VIO Posted May 2, 2002 Posted May 2, 2002 ok im making a cool duel/ffa map that takes place on one of those big yavin step pyramids the main part is done but i need some ideas for details to make the map feel real and not square bushs stacked on top of each other
FEXX Posted May 2, 2002 Posted May 2, 2002 It is rather hard to give archetural advice in text, but I will do what I can. You want to make the edges of walls flow, connect and feel as one. To get rid of the block look to a map, it takes really good planning before the map is made. But you can always try to look at life and realize that most structures do have corners, and modern buildings have mostly curves. You'll want to study the interior design of a structure. It takes some experience and know-how to make the maps the game has; cause those maps were likely not created in JK2Radiant; but they could of been. Another approach is to think of a brush as a real wall, and what a real room would look like vs. what is just easy to do. Realistic looking rooms and structures take mostly experience, knowledge and patience to create. Don't forget imagination too. So yeah, this is not really an answer, and I wonder if there is one that can just help you get what you seek.
VIO Posted May 2, 2002 Author Posted May 2, 2002 hey thanksit helped i thought of what an old temple who have lots of breaking and cracking rock for one thx again any more help though is still appeceated
Cmdr. Antilles Posted May 2, 2002 Posted May 2, 2002 Uh... all the game's maps were created in JK2Radiant, man...
FEXX Posted May 3, 2002 Posted May 3, 2002 Ok, if all the game maps were created in JK2Radiant, why use GTKRadiant?
Cmdr. Antilles Posted May 3, 2002 Posted May 3, 2002 Eh? Because some people prefer GTKRadiant. Raven created the maps with JK2R... I remember MRJ, the lead SP mapper at the time talking about the autocaulk feature they built into JK2R...
Kranckor Posted May 3, 2002 Posted May 3, 2002 Pick some Random Steps and then make it so that here and there the step will break and you fall to your doom!?
Cmdr. Antilles Posted May 3, 2002 Posted May 3, 2002 Make the step a func_breakable, targeted by a trigger_once which sits just on top of the func_breakable, and is textured with the 'system/trigger' texture. Did that help?
Cmdr. Antilles Posted May 3, 2002 Posted May 3, 2002 That's the shortcut. The manual way is to give the target a key 'target' and the value 'something' Then, give the func_breakable (or any other entity) a key 'targetname' and a value that is the exact same as the target, in this case, 'something'.... Get it?
VIO Posted May 3, 2002 Author Posted May 3, 2002 i get it the key is target value is func_bereackable does that also work with buttons
FEXX Posted May 3, 2002 Posted May 3, 2002 Why do some people prefer GTKRadiant? I don't know what GTKRadiant offers, does or has over JK2Radiant. Where are the pros and cons listed?
Cmdr. Antilles Posted May 3, 2002 Posted May 3, 2002 Originally posted by VIO i get it the key is target value is func_bereackable does that also work with buttons The value shouldn't be 'func_breakable' It should be some word. I'd set it up like this: trigger_multiple entity info: target - step1 func_breakable entity info: targetname - step1 If you set it up correctly, a line will be drawn from the trigger to the breakable to show that they are connected. That is the also the process you use to connect all entities.
Kranckor Posted May 3, 2002 Posted May 3, 2002 You're welcome I do hope I get a mention in the read me.
Cmdr. Antilles Posted May 3, 2002 Posted May 3, 2002 Yeah, you should get a mention. You DID show him how to do it, after all... Oh wait. (j/k)
VIO Posted May 4, 2002 Author Posted May 4, 2002 hoow do they breack now? when then person walks on iot?
Cmdr. Antilles Posted May 5, 2002 Posted May 5, 2002 Sorry for dragging this up, but yeah, if you set them up that way, they will break when someone walks over them.
VIO Posted May 5, 2002 Author Posted May 5, 2002 ok so just a trigger_multiple that targets a func_breakable right no special settings. ok what about moving models do you know to make a model move with a func train entity?
Recommended Posts
Archived
This topic is now archived and is closed to further replies.