RichDiesal Posted June 14, 2002 Share Posted June 14, 2002 I have just finished uploading General Concepts 101 to my JK2Radiant tutorial page. These are comprehensive tutorials designed with the complete newb in mind - although each progressive Lesson does assume you learned everything in each previous lesson. Check it out. http://richdiesal.jedioutcastmaps.com/tutorials/ Link to comment Share on other sites More sharing options...
yrean Posted June 14, 2002 Share Posted June 14, 2002 lol rich... if only the NOOB's would read this first before asking questions.... Good job man....by the way when is everything besides basic concepts gonna be done...lol edit: I did notice a problem with your file links...... Link to comment Share on other sites More sharing options...
Luvac Zantor Posted June 21, 2002 Share Posted June 21, 2002 this deserves a bump ya know Link to comment Share on other sites More sharing options...
RichDiesal Posted June 21, 2002 Author Share Posted June 21, 2002 Ah, it does, doesn't it. File links have been fixed since then.. GC101-102 are both done and Brushes 201 should be up within the next day or so (trying to get switch animations to work so that I can write up how I did it ) Link to comment Share on other sites More sharing options...
winner_rex Posted June 21, 2002 Share Posted June 21, 2002 Rich I got one dilly of a pickle for ya... Whenever I try to make a smart_train (they look so easy to make!) I press enter when I'm done pathing, but it doesnt do anything...why? Link to comment Share on other sites More sharing options...
RichDiesal Posted June 21, 2002 Author Share Posted June 21, 2002 I dunno, I haven't used smart trains. Update! Brushes 201 soon to be released, consisting of Liquids, Fogs, func_push, trigger_hurt, func_door, func_train, func_plat, trigger_multiple, func_usable, func_glass, and func_breakable! Should be uploaded within the hour... Link to comment Share on other sites More sharing options...
Xcom Posted June 21, 2002 Share Posted June 21, 2002 Rich is a busy bee. (afaik, smart trains don't work and I haven't used them either) (they look so easy to make!) To the dark side leads that path Link to comment Share on other sites More sharing options...
RichDiesal Posted June 21, 2002 Author Share Posted June 21, 2002 To the dark side leads that path Mmm, I bet he uses GTK Radiant too... Link to comment Share on other sites More sharing options...
Xcom Posted June 21, 2002 Share Posted June 21, 2002 Nono, don't confuse things. Force is with GTK. Link to comment Share on other sites More sharing options...
winner_rex Posted June 21, 2002 Share Posted June 21, 2002 ok thanks guys....that's disappointing, however...I wanted to make a map with LOTS of trains and smart_trains could really speed things up. Oh well Not to hijack, but how would I go about making a conveyor belt? Link to comment Share on other sites More sharing options...
RichDiesal Posted June 21, 2002 Author Share Posted June 21, 2002 Ah no no no, the Force is with JK2R... you see, GTKR seems easier to use and more friendly, but it all a ruse so that it can suck you up in its dark grip and drain your soul... JK2R takes more patience and a calm heart to master... and is truly the more powerful... Link to comment Share on other sites More sharing options...
Xcom Posted June 21, 2002 Share Posted June 21, 2002 I see clearly now that your jedi training is incomplete. Dark side has clouded your mind. GTKR requires as much patience as JK2R and new options are just welcome addition to the program which you don't have to use if you don't wanna. In other words, I can do everything in GTKR as I did in JK2R but not vice versa. Link to comment Share on other sites More sharing options...
RichDiesal Posted June 21, 2002 Author Share Posted June 21, 2002 Exactly... with the Dark Side flowing through you, you have many more options for destruction, many more ways to manipulate people for your evil ways... ah but JK2... that is the way of purity... Plus you can see the distance your lights shine. Link to comment Share on other sites More sharing options...
Xcom Posted June 21, 2002 Share Posted June 21, 2002 Originally posted by RichDiesal Plus you can see the distance your lights shine. which is totally inaccurate, btw. Link to comment Share on other sites More sharing options...
Grets Sirob Posted June 21, 2002 Share Posted June 21, 2002 I see you got your tut's up now. But can I ask a question? Say I wanted some water, but I want it to be seen from all sides, not just the top or bottom. How would I do this? Raaarwwaag! Link to comment Share on other sites More sharing options...
RichDiesal Posted June 21, 2002 Author Share Posted June 21, 2002 Then you would just texture it on whichever sides you want seen. which is totally inaccurate, btw. And no, it's not. It's not as accurate as it could be, but it is in fact a good reference point. You just don't want to admit you feel to the Dark Side yourself. Link to comment Share on other sites More sharing options...
Xcom Posted June 21, 2002 Share Posted June 21, 2002 *see no evil hear no evil* *repeats* Link to comment Share on other sites More sharing options...
normal Posted June 21, 2002 Share Posted June 21, 2002 Hmm.. ranting time! I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. end rant. :X Link to comment Share on other sites More sharing options...
Takeoffyouhoser Posted June 21, 2002 Share Posted June 21, 2002 Hey rich, your door tutorial should help me with my main doors on my At-St hangar, however..... I want normal imperial doors in my level, not sliding doors. how would i go about making doors that go up and not sideways ? Also about fog. By using volumetric fog in a narrowly winding canyon only up to kyle's shins cause massive fremerate problems? Also Also wik.....I want to use rain in my outer area. I am not sure if i remember hearing thunder in Yavin swamp with the rain. Would it be possible to have a small, looped sound file of thunder set up with a sound effects or music trigger? Link to comment Share on other sites More sharing options...
RichDiesal Posted June 21, 2002 Author Share Posted June 21, 2002 My my my, so many questions... You set the angle for doors that go up the same way as sideways... except you press the up button. As for the canyon... it might. If you architecture is complex, it definately will. I would suggest putting in "fog layers" if the canyon winds up and down, where the player actually passes through individual layers of volumetric fog instead of filling the whole canyon with it. Not sure if that effect is an option for you, but it's an idea. And you can implement thunder just like I implemented thunder in duel_kamino. Just trigger it with a target_speaker and check GLOBAL to make a loud thunderclap whenever it triggers. Set it to LOOPED-ON to be continues and assign it a wait and (I think) random value. Details on all those are in the little entity help box. You will likely need to do scripting to turn that target_speaker off when you go indoors, though... Might be able to do it with clever use of trigger_multiples, but I'm not sure, haven't tried. Link to comment Share on other sites More sharing options...
Xcom Posted June 22, 2002 Share Posted June 22, 2002 Rich, I wonder, do you test the stuff you mention in your tutorials? Well, I decided to build water like you are suggesting in your tut and I must say it didn't work as expected. (Needless to say, I knew it wouldn't work well but I thought what the hell.. ) Anyway, I didn't do it exactly as you suggested meaning I didn't build the tunnel, I just built this: As you can see the water part consists of 4 brushes which kinda surround the "monument" in the center. For the rest, I did everything as you instructed. The 4 water brushes were caulked, then I applied bespin/water2 texture to upper surfaces and the bottom surfaces of the water brushes (as you suggested). Results were as follows: - 2 of the water brushes appeared solid in the game. I could walk on them. - rest 2 were like normal (non-solid) water but when I went in, I got HOM effect. - If you look at water from the top, you can clearly see the planes, say the places where water brushes touch each other. Do you have any idea why this might be so? Link to comment Share on other sites More sharing options...
RichDiesal Posted June 22, 2002 Author Share Posted June 22, 2002 That... is just bizarre. I actually do everything I instruct in the tutorial - I include the MAP I made everything in on the Conclusion page to each lesson, so you can take a look at that if you think it'll help... And I'm not sure... send me that MAP. Link to comment Share on other sites More sharing options...
Xcom Posted June 22, 2002 Share Posted June 22, 2002 Here: Map Link to comment Share on other sites More sharing options...
RichDiesal Posted June 22, 2002 Author Share Posted June 22, 2002 Here: Fixed Link to comment Share on other sites More sharing options...
Xcom Posted June 22, 2002 Share Posted June 22, 2002 So, what was wrong with it? Link to comment Share on other sites More sharing options...
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