RoxStar Posted June 30, 2003 Share Posted June 30, 2003 Such as? Link to comment Share on other sites More sharing options...
mknote Posted July 1, 2003 Share Posted July 1, 2003 Yes, it is on the ground. MK Link to comment Share on other sites More sharing options...
Lil Killa Posted July 1, 2003 Share Posted July 1, 2003 Originally posted by Eldritch Those are all really cheap ways to do spiral staircases. The best looking methods involve heavy patchwork. I must agree but for all the people out there who may not be very good with patch meshes (not me i think i am starting to become quite good with them:D) the one where u take the square brush and cop it up in a lot o' pieces has been the best and easiet for me. P.S. that one that buba does it the ****z! ~Lil Killa Link to comment Share on other sites More sharing options...
Leslie Judge Posted July 1, 2003 Share Posted July 1, 2003 mknote: sorry, no idea. Maybe a few screenshots from the editor could help where we could see how it is looking. Link to comment Share on other sites More sharing options...
mknote Posted July 8, 2003 Share Posted July 8, 2003 I hope these come through. MK Link to comment Share on other sites More sharing options...
mknote Posted July 8, 2003 Share Posted July 8, 2003 Never mind. I compleatly restarted the map and now it works. Now the lighting is the main issue. I tried the spotlights in General Concepts 101: Lesson 6, but I just get the same, bland, too bright room. What is wrong? I also can't post pictures, as I just proved. MK Link to comment Share on other sites More sharing options...
Lil Killa Posted July 8, 2003 Share Posted July 8, 2003 well we can't see the pics unless u upload them to a website. but for the spot light make a light and an info null or not_null and then deselect everything. then select the light and then the null entity and press ctrl-k. then it should work. plus make sure your doing a bsp fullvis Link to comment Share on other sites More sharing options...
eeky Posted July 8, 2003 Share Posted July 8, 2003 lol man......firstly i like to say thnx 2 u richdiesel guy lol......ur tutorials kix ass an now i no how 2 map HAHA ...lmao also.......visit pcgamemods.com and d/l a map called Matrix Reloaded .......its made by a friend of mine that is a fantastic mapper.......his map is amazing......an guess wot u taught him 2 map 2 .......honestly man go d/l u will b proud of wot u hav made possible...... anyways nuff of tha.... am making a large clan map at the moment and i am making a games section.....one of the games i want to do is kinda a cross between ctf and paintballing....(ill explain) 2 bases.....no forces.....lotsa guns......2 teams.....but: am havin the followin problems: 1) can i make one room different from the rest of the map....by this i mean a different gametype.... 2) once in the room the players participating would need to respwn into that room and not the ordinary spawn point on the other side of the map.....possible? 3)Like the changing of gametype in question 1 is there a way of disabling the force powers in just 1 room so forces can be used on the rest of the map? kinda long sry nice 2 meet u diesel.. Link to comment Share on other sites More sharing options...
Lil Killa Posted July 8, 2003 Share Posted July 8, 2003 make the map a tffa (team free for all) in the blue base add a team_ctf_blue player spawn and a red one in the red base. that should work for your 2 teams blasting the hel out of each other. you can't make two areas of a map have diff game types and rich diesal has retired from the mapping biz so............. Link to comment Share on other sites More sharing options...
OneWingedAngel Posted July 15, 2003 Share Posted July 15, 2003 Couple questions... 1.LIGHT SPOTS!!!! My map is completely covered with them and I dont' know how to solve this problem... 2.How do I make a trigger that is usable multiple times? 3.If you've played GriffenClaw's JediCouncil map, you know what I'm talking about... How did he make a door not open until an elevator reaches it's peak? 4. My water still just looks like blue, I can give you a screenie... But it doesn't have the texture I gave it, all it has is balue. Link to comment Share on other sites More sharing options...
Lil Killa Posted July 16, 2003 Share Posted July 16, 2003 Originally posted by OneWingedAngel Couple questions... 1.LIGHT SPOTS!!!! My map is completely covered with them and I dont' know how to solve this problem... 2.How do I make a trigger that is usable multiple times? 3.If you've played GriffenClaw's JediCouncil map, you know what I'm talking about... How did he make a door not open until an elevator reaches it's peak? 4. My water still just looks like blue, I can give you a screenie... But it doesn't have the texture I gave it, all it has is balue. 1. For large open areas use fewer lights with bigger light values, and for smaller areas use more lights with a lower light value. 2. Make a brush, cover it in the trigger texture then rightclick it and make it a trigger_multiple. 3. he ussed a target dalay. he had it so when u steped in the elivater or when u pressed the button at the bottom (dunno cause i never played the map:D) he triggered a target delay that had a wait equaling(sp?) the time it took the elivater to get to the top of it's travel so that once the elivater reached the top the door opened. 4. are sure you changed the texture? if so is the whole thing made of caulk_nonsolid and then has the top and bottom covered in the water shader? if non of that works send me a pic over msn. If u nned any more help angle than just contact me on msn I won't bite:D You might have to wait a day or two cause i'm trying to fix my comp at the moment so plz be patient:D Link to comment Share on other sites More sharing options...
OneWingedAngel Posted July 24, 2003 Share Posted July 24, 2003 What I need to do is make a bunch of brushes function as a group elevator, but I don't know how. You can't make a brush have two functions, so I can't make it a func_group and a func_plat. Link to comment Share on other sites More sharing options...
Lil Killa Posted July 24, 2003 Share Posted July 24, 2003 If u make a group of brushes into any type of intity than they will be grouped together so there is no nead to make a func_plat a func_group at the same time:D Link to comment Share on other sites More sharing options...
rgoer Posted July 24, 2003 Share Posted July 24, 2003 Originally posted by OneWingedAngel 4. My water still just looks like blue, I can give you a screenie... But it doesn't have the texture I gave it, all it has is balue. Check this out... it explains what to do if your liquids are failing compile for seemingly random reasons. Link to comment Share on other sites More sharing options...
RalKon Posted July 31, 2003 Share Posted July 31, 2003 YIKES!!!! what happened to Rich Diesel!!!! His site dont come up anymore... was the best resource I had for mapping Link to comment Share on other sites More sharing options...
Eldritch Posted July 31, 2003 Share Posted July 31, 2003 Doesn't really surprise me that it's gone (if it is gone, that is). It hadn't been updated for a reeeeeealy long time. @rgoer - Interesting stuff, bro. I've never had the water problem you described, but I'll keep that in mind in case I ever do. Link to comment Share on other sites More sharing options...
RichDiesal Posted August 5, 2003 Share Posted August 5, 2003 I'm afraid even I don't know what happened to the site. I have, however, contacted my site host (the most gracious Sergio of pcgamemods.com) and had him look into the problem and repair it. The site should now be up again for all of your tutorial needs. Link to comment Share on other sites More sharing options...
rgoer Posted August 5, 2003 Share Posted August 5, 2003 Wow, he returns... is this just a temporary thing, or are you really back? Link to comment Share on other sites More sharing options...
Eldritch Posted August 5, 2003 Share Posted August 5, 2003 Rich, The staff over at JK2Review.com would love to provide a mirror site to host the site on... maybe we could add some classes of our own as well. If you're interested, just drop us a line. Link to comment Share on other sites More sharing options...
Chewie Bakker Posted August 5, 2003 Share Posted August 5, 2003 Originally posted by RichDiesal I'm afraid even I don't know what happened to the site. I have, however, contacted my site host (the most gracious Sergio of pcgamemods.com) and had him look into the problem and repair it. The site should now be up again for all of your tutorial needs. It's back up now. Once again, thanks for the great tut, RichDiesal. The Force will be with you, always. Link to comment Share on other sites More sharing options...
BarmyBam Posted August 9, 2003 Share Posted August 9, 2003 Hi guys, I've just stared the section on making fog, but i don't understand where to stick the caulk (as well as which one, is it the caulk_nonsolid?) do u stick it between the fog and the wall. Then between to brushes of fog, do u stick the nodraw shader? And also, i can't seem to find system\trigger... i can c it withought radiant, but when i load it through radiant, it can't c it thx- BarmyBam Link to comment Share on other sites More sharing options...
Lil Killa Posted August 10, 2003 Share Posted August 10, 2003 To make a fog brush make a brush that will be the size of the amount of fog and cover it in caulk_nonsolid. then cover the top and bottom in your fog shader. And i don't understand your question about the trigger texture... Link to comment Share on other sites More sharing options...
Leslie Judge Posted August 10, 2003 Share Posted August 10, 2003 Originally posted by BarmyBam And also, i can't seem to find system\trigger... i can c it withought radiant, but when i load it through radiant, it can't c it This happens in JK2Radiant. You still can select the brush, press S to bring up the Surface Inspector and enter system/caulk (or textures/system/caulk -- I don't remember which works in JK2Radiant) manually. Link to comment Share on other sites More sharing options...
BarmyBam Posted August 11, 2003 Share Posted August 11, 2003 thx guys.... but now i have got another question.... i have just completed the section on func_doors and switches etc, and am now building my map.. yet as soon as i stick the trigger for my doors to open with, they don't work.... my left door reads: angle 360 classname func_door soundset fast_door speed 75 targetname t2 team door_2 *right door* angle 180 classname func_door soundset fast_door speed 75 target button01 targetname t2 team door_2 *trigger* PLAYERONLY FACING USE_BUTTON angle 270 classname trigger_multiple noise sound/movers/switches/button_01.mp3 spawnflags 7 target t2 wait 3 *on Button* STARTOFF classname func_usable spawnflags 1 targetname button01 *off button* classname func_usable targetname button01 when i go over to the switch whch has the large trigger_multiple around it and press use...nothing happens, except 4 after a few presses of use, the switches (on and off) both disappear.... thx in advance, BarmyBam Edit: Ok, i thought i'd be clever...i completely uninstalled JK2 and all the files that went with radiant.... then i reinstalled them, but now when i clcik on a brush and turn it into a trigger, then ctrl k it to a door, i open up the entity box, and there is no check box with facing or playeronly etc instead i have red_only and blue_only...what have i done wrong...i have also noticed that trigger_once is missing from the list...... Link to comment Share on other sites More sharing options...
Leslie Judge Posted August 11, 2003 Share Posted August 11, 2003 First of all: you run into the "Starting GtkRadiant for the first time after install" problem. Go to File \ Project settings, change mapping mode to MP, restart Radiant, change it back to SP, restart Radiant. Secondly: you give both doors the team key and they have the same targetname. However I'm not sure this is your problem I would be. Use one of the methods but not both at the same time. So either delete the team keys or delete one of the targetnames. Link to comment Share on other sites More sharing options...
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