Tremulous Forum
Media => Mapping Center => Topic started by: Odin on July 08, 2006, 08:06:43 am
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1. How do I make an elevator that does not have a default point to return to?
For example: I have an elevator, and I want it to rise up when I enter a certain location(like on the ledge of the elevator pit), and stay there, even when you leave the area.
2. When I make a light source, the light often bleeds through walls onto floors. It's extremely awkward, and I noticed official trem maps don't have this problem. How do I solve this problem?
3. Where is a good source for tutorials for making maps for trem?
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1. Too lazy to look it up now.... ;)
2. (http://blackheartware.com/trem/nobleed.jpg)
3. http://www.tremulous.net/phpBB2/viewtopic.php?t=697
Danny
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That topic doesn't really have any tutorials at all, besides setting up GTKRadiant.
And, for the "right and wrong" thing, I've already done that, and it still goes through the bottom. Is there a differant between structural and detail that is causing this?
Wait, that's two floor brushes, right?
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Some mapping resources you might find useful:
http://tremmapping.pbwiki.com
This one has more mapping links at the end
http://soubok.googlepages.com/tremulous_editing_tips
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http://tremmapping.pbwiki.com
Please read the topic before posting.
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Wait, that's two floor brushes, right?
Yes, by making it two floor brushs, you ensure that en engine will allocate for each brush it's own shadow map.
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Thanks, I'll try that.
EDIT: Nope, didn't work. Same result.
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Could you perhaps post a screenshot of what's happening? And maybe try making the wall thicker. try 32 gu
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Screenshot here. (http://www.zergrushgogo.com/images/screenshots/tremulous/shot0007_lightmapbleed.jpg)
It's a bad shot, I know, but it still shows what's wrong.
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Are you compiling with a high -bounce parameter?
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-bounce 8
Is that bad? Or should I not use bounce?
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-bounce enhances light sources and is sometimes even able to make them go round corners. try it without bounce
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Ok, another problem. When making a tubular walkway, there are lines that show through the brushes, even though the brushes cover those areas. Here is a screenshot:
HERE (http://www.zergrushgogo.com/images/screenshots/tremulous/shot0008.jpg)
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Those are what are known in q3 mapping as 'sparklies'
http://fps.brainerd.net/sparklestut.htm
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Ah, ok.
Another question: How do I go about adding a "steam" particle system to my map? Like a broken pipe or something?
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misc_particle_system
Key: PsName
Value: /pathto/particlesystem
All particle systems are saved in *.particle files in the scripts folder, pretty similiar to shaders.
More info on the .particle files can be found here (http://tremmapping.pbwiki.com/Particle%20System). Its pretty much the same info on the manual.