Post simple questions on here that you dont know. And pretty much I dont know..
And Quote the person who asks it please.
OK simple ? #1... How can I make a door have a slower opening? It goes down. (angle (enter) THen (-2) enter. It goes fast. I want it too open slower then that...
You can see keys in edito when pressing 'N'. Look better:
speed: determines how fast the door moves (default 100).
Quote from: CATAHA on September 11, 2010, 05:50:30 PM
You can see keys in edito when pressing 'N'. Look better:
speed: determines how fast the door moves (default 100).
O ok thanks I will see
Quote from: CATAHA on September 11, 2010, 05:50:30 PM
You can see keys in edito when pressing 'N'. Look better:
speed: determines how fast the door moves (default 100).
Ok How does it work. I changed it from 100 too 450 and it took no effect
Are you stupid or what?
Quote from: DraZiLoX on September 11, 2010, 06:45:46 PM
Are you stupid or what?
Gee thanks for asking. Im not. And I figured it out. And Im trying to be nice so please dont say things that will make me say something and then get me kicked off the forums O.K
Quote from: Firstinaction on September 11, 2010, 06:49:24 PM
Quote from: DraZiLoX on September 11, 2010, 06:45:46 PM
Are you stupid or what?
Gee thanks for asking. Im not. And I figured it out. And Im trying to be nice so please dont say things that will make me say something and then get me kicked off the forums O.K
Read the fucking mapping tutorials before posting, n00b.
OK why do you think this is called mapping help center.
There is already a topic like this written in far better English.
Here (http://tremulous.net/forum/index.php?topic=10699.0)
Thank you...
Quote from: Firstinaction on September 11, 2010, 05:58:22 PM
Quote from: CATAHA on September 11, 2010, 05:50:30 PM
You can see keys in edito when pressing 'N'. Look better:
speed: determines how fast the door moves (default 100).
Ok How does it work. I changed it from 100 too 450 and it took no effect
Maybe because 450 is rather high compared to 100? Try a smaller value.
Quote from: Aelita on September 11, 2010, 07:18:22 PM
Maybe because 450 is rather high compared to 100? Try a smaller value.
No, seems he done something wrog (apply speed not to all parts or something). Speed supports extremely high values, believe me =D
He was trying to make it slower, and that didnt work.
Its called the mapping help center because its for questions which havent been asked before and arent in the tutorial.
Quote from: c4 on September 11, 2010, 07:34:53 PM
He was trying to make it slower, and that didnt work.
Its called the mapping help center because its for questions which havent been asked before and arent in the tutorial.
No worry people I got it. Know Im trying to figure out how to make the text work on screen. When you start ingame.
Quote from: Firstinaction on September 11, 2010, 07:39:08 PMNo worry people I got it. Know Im trying to figure out how to make the text work on screen. When you start ingame.
CreatureofHell already gave you link. Try check it, ffs.
I know I looked at the link and its perfect. I know how to do it. But The text dosnt show. But I will figure it out. No worry
Are you sure that you're entering the server at the point the map says something? If you're connecting to the server late or the map is taking a long time to load you could miss the message entirely.
maybe he spelt it wrong?
Oh yea. My mac is one of one of the old ones (like it came out (4 or 5 years ago.) so It takes a while to load the test map and other maps when im playing. So yea.
Yea this mac that im using has 112 GB when you start it first time. But I have so much on it that it has 70 mb left. I pretty much use my dino pc and transfer the test map over to my mac. That how I do it.... Check out the random dev shots later. I will post the map that I am working on... And please give me your feedback. thanks in advanced
I think that the "default 100" information in Radiant is incorrect. I mean, normally, there's no speed key, and if you give a speed key and write "100", you'll get a much slower moving door. And, funny enough, I think that "400" is actually the real default speed. So, you accidentally used nearly exactly the value that would make it move the way it moved as default. :)
Text on screen: You might somehow employ "target_print" to do what you want. Maybe your text message is compatible with that approach.
As far as i can remember 100 is correct value. Dont u think 400gu in one second its a bit too rapidly? =D
Were are all the space and better looking skyboxes. I can only find 2 skyboxes. What happen...
It's your choice if you want to add textures to radiant. Look it up and you should be able to solve it.
Quote from: Firstinaction on September 13, 2010, 12:59:38 AM
Were are all the space and better looking skyboxes. I can only find 2 skyboxes. What happen...
Here; http://lvlworld.com/review.php?id=2023
How do you make brushes that you can walk through? So it looks like a solid wall, but when you go attempt to move into it you will move through it? For like vent entrances and stuff. Im assuming it is a shader type of clip used? But which one?
Quote from: Emperor Jack on September 13, 2010, 07:58:20 AM
How do you make brushes that you can walk through? So it looks like a solid wall, but when you go attempt to move into it you will move through it? For like vent entrances and stuff. Im assuming it is a shader type of clip used? But which one?
I think just find the commen texture thing and find it there or it might be in the entities tab (N) IM not shure though But I think I saw something like that in the entities tab.
How do I make lights that go on and off constantly. I cant find a tutorial that explains it.
Like for example lights just like what the map pulse has. Flickering lights on and off.
Quote from: Firstinaction on September 13, 2010, 10:17:13 AM
How do I make lights that go on and off constantly. I cant find a tutorial that explains it.
Like for example lights just like what the map pulse has. Flickering lights on and off.
flickering lights (http://tremulous.net/forum/index.php?action=search;advanced)
Quote from: Emperor Jack on September 13, 2010, 07:58:20 AM
How do you make brushes that you can walk through? So it looks like a solid wall, but when you go attempt to move into it you will move through it? For like vent entrances and stuff. Im assuming it is a shader type of clip used? But which one?
I believe it it something like surfaceparm nonsolid but I would advise you look it up as I am not a shader genius.
Simple Question for today: Tremulous 1.2 when ?
Thursday.™
SOON(tm)
My question: Why would anyone want to help a smartass ungrateful brat like First?
Yeah Right Thursday xD
Quote from: nubcake on September 14, 2010, 04:57:34 AM
My question: Why would anyone want to help a smartass ungrateful brat like First?
My thinking exactly.
It's hard to ignore a billion useless topics.
Quote from: Emperor Jack on September 14, 2010, 08:18:04 AM
Yeah Right Thursday xD
It's always been coming out Thursday™. SOON™ and Thursday™.
©Darklegion Development
Quote from: nubcake on September 14, 2010, 04:57:34 AM
My question: Why would anyone want to help a smartass ungrateful brat like First?
Really...
My cylinders are gone... They are not showing for some reason anybody know why???
I don't think anybody cares.
Seriously, nobody gives a shit!
Maybe if we ignore him he'll go away.
I think it worked for the last illiterate mapspewing noob who I absolutely hated.
Quote from: Aelita on September 15, 2010, 08:06:04 AM
I don't think anybody cares.
Seriously, nobody gives a shit!
Maybe if we ignore him he'll go away.
I think it worked for the last illiterate mapspewing noob whom I absolutely hated.
:)
Good Idea, as stated by Sprocket in his last thread.
@ Everyone: DO NOT UNDER ANY CIRCUMSTANCES ANSWER THIS QUESTION. WE MUST MAKE HIM LOOK THROUGH THE WIKI KTHX.
Quote from: CreatureofHell on September 15, 2010, 06:02:04 PM
Quote from: Aelita on September 15, 2010, 08:06:04 AM
I don't think anybody cares.
Seriously, nobody gives a shit!
Maybe if we ignore him he'll go away.
I think it worked for the last illiterate mapspewing noob whom I absolutely hated.
:)
+1 (thanks :3)
Quote from: Aelita on September 15, 2010, 08:06:04 AM
I don't think anybody cares.
Seriously, nobody gives a shit!
Maybe if we ignore him he'll go away.
I think it worked for the last illiterate mapspewing noob who I absolutely hated.
/me builds Aelita a turret
So no-one knows how to make walk throughable solids?
Quote from: Emperor Jack on September 16, 2010, 09:13:26 AM
So no-one knows how to make walk throughable solids?
inverted patch meshes or a shader with noplayerclip
O.K I really cant get my cylinders to work. They will not show. I Googled it so I wouldn't have to bother you nice people again, but there is nothing on it. But Does anybody know how to get the cylinders to show. I add one from a brush(Simple Cube) Then I make it into a cylinder and the brush just gets deleted but im still selecting it. Help please ???... Thanks in advance...
Not show in editor or in game? Remember, that all patches have only one visible side.
Quote from: CATAHA on September 18, 2010, 02:51:12 PM
Not show in editor or in game? Remember, that all patches have only one visible side.
Will not show at all. IN editor. I cant even select a brush and add a simlple patch mesh...
Yea I know that about it has a one side too it and you apply matrix to it but I isnt there for some reason.
Check the View->Filter menu. You might have patches hidden.
Quote from: UniqPhoeniX on September 18, 2010, 10:31:41 PM
Check the View->Filter menu. You might have patches hidden.
THanks man. It works now
so I have a problem..or more of a question.
so i want o apply two shaders to one brush. (slick and semitransparent)
do i just apply them both or do i need a special shader?
You cant apply two shaders. Just make one semi-transparent shader with slick surfaceparm. =]
Quote from: CATAHA on September 22, 2010, 01:34:43 AM
You cant apply two shaders. Just make one semi-transparent shader with slick surfaceparm. =]
that works. tyvm. so technically, how do i open another files shader code?
You mean shaders from other maps? Simple, they in pk3's /scripts/ folder. =D
oh, i feel stupid :S
Quote from: CATAHA on September 23, 2010, 03:09:10 AM
You mean shaders from other maps? Simple, they in pk3's /scripts/ folder. =D
Quote from: CATAHA on September 22, 2010, 01:34:43 AM
You cant apply two shaders. Just make one semi-transparent shader with slick surfaceparm. =]
i can count over 100 other times where you do that.
well, its good not being upset
Were are the shader files that have a texture ingame but not in net radiant... They are not showing in netradiant on my mac... I only have textures, But no shaders like grate texture were you can see through it... or skyboxes...
Quote from: Firstinaction on September 26, 2010, 04:31:56 AM
Were are the shader files that have a texture ingame but not in net radiant... They are not showing in netradiant on my mac... I only have textures, But no shaders like grate texture were you can see through it... or skyboxes...
use GTKradiant. its never had a texture problem for me.
Quote from: swamp-cecil on September 26, 2010, 12:45:50 PM
use GTKradiant. its never had a texture problem for me.
Lol, NetRadiant much better than GTKRadiant. Its just question of proper setup!
Seems he just put bad paths or something.
Fog in your level. HOW?
Quote from: CreatureofHell on September 11, 2010, 07:08:53 PM
There is already a topic like this written in far better English.
Here (http://tremulous.net/forum/index.php?topic=10699.0)
omg guess who wrote that <3
How to make walk through plants?
Quote from: Firstinaction on October 24, 2010, 11:49:23 AM
How to make walk through plants?
There are two possibilities:
1) if your plant is a misc_model:
do NOT set spawnflag 2 (autoclip), your model will be non-solid
2) if your plant is made out of brushes:
use a shader with
surfaceparm nonsolidInteresting example:
I made a potted plant model. The pot and the plant's trunk
can not be wallk-through (nonsolid) so, I gave the model
spawnflag 2.
I made a special shader for the leaves, because
they ARE non-solid, and the texture also uses an alpha
channel (transparency)
// plant leaf 1 with alpha channel
models/mapobjects/vega/plant/leaf1
{
surfaceparm nomarks
surfaceparm nonsolid
cull none
{
map models/mapobjects/vega/plant/leaf1
alphafunc GE128
depthwrite
rgbGen identity
}
{
rgbGen identity
map $lightmap
depthfunc equal
blendfunc filter
}
}
OK thanks. But I use simple patch mesh on a random brush I make then put some plant texture I can find on it. Will that work with spawnflag
How can I make text? Like in Procyon he has 3d text. How did ingar do it? Is it md3 or a brush he shaped the letters into?
Semi-transparent shader, applied to something? lol
How can produce fog? in an area
Fog shader applied to a brush. All iside will be fog with params, given in shader.
Quote from: CATAHA on October 31, 2010, 06:30:59 PM
Fog shader applied to a brush. All iside will be fog with params, given in shader.
Is that fog shader in the commen files or...???
No, make your very own fog shader. You can read about 'surfaceparm fog' in shader manual.
Quote from: Useful Mapping Links on October 06, 2010, 06:38:41 PM]
...
Manuals:
Q3A Shader Manual (http://www.heppler.com/shader/)
...
How can I create particles? (Especially smoke) I cant find nothing on the web about gtk radiant particles nor tremulous particles.
http://tremmapping.pbworks.com/w/page/22453187/Particle-System (http://tremmapping.pbworks.com/w/page/22453187/Particle-System)
just use default particle systems.
Thanks cataha
Quote from: Knowitall66 on November 09, 2010, 10:24:32 PM
Quote from: swamp-cecil on November 09, 2010, 09:53:38 PM
just use default particle systems.
No.
i mean like simple ones. Like the spark from above the alien base in arachnid2. If i want advanced, ill make my own. i know a bit, allready.