Tremulous Forum
Media => Mapping Center => Topic started by: PWN-Quake on January 21, 2008, 05:26:51 am
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Hai!
I am working on my first map and I was trying to make a teleporter consisting of 2 floating balls with the uncreation
sky texture.
Question 1: What exactly do I need to do to make it a 2 way teleporter system?
Question 2: How do I keep the floating balls from dissapearing? I tried making a destination but it made the ball dissapear!
Thanks in advance!
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when you do trigger_teleport it automaticly, No matter what it is (to my experiance so far) invisible ingame - so what would have to do would be to say make the teleport part slightly at least larger. than just make a copy of whatever you want as a teleporter and put it inside that, i would use the trigger shader to be safe though.
(hoping that i helped :granger:)
As for the second part. do misc_teleport_dest and place that where you want your teleporter to teleport to, press n to open the entity window and at the bottem left you can use the circle of keys like 360 90 30 etc like that to change the direction the teleporter spits you out at.
Than just deselect that, re-select your trigger_teleport with shift + left clicking the brush in the 3d (top right) window, than re-select your teleport_dest and press ctrl+k, You should se a orange line going from the teleporter to the teleport_dest, hope this helps :granger:
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For an example, check out Meep. One side of the teleporter is always on, the other is triggered by a button. And by the way, I love that image in your signature :>
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to x 20: im usin 1.5 (built in trem support FTW) and the inspector is not too functional sadly so i feel :trapper:
to rociante: :>
Also, where would i find the sounds for these things? I guess they would be where the door sounds are... but i dont know where that is either.
ANOTHER THING: how can i make a floating area of water like in rot cannon? there is no water shader theres a texture but no actual water function. can i find it anywhere?
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Sounds are usually custom. If you're intent on existing ones you'd just have to open the pk3 with a zip program and look for it.
When the watershader is applied on a brush you get a watervolume.