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The RichDiesel University Tutorial Questions Thread.


WhiteShdw

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Righto next problem, I've just gotten to the tutorial about Water (Brushes 201: Lesson 1) and I can't ge the water to work :(

I've put in a brush thats been textured with caulk_nonsolid, then textured the top and bottom with one of the bespin water textures and compiled it and it still won't work! :(

Any help?

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Originally posted by JK__Falcon

Righto next problem, I've just gotten to the tutorial about Water (Brushes 201: Lesson 1) and I can't ge the water to work

Originally posted by JK__Falcon

(Sorry, dunno how to do the quote thing)

 

OK Mr. JK__Falcon .....

#1 You have to try different water shaders to make them work. Some shaders have errors as Leslie pointed out to me (thanx L.J.) In order to make water shaders work just make a box with ANY texture you want. It doesn't have to be water texture.

Now that you have a box ( the box doesn't have to be square it can be any shape) Make a brush to fit inside your box now.

With the brush NOW SELECTED change it to CAULK(non_solid).

Now just cover the top and bottom of the brush with Bespin water2. (This shader works fine)

#2 To qoute somone just copy the text you want by right clicking the mouse. Then when you make a reply hit the Quote button and you will see a small window appear. Paste the quote in that window. Done.

 

L_A_user;)

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Next post...hehe...you'll love this...

 

I was getting very frustrated because L.J. had informed me how to make a model function WITH a platform. However, ONLY with the x-wing model by default(not sure why). I wanted to use a atst model from the imp_detention (think that's where it's from) because my map is an imperial map. I tried opening the model (.glm) up in MD3 program to modify it. Has anyone used this program? I'm still playing with it. If it was up to me I would have put the Imp_shuttle on the platform but someone else said that is too much information to process for the engine.

 

I think it's possible to do it. It just seems like too much work at the cost of alot of FPS. Cool idea anyway.

 

Also does anyone know how to open up or get the .map file for any of the default M/P maps? ffa_deathstar in particular. I tried locating these and other map files but I can only find .map files for default S/P and D/L maps. Did Ravennot include these for fear of someone modifying the M/P maps too much or?

Any help or suggestion would be much appreciated.

L_A_user

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Originally posted by lauser

OK Mr. JK__Falcon .....

#1 You have to try different water shaders to make them work. Some shaders have errors as Leslie pointed out to me (thanx L.J.) In order to make water shaders work just make a box with ANY texture you want. It doesn't have to be water texture.

Now that you have a box ( the box doesn't have to be square it can be any shape) Make a brush to fit inside your box now.

With the brush NOW SELECTED change it to CAULK(non_solid).

Now just cover the top and bottom of the brush with Bespin water2. (This shader works fine)

#2 To qoute somone just copy the text you want by right clicking the mouse. Then when you make a reply hit the Quote button and you will see a small window appear. Paste the quote in that window. Done.

 

L_A_user;)

 

By box he means a box with floor, and walls. Call it pool if you want. :) Just to make it clear, L_A_user, because every brush is a box right after creation, and you ment not that box, but a container for the water.

 

And quoting. There is a quote button below every post. If you click it you can post a new message with the quted text already in the edit box.

 

 

LimaK: do you mean they seem like they were downscaled to half size? Blue_Lightsaber has that kind of problem. And maybe someone else too. What program do you guys use for compiling? If it's q3map2, then go to the SplashDamage Forums and ask there for help too.

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Originally posted by lauser

Next post...hehe...you'll love this...

 

I was getting very frustrated because L.J. had informed me how to make a model function WITH a platform. However, ONLY with the x-wing model by default(not sure why). I wanted to use a atst model from the imp_detention (think that's where it's from) because my map is an imperial map. I tried opening the model (.glm) up in MD3 program to modify it. Has anyone used this program? I'm still playing with it. If it was up to me I would have put the Imp_shuttle on the platform but someone else said that is too much information to process for the engine.

 

I think it's possible to do it. It just seems like too much work at the cost of alot of FPS. Cool idea anyway.

 

Also does anyone know how to open up or get the .map file for any of the default M/P maps? ffa_deathstar in particular. I tried locating these and other map files but I can only find .map files for default S/P and D/L maps. Did Ravennot include these for fear of someone modifying the M/P maps too much or?

Any help or suggestion would be much appreciated.

L_A_user

 

I don't really understand how could you make that problem for yourself. :D There is an models/map_objects/imp_detentin/atst.md3. That's an md3 not a glm, so it should work. But for that one there is no prefab physics clip, so you have to make it yourself.

 

Anyway, never ever try to open a glm file with an "MD3 program to modify it". OK? :D

 

Second part: you are right, Raven never gave out the map files, except those coming with the editing tools or GtkRadiant.

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In compiling my map a bunch of warnings come up as the process does its thing. It keeps giving me messages somewhat like the one below, but it gives one for each texture I have used in my map.

 

WARNING: Can't find shader/physics_clip.jpg

WARNING: Can't find shader/wall_brushworn.jpg

WARNING: Can't find shader/kejim_grate02.jpg

WARNING: . . . . .

 

In the game I see my textures, but there are some weird occurences. Origin, skip, area portal, and physics clip are shown as a surface of a black and white grid. I used doomgiver/light_whited as my only light texture and that is fine. The other textures that are not ones I mentioned already appear in the game, but they are all the same size and really small. Even though I used the surface inspector to customize scale, the size is turning out the same for every texture.

 

Note: Textures that are on surfaces of patches are fine.

 

Take a look at some screenshots below for some possible clarification:

 

http://imagebase.freewebspace.com/photo.html

 

Thanks again, Rich. Your tutorials are great.

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Originally posted by map maker 101

can i make lights turn on and of in MP? i saw the explination for SP but it doesn't work in MP and i want to know if there is a way i could make a light triggerable in MP. Thx in advance

I'm not sure how that would work 101. Alot of the stuff I learned on my own through experimentation.

 

How about Bot support? Now before anyone goes off the deep end saying there are many posts about this.....Believe me I HAVE LOOKED!! I even have a tutorial but I can't seem to get the editor to work?

Does anyone know exactly how to do this?

 

+devmap (mapname) +set bt_wp_edit --> This does not work for me? And I've tried different combo's of the above too!

 

If you type in +set or seta bt_wp_edit you get this edit is cheat protected. Hence the devmap which doesn't work.

 

Thnx in advance

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L_A_user: those with + are for putting into a shortcut for example or for use in the command prompt, not for entering into the console.

 

To make it work in the console, enter "devmap <yourmapname>" first, and when the map is loaded type in "set bot_wp_edit 1".

 

At least that's what I remember. :D Can be wrong.

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Anyone know exactly how to make a proper arena file? I used NOTEPAD but this doesn't look right?

 

Also I guess I need to change my Jpeg's to tga's so that my textures will work in game.

 

I would like to learn more about scripting so I can customize my maps more...Any Ideas would be great

 

Thanks in advance.......L_A_user

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open notepad first then.......

 

First copy the following into your text document.....

 

{

 

map ""

longname ""

type ""

 

}

 

map= the name of your bsp.

 

long name= the name you want to c in the map list.

 

type= ctf, cty, duel, ffa, holocron jedimaster, team

 

Then when you save (MOST IMPORTANT PART)

 

click File - save as - then for file name type in the name of your map and then .ARENA

EX. Lost Temple.ARENA

 

Then for "save as type" select - all files*.* Then press save and tada you have an areana file!

 

Example of the arena file for my Lost teple map

 

{

map "Lost_Temple"

longname "Lost Temple"

type "ffa"

}

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L_A_user: you don't need to make .tgas out of your .jpgs. Just either enter "sv_pure 0" in the conlose before starting up your map or pack up everything into a pk3.

 

Second: scripting is a good thing, but it doesn't work in MP unless you and those who want to play your map don't have that mod which enables scripting in MP. Don't ask, where it can be found, I don't know. :)

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WARNING: Couldn't find image for shader textures/custom/asteroidbtl

 

c:/progra~1/lucasa~1/starwa~1/gamedata//base/textures/custom/falconvcap.tga

 

WARNING: Couldn't find image for shader textures/custom/falconvcap

 

c:/progra~1/lucasa~1/starwa~1/gamedata//base/textures/custom/shuttlepic1.tga

 

WARNING: Couldn't find image for shader textures/custom/shuttlepic1

 

c:/progra~1/lucasa~1/starwa~1/gamedata//base/textures/custom/starscapes16.tga

 

WARNING: Couldn't find image for shader textures/custom/starscapes16

 

c:/progra~1/lucasa~1/starwa~1/gamedata//base/textures/custom/swposter.tga

 

WARNING: Couldn't find image for shader textures/custom/swposter

 

c:/progra~1/lucasa~1/starwa~1/gamedata//base/textures/custom/poster1981.tga

 

WARNING: Couldn't find image for shader textures/custom/poster1981

 

c:/progra~1/lucasa~1/starwa~1/gamedata//base/textures/custom/hothshot.tga

 

Here are the latest errors for my custom textures. It does pick up the other (color) textures I made. BUT>>> No one else can see them, only me. Any ideas? Even if they are .tga files they should still show up. Should I maybe run the compile in GTk?

 

My map should be done soon and can be d/l at JK2 files or fragglerock.teelplanet.com

 

Thanks in advance

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lauser if the textures are working in game there is no reason to wory about the warnings. i got simmaler warnings when i made some custom textures but the texture showed up fine. if you notice durring compile some textures that come with the game have same prob. hope that helps.

 

also those textures don't need to be tga's unless they are a shader and then i'm pretty sure jpg's can be ussed for shaders. and on your friends not being able to see them make shure there is a textures folder in you pk3 with another folder called custom cause aperently thats were all of your textures are on your comp. hope that helps.

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Don't worry, there it is. :) I think you use JK2Radiant. But anyway... if you select a surface (CTRL+SHIFT+left click) and press S to bring up the Surface Inspector, then you can edit the texture's name from system/caulk_nonsolid to system/caulk. Press OK, et voila, you can see caulk again.

 

I don't know why it seems to be disappeared, but JK2Radiant did this to me with several other textures / shaders. I use GtkRadiant now and the error is not present.

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