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The RichDiesel University Tutorial Questions Thread.


WhiteShdw

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Try to consolidate your posts into 1 in the future. :p

 

And I'm not entirely sure what you're asking... glass is a shader, and shaders typically (depending on what kind of shader it is) cause the engine to draw two or three times as many triangles as they normally would.

 

As for seeing it from one side... what else would you be able to do? :) Put glass on any surface you want to be able to see through from that side. Technically, you could put glass on one surface and metal on the other side of the brush and still be able to see through the brush from the glass side.

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Ah okey....

 

And that 2 post thing....I came up wit the question like 2 seconds after i posted the first one *lol*

 

 

But I'll try ut this evening...very soon..just gonna finnish some tunnels leading to the place..

 

However you didnt answear one of my question: if I make a cage, would the fps(frame per second) be much lower than it would be w/o the cage?

 

 

:rodian: For the Sake of Being Green

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if I make a cage, would the fps(frame per second) be much lower than it would be w/o the cage?

Framerate using glass will drop just as much as if you used any other shader. A few shaders won't cause many problems, but if you have more than say... four or five hundred visible at any one time, that can cause some problems.

 

Shaders do add double to quadruple additional triangles to be drawn also, so you hafta keep that in mind when looking at r_speeds (as it won't add in the triangles from the shaders).

 

As for Anakin, I already took care of ya. :)

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1. Is there any way to select all the brushes on the map at once or a selection box kinda thing? Is there a good way to select multiple objects that are being hidden by another brush?

 

2. This is similar to the 1st question... Is there any way to quickly apply the caulk texture to all obects, or to caulk unseen faces? I find myself forgetting to switch back to caulk when creating new shapes after previewing my level.

 

3. Also I changed all my circular windows (as in emperor's throne room) from being vertex edited cyllinders to make them structural bevels with a wall to seal the center portion and inverted endcaps for the inside, but for some reason I still get a ***Leaked*** in my FullVis process. I have checked all around my level and there aren't any curves meeting the void, I sealed them with solid structral elements. There are also no visible gaps that I could find. Do I need to add additional walls around the bevels that make up the windows too since those are curves, or does the center portion of the bevel (ie before you put the endcaps on it) work as a structural element to keep the leak from happening?

 

Thanks again!

Painreliever

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The return of Guy with the many question!

 

Today however I only got one left, then my map is final *tadaam*

Okey to the wuestion:

 

Is there any rock models in the assets file?? Or do I have to make on mself, in that case, how?

 

Okey, okey that was two...well well....

 

:rodian: For the Sake of Being Green

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Is there any way to select all the brushes on the map at once or a selection box kinda thing? Is there a good way to select multiple objects that are being hidden by another brush?

Actually, it's quite simple. Simple create a new brush (of any texture) and surround whatever it is that you want to select. Then click the Select Inside button (to the right of the Flip/Rotation tools). It will select all brushes inside the brush you just drew as well as delete the new brush.

 

2. This is similar to the 1st question... Is there any way to quickly apply the caulk texture to all obects, or to caulk unseen faces? I find myself forgetting to switch back to caulk when creating new shapes after previewing my level.

Sorta. You can automatically/quickly apply caulk to any surface that the BSP surface would automatically cull anyway by pressing Shift-A with a brush selected. The problem is that this doesn't always get every surface that should be caulked. The best way to do it is to simply to apply caulk to the whole brush and then texture the individual faces you need to.

 

to make them structural bevels with a wall to seal the center portion and inverted endcaps for the inside

That is impossible. Bevels by their very nature cannot be structural - they are simply drawn on top of brushes. To check for leaks, you need to Show Patches as Wireframe (button in the toolbar) AND Hide Detail Brushes (CTRL+D). If you can see out to the void from any part of your level with both of those set, then that is your leak.

 

I made a trigger using Radiants MP settings that should turn off some lights in my map, but it only seems to work when I run the map in SP, not in MP.

Switchable lights do not work in MP, as far as I know.

 

Is there any rock models in the assets file?? Or do I have to make on mself, in that case, how?

Nope, just make one yourself. I would make a low profile cubic brush and then just random cut sides off of it from the Side and Front views. I made a rock (took all of 15 seconds too) in my Brushes 201 tutorial if you want an example. Don't use mine, but trust me, they're not hard. :)

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I'm back with that same darned group of windows...

can you just tell me how they did it in the deathstar throne room? You know, those circular windows that have the little desgin in the center?:confused: This drives me up the wall, because there are 3 shaders, two that look the same, and one different, and then 1 normal that looks like the 2 shaders.:confused:

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i have a big questions and wanna know if anyone could help:-

 

how do u make a column where when the player destroys it, the whole column and the floor will colapse and causing the player to fall into the dark pit. any ideas?

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Originally posted by Wes Marrakesh

Rich, why are you being dense?:mad:

I know you didn't make it that doesn't mean you can't look at it in-game and give me a suggestion as to how to do it!

I did... quite a while ago, too... I said it was probably a shader with a transparency layer. So go find that shader and use it. :p

 

how do u make a column where when the player destroys it, the whole column and the floor will colapse and causing the player to fall into the dark pit. any ideas?

Not too difficult... first make both the column and the floor SEPERATE func_breakables. For the breakable that's the floor, set the INVINCIBLE flag. Then target the column at the floor. Done. :)

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Originally posted by RichDiesal

Not too difficult... first make both the column and the floor SEPERATE func_breakables. For the breakable that's the floor, set the INVINCIBLE flag. Then target the column at the floor. Done. :)

 

wut do u mean by set the invicible flag?

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Hi..Since nobody gives a holy **** about my threads I post a post here to! :mad:

 

Well to the subject:

 

I have just finished everything on my map and wanna add som sound...I found whay I needed..BUT when I tryed to insert in the Jk2Radiant it wont go...I have made speakers with the path sounds/stt.mp3 since I have it in a pk3 file I think it should work!!!!

 

Its so annoying..there aint no sound at all....Anyone knows what's wrong??

 

Need help soon.....

 

Thx In Advance!!!!!!

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Micke... when you say sound, I get the impression you mean background music. If that's the case, it's an easy fix. Just put it in a subdirectory (within the base folder for testing and the in PK3 for the final version) called "music", then, in the editor, ,bring up the attributes for the Worldspawn entity. Key is music, and the value will be "\music\(your mp3 here)"

 

If it's just a different sound to be played in a specific location... well... there's always the Mighty Mapping God.... :)

 

:bounc5::snip2: DANGIT! STAND STILL!

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Honestly, I dunno. But I DO know that the standard is for it to be in a music subdir. It doesn't take that long to change, but if you dont want to bother, just change the value in the Worldspawn to "\sounds\(your MP3here)". ANd dont forget to put it in the PK3 in the same subdir name no matter what you choose to go with.

 

THink it would still work, but not sure. Best of Luck.

 

:fire11::blaze6: We now return to our fight, already in progress....

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I'm not sure what you're referring to, then... is it an actual music track or just ambient sound? And yes, it makes a difference. :)

 

Do you know what the heck i am supposed to do to get rid of this angled, grey and white striiped thing i get in-game?

Angled? Where do you get it exactly? If it's a white grid on a grey background, you have a missing texture somewhere.

 

wut do u mean by set the invicible flag?

A "flag" is a checkbox in the entity window.

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