Author Topic: mapping fade and sky  (Read 27174 times)

swamp-cecil

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mapping fade and sky
« on: June 20, 2010, 07:21:08 pm »
i am working on my 2nd good map (first map unreleased due to lazyness), and in gtk rafiant, i let my brother make his own (terrible) map, but then afterwards he pressed a button and in G.T.K. Radiant, every object that is far away is invisible until i get close. my second is that ho i make an ivisible top of the map like in atcs?i did search, but i could not find it.
these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.

Redman

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Re: mapping fade and sky
« Reply #1 on: June 20, 2010, 07:32:55 pm »
1. Click "Cubic clip the camera view" (shortcut in Netradiant is \). It's somewhere on toolbox.

2. What do you mean? Sky? Invisible wall?

swamp-cecil

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Re: mapping fade and sky
« Reply #2 on: June 20, 2010, 08:43:40 pm »
invisible wall. like in atcs outside, you cannot go above the forcefields out into nowhereness because of the wall.
these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.

MrFish

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Re: mapping fade and sky
« Reply #3 on: June 21, 2010, 02:50:29 pm »
my second is that ho i make an ivisible top of the map like in atcs?i did search, but i could not find it.

Use metalclip or something. If you don't want bugs crawling on the invisible ceiling you might want to make you own.

Redman

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Re: mapping fade and sky
« Reply #4 on: June 21, 2010, 02:57:58 pm »
common/clip - simple invisible wall
common/slick - invisbile wall + it acts like ice (if it's wall aliens can't wallwalk on it)

MrFish

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Re: mapping fade and sky
« Reply #5 on: June 21, 2010, 07:47:25 pm »
Yes but does slick show marks? Slick doesn't have noimpact though. You may want that. Here is my forcefeild shader for nintendo_land-

textures/<your map>/forcefeild
{
   surfaceparm nolightmap
   surfaceparm nodraw
   surfaceparm trans
   surfaceparm nomarks
   surfaceparm noimpact
   surfaceparm slick
}

However, I could be wrong.

swamp-cecil

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Re: mapping fade and sky
« Reply #6 on: June 21, 2010, 08:42:13 pm »
 ??? code ???? im confused, and i only have 3 common-trem; nobuild, noalienbuild and nohumanbuild. i dont know code and i never heared of metal clip
these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.

A Spork

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Re: mapping fade and sky
« Reply #7 on: June 22, 2010, 02:01:19 am »
Slick doesn't show bullet marks, no.
and thats the code for a shader cecil.
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Re: mapping fade and sky
« Reply #8 on: June 22, 2010, 04:38:00 am »
The best solution is: karith/solidslick

No "coding" required. Just click.

swamp-cecil

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Re: mapping fade and sky
« Reply #9 on: June 22, 2010, 09:44:52 pm »
dont get me started with shader code. if you do, i dont know any commands or how to install/use it.
these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.

your face

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Re: mapping fade and sky
« Reply #10 on: June 22, 2010, 09:54:37 pm »
The best solution is: karith/solidslick

No "coding" required. Just click.
+1, people are finally catching on. :D
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MrFish

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Re: mapping fade and sky
« Reply #11 on: June 22, 2010, 10:28:57 pm »
+1, people are finally catching on. :D

-1 stop encouraging mediocre maps

No but seriously don't be lazy. If you want to make outstanding maps (not that I'm an outstanding map maker) that people will want to play more then once take the 30 minutes required to learn how to make a shader file. It will be less of a pain in the ass and a lot quicker when you got really specific properties for your texture. Good luck :)

BTW: I didn't decon any of your turrets. I don't play that childish game.

your face

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Re: mapping fade and sky
« Reply #12 on: June 22, 2010, 11:07:36 pm »
No but seriously don't be lazy. If you want to make outstanding maps (not that I'm an outstanding map maker) that people will want to play more then once take the 30 minutes required to learn how to make a shader file. It will be less of a pain in the ass and a lot quicker when you got really specific properties for your texture. Good luck :)

What?  I would rather people use that pre-made shader than try to make their own and fail.  It takes less work and it is already in a default map so you don't need to worry about packing it.  Make use of what is before you instead of taking the trouble to do it yourself. ::)

"You don't do arithmetic by hand every time to be an expert mathematician."

Also, I'm fairly certain after rereading the OP that swamp-cecil is referring to a skybox.
@swamp_cecil: create a caulk box and texture each of the inward sides with atcs-->skybox_s. (Karith, nexus6, transit, niveus, etc also have skybox shaders you can use.)
« Last Edit: June 22, 2010, 11:10:35 pm by your face »
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MrFish

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Re: mapping fade and sky
« Reply #13 on: June 23, 2010, 04:44:25 am »
What?  I would rather people use that pre-made shader than try to make their own and fail.  It takes less work and it is already in a default map so you don't need to worry about packing it.  Make use of what is before you instead of taking the trouble to do it yourself. ::)

"You don't do arithmetic by hand every time to be an expert mathematician."

Also, I'm fairly certain after rereading the OP that swamp-cecil is referring to a skybox.
@swamp_cecil: create a caulk box and texture each of the inward sides with atcs-->skybox_s. (Karith, nexus6, transit, niveus, etc also have skybox shaders you can use.)

Well I guess that separates the software developers from the software users. The lower class from the upper class.

And no one does math by hand. If you do then I appologise. You should probably use pre-built shaders.

Make me a brush that is opaque but goes invisible when you get close, is slick, cushioned, has lightmap (casts a shadow), and wobbles like water but is not watter. Also, make a particle system that ejects unicorn images in every direction that always faces you no matter what angle you look at and has transparent edges around the unicorn so you don't have an ugly white square covering other parts of the map.



Cecil, anyone can make a map. You ought to make a cool one :)

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Re: mapping fade and sky
« Reply #14 on: June 23, 2010, 04:46:40 am »
off topic:

BTW: I didn't decon any of your turrets. I don't play that childish game.

How does it even work? I didn't see any help text or controls regarding the turrets. Google didn't help, either.

your face

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Re: mapping fade and sky
« Reply #15 on: June 23, 2010, 04:55:34 am »
Make me a brush that is opaque but goes invisible when you get close, is slick, cushioned, has lightmap (casts a shadow), and wobbles like water but is not watter. Also, make a particle system that ejects unicorn images in every direction that always faces you no matter what angle you look at and has transparent edges around the unicorn so you don't have an ugly white square covering other parts of the map.

And why/where would you use this shader, exactly?

Also, is it just me, or is anyone else having a difficult time trying to figure out what point MrFish attempting to make?
« Last Edit: June 23, 2010, 05:02:33 am by your face »
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MrFish

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Re: mapping fade and sky
« Reply #16 on: June 23, 2010, 05:04:56 am »
And why/where would you use this shader, exactly?

That is neither here nor there. But if I decided I want this texture I could make it. My trees, bushes, vines, cage walls, rope bridges, store items, and spider webs in nintendo_land use no custom shaders. Among other new features that I will not share/spoil. I try not to go back to my map but it's a good example of what you can't do without knowing about shaders. And why limit yourself to atcs like maps (even it uses custom shaders!).

So yes, that is completely irrelevant.

your face

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Re: mapping fade and sky
« Reply #17 on: June 23, 2010, 05:08:48 am »
http://www.heppler.com/shader/



If the OP wants to learn how to do his own custom shaders that's up to him, and I definitely do not condone doing that, it's just takes more patience and learning.
« Last Edit: June 23, 2010, 05:13:05 am by your face »
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MrFish

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Re: mapping fade and sky
« Reply #18 on: June 23, 2010, 05:30:35 am »
[sarcasm]Well that's a great way to back out of it. My respect for you has never been greater![/sarcasm]

I don't want to spam your topic cecil. I am reluctant to say he is right for one thing, that you may choose whatever suits you. Try playing gauntlet, then shader wars. That will give you a good compare and contrast.

your face

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Re: mapping fade and sky
« Reply #19 on: June 23, 2010, 06:01:57 am »
hey you know all in a days work :D
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A Spork

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Re: mapping fade and sky
« Reply #20 on: June 23, 2010, 06:14:01 am »
Hey Fish, have you seen any of face's maps? They're pretty awesome, some of he best out there. I suspect he knows a thing or two.

[/offtopic]
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MrFish

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Re: mapping fade and sky
« Reply #21 on: June 24, 2010, 12:48:39 am »
Hey Fish, have you seen any of face's maps? They're pretty awesome, some of he best out there. I suspect he knows a thing or two.

Firstly, which ones?

Secondly, he should not be telling people that they shouldn't learn to use shaders because there is an "easier way out". I don't recommend that anyone should reinvent the wheel, but this is far from it. Learning to make and use shaders is as vital to building a good map (not just a map, a good one) as concrete is to building a good house. It's usable for a while but people would rather live in a house that won't kill them. I don't care what your opinion is and I certainly don't care what maps he's built. This has nothing to do with what he has done but what cecil could do.

Shaders are very simple. I know a few programming languages and can tell you there is absolutely no reason you shouldn't add more power to your map by taking 30 minutes to learn this markup language.

It's as simple as this-

Code: [Select]
textures/yourmap/ice
{
   make slippery
   don't emit noise
   don't cast a shadow
   emit light (like reflection)
   {
      put another slightly transparent texture on top
      move that texture around to make a glass effect
   }
}

DONE

your face

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Re: mapping fade and sky
« Reply #22 on: June 24, 2010, 01:02:31 am »
Secondly, he should not be telling people that they shouldn't learn to use shaders because there is an "easier way out".

Oh lets see, oh right:

If the OP wants to learn how to do his own custom shaders that's up to him, and I definitely do not condone doing that...

If he wants to do his own shaders, that is totally awesome, and I hope he does.  I just don't see the point in forcing people to make their own when there is a perfectly fine one which already exists for the same purpose...
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MrFish

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Re: mapping fade and sky
« Reply #23 on: June 24, 2010, 01:46:22 am »
I just don't see the point in forcing people to make their own when there is a perfectly fine one which already exists for the same purpose...

He can do whatever he wants, this is what I've been telling him the entire time. But don't tell them they should settle for what is given to them. I don't support withholding knowledge from people who may want to learn (whether he does or not still has not been stated). And the purpose is simple, once you've learned it you can do much more with your own knowledge then what is supplied.

your face

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Re: mapping fade and sky
« Reply #24 on: June 24, 2010, 04:12:04 am »
He asked how to do something, we gave him the easiest route to do so.  If you want to take the time and teach him how to work with shaders, go ahead.  No one's going to stop you.  Your community thanks you for your service.  
The point I am trying to make is that the use of custom shaders does not always lead to good maps, nor does the use of premade shaders always produce mediocre maps.

I use custom shaders for my maps, but they are almost always based off of other preexisting shaders.  Shaders are basically topping for the cake, but first you must learn how to make a decent cake.
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MrFish

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Re: mapping fade and sky
« Reply #25 on: June 24, 2010, 05:16:37 am »
He asked how to do something, we gave him the easiest route to do so.  If you want to take the time and teach him how to work with shaders, go ahead.  No one's going to stop you.  Your community thanks you for your service. 
The point I am trying to make is that the use of custom shaders does not always lead to good maps, nor does the use of premade shaders always produce mediocre maps.

I use custom shaders for my maps, but they are almost always based off of other preexisting shaders.  Shaders are basically topping for the cake, but first you must learn how to make a decent cake.

Ok, well lets rap this up because internet debates are pointless and neither of us see or care what the others opinion/point is. I think you are wrong, ignorant, and a foolish person. You probably feel the same about me, that's fair.

The easiest route is not the best route and I will say that is simply lazy. Shaders can make or break a map. If you use them poorly or don't use them all, chances you broke it. Knowing how to use shaders will boost your chances of success in making a good map and since you are going through the effort to make one you might want to make one right. I say, learn to use and make shaders. You say, use the bare minimum that you can find in the default collection and others maps. I'm not loosing sleep over it.

Nuff said.

your face

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Re: mapping fade and sky
« Reply #26 on: June 24, 2010, 05:44:51 am »
You say, use the bare minimum that you can find in the default collection and others maps.

Because 99% of the time you don't have to look anywhere else.  All you have to do is make some minor modifications to the original and you're set. :P

Internet debates are not pointless.  They might be pointless for those involved, but others who read them can learn (some of the time).
« Last Edit: June 24, 2010, 05:48:13 am by your face »
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mooseberry

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Re: mapping fade and sky
« Reply #27 on: June 24, 2010, 06:36:42 am »
Alien! Magazine front cover headline reports:

Your Face and MrFish decided to break up today citing artistic differences.
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your face

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Re: mapping fade and sky
« Reply #28 on: June 24, 2010, 06:41:00 am »
BUT OMG I MUST ARGUE MY POINT ACROSS UNTIL I MAKE HIM UNDERSTAND
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A Spork

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Re: mapping fade and sky
« Reply #29 on: June 24, 2010, 07:26:15 am »
Fish: face obviously understands what I was always taught as one of the golden rules of programming: copy/paste is your friend.
If you can take one hunk of code and with a little modification make it work for you, it's far better and a more effiecient use of your time.
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