Author Topic: A few mapping questions.  (Read 8068 times)

Odin

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A few mapping questions.
« on: July 08, 2006, 08:06:43 am »
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?

[db@]Megabite

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A few mapping questions.
« Reply #1 on: July 08, 2006, 11:13:01 am »
1. Too lazy to look it up now.... ;)

2.

3. http://www.tremulous.net/phpBB2/viewtopic.php?t=697

Danny
url=http://www.tremulous.info][/url]


Odin

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A few mapping questions.
« Reply #2 on: July 08, 2006, 05:33:28 pm »
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?

Basilisco

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A few mapping questions.
« Reply #3 on: July 08, 2006, 09:04:41 pm »
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

Odin

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A few mapping questions.
« Reply #4 on: July 09, 2006, 04:05:37 am »
Quote from: "Basilisco"
http://tremmapping.pbwiki.com

Please read the topic before posting.

Stof

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A few mapping questions.
« Reply #5 on: July 09, 2006, 11:00:42 am »
Quote from: "Odin"
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.
urphy's rules of combat
8 ) Teamwork is essential; it gives the enemy someone else to shoot at.
18 ) Make it too tough for the enemy to get in and you can't get out.

Odin

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A few mapping questions.
« Reply #6 on: July 09, 2006, 05:49:29 pm »
Thanks, I'll try that.

EDIT: Nope, didn't work. Same result.

Survivor

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A few mapping questions.
« Reply #7 on: July 09, 2006, 10:25:42 pm »
Could you perhaps post a screenshot of what's happening? And maybe try making the wall thicker. try 32 gu
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Odin

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« Reply #8 on: July 10, 2006, 04:21:11 am »
Screenshot here.
It's a bad shot, I know, but it still shows what's wrong.

Survivor

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« Reply #9 on: July 10, 2006, 10:06:11 am »
Are you compiling with a high -bounce parameter?
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Odin

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« Reply #10 on: July 10, 2006, 03:12:02 pm »
-bounce 8
Is that bad? Or should I not use bounce?

Survivor

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« Reply #11 on: July 10, 2006, 05:42:48 pm »
-bounce enhances light sources and is sometimes even able to make them go round corners. try it without bounce
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Odin

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« Reply #12 on: July 12, 2006, 02:20:04 am »
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

DarkRogue

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A few mapping questions.
« Reply #13 on: July 12, 2006, 03:12:54 am »
Those are what are known in q3 mapping as 'sparklies'  

http://fps.brainerd.net/sparklestut.htm
n game name: Xiane

Odin

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« Reply #14 on: July 12, 2006, 05:40:25 am »
Ah, ok.
Another question: How do I go about adding a "steam" particle system to my map? Like a broken pipe or something?

Catalyc

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A few mapping questions.
« Reply #15 on: July 12, 2006, 05:48:50 am »
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. Its pretty much the same info on the manual.
ttp://tremmapping.pbwiki.com/