DividedByZero Posted June 13, 2002 Share Posted June 13, 2002 Ok, I'm trying to make a tunnel at the end of a street. Player will not be able to go into the tunnel, I just want a mostly dark place to make it seem as if the street keeps going and doesn't dead end for no reason. I made an end cap and spun it around until it looked like a tunnel. I've applied the texture I wanted to the inside of the tunnel. Now the problem is that the other side of the tunnel appears clear, and i can't apply a texture to it. I assume there's a way to add a solid object that fills the curved spaces so it doesn't look all weird. How do I shape a brush to fit the curve? I would like to duplicate the affect of the nar shadda map where the various ships fly from the tunnels and then fly through the map and disapear in another tunnel. I don't know how you get a model to fly (I know how to make it solid inside w/ clip textured brushes). Do I use a func_train? If so, how? Link to comment Share on other sites More sharing options...
Grets Sirob Posted June 13, 2002 Share Posted June 13, 2002 I don't know anything about models, but as to the circular tunnel... What you could do(you said the player couldn't go in right?), is just make a regular square brush and put it into position. Should work, if not, don't shoot me ok? :no wampa smily:mad:make one jk2.net!: Roar! Link to comment Share on other sites More sharing options...
DividedByZero Posted June 13, 2002 Author Share Posted June 13, 2002 Stopping the players from entering the tunnel isn't the problem. The problem is this: Visualize two tunnels, right next to each other. They're like cylinders, submerged into the ground (end caps actually). ____ ____ / \ / \ __/ \/ \___ Like that, only the tunnels are circular. I need a shape that fits on top of the tunnels, (including that "V" shape). So that it's not hollow looking. Remember, it's curved! Link to comment Share on other sites More sharing options...
DividedByZero Posted June 13, 2002 Author Share Posted June 13, 2002 crap my little picture using the keyboard characters didn't work out right, just imagine this: __UU__ but with the U's upside down. Link to comment Share on other sites More sharing options...
Joe_18 Posted June 13, 2002 Share Posted June 13, 2002 try the thicken command. and for the ships yeah your gona have to use func_train. Link to comment Share on other sites More sharing options...
Xcom Posted June 13, 2002 Share Posted June 13, 2002 Is it something like this? http://home.planet.nl/~xcom/art/tunnels1.jpg These just 2 endcaps with "Inverted endcap" cap. Link to comment Share on other sites More sharing options...
DividedByZero Posted June 13, 2002 Author Share Posted June 13, 2002 Yup, I figured it out. I used the "square end cap" though. It's all good and nice and purty now. I just don't know how to make my flying ships solid (or make them fly at all for that matter). Link to comment Share on other sites More sharing options...
DireTan Posted June 13, 2002 Share Posted June 13, 2002 In NS Streets I always get shoved off by that damn Space ship that keeps comin through the same hole then I fall to my bloody death.. But I remember leading a foe there and pushed him into it a nice kick to the face.. ahh memorys.. Link to comment Share on other sites More sharing options...
UniKorn Posted June 13, 2002 Share Posted June 13, 2002 Originally posted by Xcom Is it something like this? http://home.planet.nl/~xcom/art/tunnels1.jpg These just 2 endcaps with "Inverted endcap" cap. Xcom, did you know that it is better to use 2 bevels instead of 1 endcap? 2 bevels => less sparklies Link to comment Share on other sites More sharing options...
DividedByZero Posted June 14, 2002 Author Share Posted June 14, 2002 How do I make a train display a model? Link to comment Share on other sites More sharing options...
ape2man Posted June 14, 2002 Share Posted June 14, 2002 this i got from xcom ( he's good ), and from the jk2 faq's How do I make a func_train work? First, make the brush that is gonna be your train(a platform, elevator, etc.). And then make another small brush placed in the middle of the train and texture it with the origin texture found in textures>system . Then while both brushes are selected make them a func_train. Place a path_corner entity at the center of the elevator just as you did the origin brush, that's where it will start. then continue placing however many path_corner entity's that you need for each stop of the elevator. Now, while nothing is selected, select the func_train and then the first path_corner entity and press cntrl+k to target the train to it. Then deselect everything and now selct the path_corner 1 and then path_corner 2 and press cntrl+k to connect the path_corner's. Repeat for all your path corner's. Set wait values for the path_corner's so it will stop for an x amount of time at each one and set the desired speed as well. And that's it, you're done. Just be sure to link the last path_corner back to the first one or else if i'm not mistaken it will just stop at the last one and never move again, at least not untill you load the map again. Submission by Manquesa Link to comment Share on other sites More sharing options...
ape2man Posted June 14, 2002 Share Posted June 14, 2002 ok 2 stay on the topic how do you make those flat brushes. you now one side is visible and the other is not. that whay i can use jungle textures. Link to comment Share on other sites More sharing options...
VIO Posted June 14, 2002 Share Posted June 14, 2002 the ships in nar_streets use scripts but i suck with making scripts so your gouing to have to find it yourself -VIO Link to comment Share on other sites More sharing options...
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