.
And need a good tutorial for making simple patch meshes into corner bits. Ya know, for when you have cylinder doorways... I thought i knew how to do it, but the texturing comes out all warped :(
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Need two bit of help.
I need a good tutorial for bending pipes, i still dont know how to do it.
And need a good tutorial for making simple patch meshes into corner bits. Ya know, for when you have cylinder doorways... I thought i knew how to do it, but the texturing comes out all warped :(
click on the patch mesh then press "s" key. then below "axal" and "fit" there is a buttun that says "natural" click that.
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Bending Patches Tutorial (By Bubba): http://bubba.planetquake.gamespy.com/bc2.html
If you need more help with the basics, then perhaps you should check out some of his other tutorials too.
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@flesh eater
When i did that the texture just blurs.
@Knowitall thx alot
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And need a good tutorial for making simple patch meshes into corner bits. Ya know, for when you have cylinder doorways... I thought i knew how to do it, but the texturing comes out all warped :(
I figured it would be best to document the entire story, so I wrote a doorway arch tutorial.
It also explains the corner bits.
http://ingar.satgnu.net/gtkradiant/tutorial-arch.html (http://ingar.satgnu.net/gtkradiant/tutorial-arch.html)
Some tips on handling patches:
If you edit mesh-vertices (V) you will notice there are two kinds of dots: green dots and pink dots.
The green dots are knots. A knot will always be on the patch mesh surface. Pink dots are control
points and are used to control the curvature of your mesh. A control point can be outside the patch
mesh surface. Compare it to editing a curve in a vector drawing program.
You can select multiple points at once by holding the shift key and mouse-dragging a box around it.
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And need a good tutorial for making simple patch meshes into corner bits. Ya know, for when you have cylinder doorways... I thought i knew how to do it, but the texturing comes out all warped :(
I figured it would be best to document the entire story, so I wrote a doorway arch tutorial.
It also explains the corner bits.
http://ingar.satgnu.net/gtkradiant/tutorial-arch.html (http://ingar.satgnu.net/gtkradiant/tutorial-arch.html)
Some tips on handling patches:
If you edit mesh-vertices (V) you will notice there are two kinds of dots: green dots and pink dots.
The green dots are knots. A knot will always be on the patch mesh surface. Pink dots are control
points and are used to control the curvature of your mesh. A control point can be outside the patch
mesh surface. Compare it to editing a curve in a vector drawing program.
You can select multiple points at once by holding the shift key and mouse-dragging a box around it.
Thanks alot, my corner bits are in your debt.
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I need a good tutorial for bending pipes, i still dont know how to do it.
Just added http://ingar.satgnu.net/gtkradiant/tutorial-pipe.html (http://ingar.satgnu.net/gtkradiant/tutorial-pipe.html)
Happy bending.
Thanks alot, my corner bits are in your debt.
You're welcome. I hope this solves these FAQ's.
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i can haz sticky now?
also: my mate wants to know how he could change a fog shader to have brown fog so it looks like a sand storm, also maybe a particle system could show this effect? and if it can how woud you make a particle shader.
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well im back lol after a 3 month break but anywayz i decided to finish up my map and when i go to test it i get this error message
(sv:brushset is null)
or something like that so i try the sv_pure 0 devmap on my other map and it works fine. any ideas?
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"something like that" is not accurate enough. I assume you mean SV_SetBrushModel: null which means there are some entities that consist only of origin textured brush? Running the map with sv_pure 0 might have run a different .bsp (that isn't in a pk3) which doesn't have that problem.
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yeah it said SV_SetBrushModel: null but how do you fix it cuz you kinda lost me
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For starters just copy&paste your map to a new file and recompile. If it persists, press L in radiant and peek around your entity list, sometimes a door or something will be infected.
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yeah it said SV_SetBrushModel: null but how do you fix it cuz you kinda lost me
This can happen when you assign members of one entity to a new entity (e.g. create a new entity while a brush/patch from another entity is selected). The old entity will be duplicated as a "phantom" entity which often appears at the map origin. Since they have no members they can't be selected in the 2D view. As your face said, you'll need to find them in the entity list and delete them from there.
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This can happen when you assign members of one entity to a new entity (e.g. create a new entity while a brush/patch from another entity is selected). The old entity will be duplicated as a "phantom" entity which often appears at the map origin. Since they have no members they can't be selected in the 2D view. As your face said, you'll need to find them in the entity list and delete them from there.
He's absolutely right.
Pressing "L" in GTKradiant will bring up a list of entities and brushes. Click on the arrow next to your map name, and look at your entities. Inspect any entities that do not have an arrow on their left. These entities do not have brush origins. Some entities such as path_corner do not need brush origins. Find entities that require brush origins, do not have brush origins, and delete them.
Also be sure you do not have two worldspawn entities.
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quickest/easiest imo:
Inside 2D window
1. zoom out
2. unhide anything that might be hidden (either hidden with H or its visibility toggled)
3. mouse drag-select the whole map
4. press I to invert selection (selecting those brushless invisible entities)
5. backspace
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may i suggest changing the name of this thread to the "quick question thred".
it would be more relevant.
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i can haz sticky topic soon? :P
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DOUBLE POST!!!!!
updated front page with some more questions. also.....
how would i make a conveater belt object of some kind?
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???
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???
a convator belt that moves...like in your map cruz exports....
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Oh, that was rather complicated, but you can always check the .map in the .pk3.
Notice that there is three func_trains, and they are all weapon clipped (three so there is no gap in the middle and you can't see them; this is so the shadow and lighting works right). Then on a very small grid size, I made a brush slightly lower than the player clip, and used the conveyor belt shader that had the exact same scroll speed as the train. Testing new scroll speeds does not require a recompile, just edit and overwrite old one.
You should be able to figure out the rest from there, and there's probably some easier way to do it (possibly a shader file that can move a player?). :P
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well the L entity thing worked and im back workin on my map butttt im wonderin why my turret file would be missing when i try to insert one and instead of the medi pad i get the grangar pizza in testing lol. is this because of mods ive played?
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.. my turret file would be missing... grangar pizza...
iirc default gtkradiant 1.5 install is missing mgturret parts, since there's three different models to a turret. try ingar's netradiant build, iirc it has the extra files
granger pizza ?
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yah in some mods the medipad is replaced by a box with a custom image of GRANGAR pizza. but in regular games i still get a regular medipad so i dont know why my own map is havin pizza boxes
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because you're using sv_pure 0
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so if i finished my map and it was played in regular mode it wouldnt be the pizza box?
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no
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Oh, that was rather complicated, but you can always check the .map in the .pk3.
Notice that there is three func_trains, and they are all weapon clipped (three so there is no gap in the middle and you can't see them; this is so the shadow and lighting works right). Then on a very small grid size, I made a brush slightly lower than the player clip, and used the conveyor belt shader that had the exact same scroll speed as the train. Testing new scroll speeds does not require a recompile, just edit and overwrite old one.
You should be able to figure out the rest from there, and there's probably some easier way to do it (possibly a shader file that can move a player?). :P
YOU ADDED A .MAP TO CRUZ?????
holy shit im viewing it and i think im about to jizz in my pants......... :o
and i see how you did it now.
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Didn't you read the readme? :D
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Didn't you read the readme? :D
yes :d but i skimmed it i didnt read it xD
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ok got a conveyer belt running in my map its a bit glitchy but i think i just have to watch my clips and dont make em touch, but yea....
where would i go about for a fog texture?
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is there a way to...
A) make mass driver and luci shoot through walls/windows since they are nuclear based.
B) control zombie time with the map instead of the server. a couple of my maps im working on would be absolutely grand if the corpses were laying everywhere.
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is there a way to...
A) make mass driver and luci shoot through walls/windows since they are nuclear based.
B) control zombie time with the map instead of the server. a couple of my maps im working on would be absolutely grand if the corpses were laying everywhere.
1) through a script/shader maybe would be tough tho
2) im pretty sure you cant sorry :(
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You could just use models for the bodies...
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md just shoots wads of (depleted?) uranium. :]
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Is there supposed to be a glass shader in my common shaders?
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i think you use nodraw to make things transperent then use player clip to make them solid.
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where would i go about for a fog texture?
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Transit has one
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i can't find :s, what would it be called? "fog"?
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I'm not at my normal computer right now so I can't check but look in the shader file to see which texture the fog shader is using.
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ok so i know theres a telep[ort thing but is there a way to mak eit so say portal A only transports humans and portal B only transports aliens. btw can i hide said portals from both?
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Trigger_multiple -> target_relay (human/alien only) -> target_teleporter -> misc_teleporter_dest
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Thanx
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At what angle does something have to be before it slides (you can walk up it)?
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At what angle does something have to be before it slides (you can walk up it)?
make it whatever angle you want, then make a "slick" shader covering it and it will make people slide off.
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aight soooooo im really close to finishing my map. gameplay wise it would stuck but i kinda just made it for practice but ill release it as soon as possible. thanks for all the answered questions on here but i have one more lol.
it says my machine gun turret model is not found sooo the human base will fall apart unless i can put machine gun turrets in. anybody know why i would be missing that in the editor even though i see them when i play tremulous
thanks again :dretch:
heres the main screenshot i edited as the maps logo
(http://www.mediafire.com/imgbnc.php/fd707cc10404b93d17511f5d778584ae4g.jpg)
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http://www.mediafire.com/?sharekey=e7ec114f4f4c1431bda4076e811714c8e04e75f6e8ebb871 (http://www.mediafire.com/?sharekey=e7ec114f4f4c1431bda4076e811714c8e04e75f6e8ebb871)
put this in your base folder and they should show up ;D
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worked perfect, now to finish one more hallway and tweak everything
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worked perfect, now to finish one more hallway and tweak everything
aweomse, glad to help.
i haz question!!!!
if i was to...say...l..put in a trigger that would be a trigger_Weapon could it allow people to pick up weapons off the floor? or would i need server side compatibility to run it i.e. the way blackout on Fun-zone obj. works
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@flesh; Needs a mod, no such entity exists in vanilla Trem.
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gah alright, it was looking like an evolution into a mod anyways.... thanks knowitall
Off-topic (i can haz sticky topic? ;D)
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DONE! took me forever but mostly because i only mapped when i was bored until recently when i decided to finish it and start mappin again. anywayz now im off to figure out how to put it in pk3 form lol thanks for all the help on here. would of never been able to make this first map without yalls help :jetpack:
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well im still tryin to pk3 and i would be done but a few of the file paths dont exist for textures. i been followin the file path on my textures and have gotten most of the textures cept for a few that just arent there or inconsistencies such as im looking for textures/nexus6/slime_s but find only a slime7c, anywayz anyone know why this is. once this is done i can upload to rapidshare
EDIT
well i decided to put what i could get into a .pk3 just to test it and it doesnt even show up once its in the base folder and i made the file name
map-overrun
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Ah, haha! You can't find it because it's a shader :P (The shader uses the slime7c texture).
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oh lol, so do i just put shaders in scripts but i still dont know why my pk3 wont show up when i put it in base
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Won't show up where?
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He means ingame in the create server list thingy.
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yeah in the create server part
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You need a .arena file (http://tremmapping.pbworks.com/Starting+Tremulous+Mapping).
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aight i checked yo link but havent been able to make a .arena file. i compile it and dont get one
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The following is how a .arena file looks.
Mapname.arena <-- filename, first make a .txt, then rename
{
map "mapname_version"
longname "Displayed name in loading screen"
type "tremulous"
}
the rest of it goes into the file, mapname_version has to match .bsp name.
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oh got ya, off to do that now. then i can finally put this map behind me and work on a new one that isnt so crappy
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i like the walls. almost looks like a cinder block bunker from the screenshot (minus a couple of rather large square so im guessing they were supposed to be metal?)
Is anyone using his map on their server?
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i like the walls. almost looks like a cinder block bunker from the screenshot (minus a couple of rather large square so im guessing they were supposed to be metal?)
Is anyone using his map on their server?
wrong thread once again dude.... -1 for you
also can this be stickied? 2120 views and a lot of help for newcomers/mappers
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How is it the wrong thread? the guy posted a screenshot up on this page
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How is anyone supposed to know that? :P
lrn2usequotez
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I figured he would have read the convo i was responding to and maybe even seen the screenshot as he scrolled down the page.
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No.
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I figured he would have read the convo i was responding to and maybe even seen the screenshot as he scrolled down the page.
alright listen up. a forum board is ment to be for a statement to post up in front of multiple people, not to ask one person something.
the topic says "Mapping Q & A Thread(if you have a mapping question look here"
is
i like the walls. almost looks like a cinder block bunker from the screenshot (minus a couple of rather large square so im guessing they were supposed to be metal?)
Is anyone using his map on their server?
a question?
then gtfo this thread >:(
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I figured he would have read the convo i was responding to and maybe even seen the screenshot as he scrolled down the page.
You might scroll down the page but other people use this button called 'Last Post' which takes them directly to the last post.
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Water... How does one do it.
I asked superpie, and he just uses the shader found in karith. I tried to do the same thing, and it just turns invisible. It has the same effect, but its invisible.
(the water i want is the one which is in superpies map, the one that is also in nexus, in the human base and is green)
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Go to the nexus6 textures, find the one called slime_s and texture it with that. Then don't forget to add the nexus6 shader file to your scripts folder to put in the pk3. Or if you want to do it more 'professionally' take the bit that talks about slime_s from the nexus6 shader file and add it to your map's shader file. (At least I think that's what you do)
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Can i have a paticular spec for when aliens win, and different one for when humans win...?
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I have an issue using the multiplant textures... the model comes up black when i use the _revamp key or no key at all. I can get the textures on some of the models but it doesnt fit around the model, it had the ugly black surrounging it (for example the leaf will be green but there will be a black box surrounding it) any ideas?
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(http://i171.photobucket.com/albums/u309/nikolawebpage/possiblepath.jpg)
Is it possible to move brushes like shown from point A to point B, and then to point C all in one motion? Is it also possible to define a custom path for a brush to travel through? By custom I mean a non straight, non parabolic path.
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Can i have a paticular spec for when aliens win, and different one for when humans win...?
yes they are different specs so it should work, i think that the blue and red fireworks are different on atcs.....
(if im thinking correctly)
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Can i have a paticular spec for when aliens win, and different one for when humans win...?
yes they are different specs so it should work, i think that the blue and red fireworks are different on atcs.....
(if im thinking correctly)
any idea how? Would i have to pick a spec and put in a trigger or target?
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amz181: When game is over, players are at info_player_intermission, which is also where they start at when joining. You can use trigger_win to trigger "doors" which change what that area looks like (replace ceiling & walls & floor).
Demolution: can't be done if you want the path curved, but you can try using func_train and path_corners.
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MEGANECRO
Didnt think this deserves a thread so...
can you build shiz on a constantly moving platform?
im thinking yes, but i just want to be safe before i start mapping out, only to find my map wont work.
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You can't build anything on other entities. (Besides Worldspawn)
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MEGANECRO
Didnt think this deserves a thread so...
can you build shiz on a constantly moving platform?
im thinking yes, but i just want to be safe before i start mapping out, only to find my map wont work.
if you make those objects move with the platform it could work maybe