|GG|Carl Posted December 18, 2003 Share Posted December 18, 2003 I have some questions about mapping, and I hope you can answer them. 1. I want to put a poster on a wall, but when I place it on the wall, it's "in the wrong way". So If there is something written on the texture, you have to read it from the right to the left. The text is also mirrored(sp?). How to make it face the right direction? Here follows two a little strange questions: 2. Does shiny floor cause very much lag, or just a little? (I understand that it depends pretty much on the computer, but you know what I mean) 3. Is area portals important? What if I wouldn't place any on my map? (I have placed area portals on my map, I'm just curious!) Link to comment Share on other sites More sharing options...
GothiX Posted December 18, 2003 Share Posted December 18, 2003 Originally posted by |GG|Carl I have some questions about mapping, and I hope you can answer them. 1. I want to put a poster on a wall, but when I place it on the wall, it's "in the wrong way". So If there is something written on the texture, you have to read it from the right to the left. The text is also mirrored(sp?). How to make it face the right direction? Here follows two a little strange questions: 2. Does shiny floor cause very much lag, or just a little? (I understand that it depends pretty much on the computer, but you know what I mean) 3. Is area portals important? What if I wouldn't place any on my map? (I have placed area portals on my map, I'm just curious!) 1. Flip over the texture in an image-editing program. 2. True reflections (mirrors) do, just "shiny" floors do not. 3. Take them out, and have a look at your r_speeds. Link to comment Share on other sites More sharing options...
SD_Radical_Ed Posted December 18, 2003 Share Posted December 18, 2003 there is a much easier way to get that texture to flip over. gothicx is wrong about that. all you have to do is: 1: in gtkradiant, find the texture that is flipped the wrong way 2: in the 3d view, make sure nothing is selected and then hold down ctrl+shift and left click on the surface with the texture on it. 3: next press the "s" key and a window with a bunch of values will pop up. find the one that says "horizontal stretch". it should have a negative value next to it in the variable box. ie: (-.00399) 4:select that variable and just delete the negative in front of it, i.e. .00399) and then click "apply" at the bottom, and then change the horizontal shift variable to where its centered and then click"done". that easy. im a noob too(kinda, to ja & jo editing at least), i know how u feel. Link to comment Share on other sites More sharing options...
GothiX Posted December 18, 2003 Share Posted December 18, 2003 That'd make it hard to fit on a surface later on. Besides, it's more work. But of course, why do something the easy way, when there's a hard way to do it? Link to comment Share on other sites More sharing options...
SD_Radical_Ed Posted December 18, 2003 Share Posted December 18, 2003 its not really that hard once you do it. but to each his own i guess... Link to comment Share on other sites More sharing options...
|GG|Carl Posted December 18, 2003 Author Share Posted December 18, 2003 I think I'll just flip it over in photoshop. Thanks for the answers! Link to comment Share on other sites More sharing options...
idontlikegeorge Posted December 19, 2003 Share Posted December 19, 2003 No, flipping the image in an image program IS THE HARD WAY TO DO IT. Ed just described it horribly. All you have to do, is change the horizontal scale of the surface to a positive number. So, select the surface, open surface inspector, under H Scale, take off the - before the number, and it will flip the texture horizontally (so it will appear left-to-right). I mean, I learned this when I was making Half-Life maps. But, by flipping the actual texture in a program, you have to: extract the base image, load it into the program, flip it in the program, save it to a new image, and repackage the new image - plus it will raise your package size for a worthless image! Link to comment Share on other sites More sharing options...
GothiX Posted December 19, 2003 Share Posted December 19, 2003 Not at all, you can take the old one out. And if your surfcae is, say, 64x65 map units, you'll have a hard time flipping it over! Link to comment Share on other sites More sharing options...
|GG|Carl Posted December 19, 2003 Author Share Posted December 19, 2003 I used idontlikegeorge and SD_Radical_Ed's method, and it worked fine But I have some new questions: 1. Some textures I've done by myself shows up on when I open my texture folder in gtkradiant, but some pictures aren't there, and some pctures show up as a small red-black (texture not found) box. How do I convert my pictures and what shall I convert them to? (all pictures are .jpg, I'm not dumb!) 2. Can I place area portals "inside" func_plats, func_trains, func_breakables or something? Link to comment Share on other sites More sharing options...
lassev Posted December 19, 2003 Share Posted December 19, 2003 Originally posted by |GG|Carl I used idontlikegeorge and SD_Radical_Ed's method, and it 2. Can I place area portals "inside" func_plats, func_trains, func_breakables or something? You can indeed place areaportals where ever you want, but the success is not quaranteed. Normally they work automatically with func_doors, but with other funcs you might not be so lucky. Although I haven't checked it with JA, but in JO there was a very nice script command adjust_areaportals (or something like that) that made the areaportals work very fine with func_statics (I almost always used only func_statics for my elevators, but I mapped SP anyway). Without the script command you got HOM, so it was a must. Things may have changed with JA, and so you should always try. Maybe it's even easier and more flexible now... Link to comment Share on other sites More sharing options...
|GG|Carl Posted December 19, 2003 Author Share Posted December 19, 2003 I put an area_portal inside a func_breakable (It covers the opening to a passage), and it seems like it works. Link to comment Share on other sites More sharing options...
GothiX Posted December 19, 2003 Share Posted December 19, 2003 For the other question, are your textures the power of two? (sides of 2, 4, 8, 16, 32, 64, 128, 256, 512 or 1024 pixels). Link to comment Share on other sites More sharing options...
|GG|Carl Posted December 20, 2003 Author Share Posted December 20, 2003 Originally posted by gothicX For the other question, are your textures the power of two? (sides of 2, 4, 8, 16, 32, 64, 128, 256, 512 or 1024 pixels). Aha! Maybe they are not! I'll check it up! EDIT: Allright, they were not the right size;) Now it works. :pBut it isn't over yet, I have a few more questions: 1. Does misc_models affect the fps much or just a little? 2. How do I turn emplaced guns around? I can only get them to point one way. Link to comment Share on other sites More sharing options...
GothiX Posted December 20, 2003 Share Posted December 20, 2003 1. Depends on the complexity of the model. If a model has a high polycount, it'll affect framerate more. 2. Use the "angle" in the entity window. Link to comment Share on other sites More sharing options...
|GG|Carl Posted December 21, 2003 Author Share Posted December 21, 2003 Thanks for the answers! But... I have one more question: How do I mke func_plats "stay where they are". For example: I go up with an elevator. When I get off it, it moves to the buttom again. But how do I make it stay up there until I walk on it again? Link to comment Share on other sites More sharing options...
GothiX Posted December 21, 2003 Share Posted December 21, 2003 Sadly, that's now how func_plats work. You can, however, make another trigger at the top, so it comes up when you're near it. Link to comment Share on other sites More sharing options...
|GG|Carl Posted December 21, 2003 Author Share Posted December 21, 2003 I have now created a button at the top of the lift, which makes it move up. But when I enter it, it just stands still. And as soon as I get of it, it starts to move! What to do? Link to comment Share on other sites More sharing options...
GothiX Posted December 21, 2003 Share Posted December 21, 2003 You could play around a bit with the "lip" key on the func_door, I believe that's also what raven did for several maps. Link to comment Share on other sites More sharing options...
|GG|Carl Posted December 21, 2003 Author Share Posted December 21, 2003 Originally posted by gothicX You could play around a bit with the "lip" key on the func_door, I believe that's also what raven did for several maps. What does it do? Link to comment Share on other sites More sharing options...
GothiX Posted December 21, 2003 Share Posted December 21, 2003 read the entity description in GTK. Link to comment Share on other sites More sharing options...
|GG|Carl Posted December 22, 2003 Author Share Posted December 22, 2003 "lip" default 8, protrusion above rest position I don't think I understand... Link to comment Share on other sites More sharing options...
GothiX Posted December 22, 2003 Share Posted December 22, 2003 If a func_door moves somewhere, a small portion of the door remains in the "original" position. The size of that portion is defined by the "lip" key. If you set the "lip" to a negative value, it will move further. If you'd happen to have MSN, I'll help you out that way. Link to comment Share on other sites More sharing options...
|GG|Carl Posted December 22, 2003 Author Share Posted December 22, 2003 It's a func_plat, not a func_door. So I don't understand why I shall use "lip" on my elevator. PS. I have msn, it's: carlydergard@netscape.net Link to comment Share on other sites More sharing options...
UniKorn Posted December 23, 2003 Share Posted December 23, 2003 Select your func_plat and press n. Look at the description of everything, and you'll get an idea of the functionality of each option. Link to comment Share on other sites More sharing options...
|GG|Carl Posted December 26, 2003 Author Share Posted December 26, 2003 Allright, gothicX helped me via msn. Thanks a lot! However, todays questions ( will they ever come to an end?) 1. Where shall I place target_speakers? They don't work if I just place them anywhere. I have a room on my map with a button in it. when you press the button there is disco light (and supposed-to-be-there-music). I have a few questions about it: 2a. How do I make the music change, when you press the button. 2b. How do I make the everything stop after a while? Link to comment Share on other sites More sharing options...
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