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The mapping newbie strikes back!


|GG|Carl

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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!)

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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. ;)

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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.:D

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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!

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I used idontlikegeorge and SD_Radical_Ed's method, and it worked fine :D

 

 

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?

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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...

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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.

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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. ;)

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Allright, gothicX helped me via msn. Thanks a lot!

 

 

However, todays questions (:doh: 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?

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