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need some detail ideas for my map


VIO

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Posted

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

Posted

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.

Posted

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

Posted

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...

Posted

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?

Posted

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?

Posted
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.

Posted

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?

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