READ THIS: before posting your question, read the list to make sure its not on there yet, then make a post about it
post a question here (if its a long or simple question it wont be listed) and hopefully we'll answer it and list it for future references.1. can/how would i make a door open at (amount of time here) minutes into a game?
Trigger_Always -> Target_Delay; Wait = 1500 -> Func_door
1500 is in seconds which is 25:00 minutes added up, change it to whatever you please.
2. how do you make a lift that can connect two different levels of your map together?
That wait key is in seconds, by the way. 1500 seconds is 25 minutes.
As per the lift, I normally use func_trains (I think. I haven't built a lift in ages). I'll link you to a rather good mapping page, though. Soubok, the creator of Pulse_102, made some nice lifts, and he's got instructions on the page, and due to the magic of html...
3.how would i make a message appear on the screen when (action) happens?
classname target_print
message "ZOMG I'm a message!"
spawnflag 1 send to human team
spawnflag 2 send to alien team
spawnflag 4 send to the player who activated the target_print
4.how do you add textures into Gtkradiant?
If you are using windows then go to C:/Program Files/Tremulous/Base/Textures and create a folder and put you textures in that folder.
5.how would you make water?
create a brush that has a NODRAW shader from you common file, then you texture it with a water looking shader
6.How can i turn off light emiting textures?
By using the texture instead of the shader. Sometimes the shader has the same name as the texture:
you won't be able to select the texture in radiant and the engine will use the shader anyway.
The clean and simple solution is to create a new subdirectory yourmapname in textures/ and copy the textures you use there. Use your own shader file and name your shaders like yourmapname/shadername.
This will usually stop other maps from messing with your textures, and you from messing with
other maps shaders.
Note for the casual reader:
A shader is a script that can use textures (jpeg images, ....) and do interesting things with it
like make it a ladder, nonsolid, or make it emit light.
Use light emiting shaders, seriously. Only add point lights where you want to touch up the lighting.
7.i need to know more about ladders and how they work
http://tremmapping.pbwiki.com/Shader_Ladder8.my map is "leaked" or sv_setbrushmodel: null comes up when i compile Shocked'
Pressing "L" in GTKradiant will bring up a list of entities and brushes. Click on the arrow next to your map name, and look at your entities. Inspect any entities that do not have an arrow on their left. These entities do not have brush origins. Some entities such as path_corner do not need brush origins. Find entities that require brush origins, do not have brush origins, and delete them.
Also be sure you do not have two worldspawn entities.
9.turrets dont show up when i try to make them, whats my issue?
common files put all those things in your base
10.How can i make a multi-story elevator?
Sok has actually created a fairly self-explanatory tutorial on that
Here, And if you're looking for a simple one-story lift, check
This11. What content should be in my .pk3?
here is a diagram! (thanks KIA77!)

12.How do i use a skybox in Netradiant?
How to use a new skybox in radiantFor Vega, I made a skybox with Terragen. I put the 6 textures in this directory:
tremulous/base/env/vegaing1_sky_bk.jpg
ing1_sky_dn.jpg
ing1_sky_ft.jpg
ing1_sky_lf.jpg
ing1_sky_rt.jpg
ing1_sky_up.jpg
ing1_sky_small.jpg
If you payed attention, you should have noticed there are 7 textures in the list:
ing1_sky_small.jpg is a thumbnail version of the sky I will use as shader image in radiant.
Next, you need to make the shader:
I've added the following shader to the file
tremulous/base/scripts/vega.shader// skybox Vega by Ingar
textures/vega/sky
{
qer_editorimage env/vega/ing1_sky_small
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm sky
// sunlight position red green blue intensity degrees elevation
q3map_sun .9 .9 .9 75 90 25
// sunlight intensity
q3map_surfacelight 150
skyparms env/vega/ing1_sky - -
}
(I had already added vega to
tremulous/base/scripts/shaderlist.txt)
In radiant, I now have a
sky shader in the directory
vega and I can use it to texture sky brushes.
(see attached image). The full name of the shader is
textures/vega/sky.
qer_editorimage env/vega/ing1_sky_small
The qer_editorimage directive is used to tell radant what texture to use for this shader.
I used a thumbnail version of the sky, but you can use basicly anything. You can even use
a non-existing image. You will get
image not found in radiant, but it should work in-game.
skyparms env/vega/ing1_sky - -
The skyparms directive is used to set the location of the actual skybox textures.
surfaceparm slick
If you want a non-walkable sky, add a surfaceparm slick.
It wasn't necessary for vega, because there are no outside areas where a dretch could walk the sky.
More wisdomShader Manual:
http://q3map2.everyonelookbusy.net/shader_manual/Terragen:
http://www.planetside.co.uk/Spirit's tutorial and skybox scripts:
http://maps.sp1r1t.org/tutorials/q3a_create_skybox/13.Where can i find some useful mapping links?
well, right
HERE![i will be updating this frequently, could i please get a sticky?]
[Also i was OP from the first one]