Ryick Pa'tran Posted December 21, 2002 Share Posted December 21, 2002 Obviously I'm new to mapping. I heard about this problem before and it made me laugh. Then it happened to me last night and I laughed even harder. My floor sounds like water when I walk. What causes this, and how can I fix it? Thanks in advance. Link to comment Share on other sites More sharing options...
DISorder Posted December 21, 2002 Share Posted December 21, 2002 I've found the easiest solution to this is to make a very very small clip brush on top of the brush that sounds like water. Link to comment Share on other sites More sharing options...
Wudan Posted December 21, 2002 Share Posted December 21, 2002 go find the shader for the tex and remove surfaceparm metalsteps. Link to comment Share on other sites More sharing options...
RS RaVeN Posted December 22, 2002 Share Posted December 22, 2002 i have the same problem it happens with the impdetention/floor1 texture and the impdetention/floordet texture it works fine in single player but when i play my map in multiplayer it makes that water sound ive read what you have said wudan but i dont understand what you mean so could you please explain what to do in more detail? or could sombody else help please? Link to comment Share on other sites More sharing options...
Leslie Judge Posted December 22, 2002 Share Posted December 22, 2002 Here is the floor1 from base/shaders/imperial.shader file: textures/impdetention/floor1 { [b]surfaceparm metalsteps[/b] { map $lightmap } { map textures/impdetention/floor1 blendFunc GL_DST_COLOR GL_ZERO } } wudan said remove the surfaceparm metalsteps from the shader code. I say copy it to your own shader file first then delete that line from your copy. Like this: textures/[b]yourmapnamehere[/b]/floor1 { { map $lightmap } { map textures/impdetention/floor1 blendFunc GL_DST_COLOR GL_ZERO } } Save it as base/shaders/yourmapnamehere.shader and include the file's name in the base/shaders/shaderlist.txt file. Don't forget to create the base/textures/yourmapnamehere directory even if it is empty. Link to comment Share on other sites More sharing options...
RS RaVeN Posted December 22, 2002 Share Posted December 22, 2002 ok thx alot i will go try that now Link to comment Share on other sites More sharing options...
Ryick Pa'tran Posted December 22, 2002 Author Share Posted December 22, 2002 So what causes my floor to sound like water (so I can avoid it in the future)? Why does it only happen sometimes? Is it something in JK2Radiant? I tried deleting my floor and placing a new one, but it still sounds like water. As for the fix stated above, how do i access that code? By pressing N? Thanks in advance. Link to comment Share on other sites More sharing options...
RS RaVeN Posted December 22, 2002 Share Posted December 22, 2002 i used wordpad and that worked oh and thx again Leslie Judge Link to comment Share on other sites More sharing options...
Leslie Judge Posted December 23, 2002 Share Posted December 23, 2002 Originally posted by Ryick Pa'tran So what causes my floor to sound like water (so I can avoid it in the future)? Why does it only happen sometimes? Is it something in JK2Radiant? I tried deleting my floor and placing a new one, but it still sounds like water. As for the fix stated above, how do i access that code? By pressing N? Thanks in advance. That is an error in the MP executable. You can't avoid it just with the above solutions with clip brush or new shader code. Link to comment Share on other sites More sharing options...
Wudan Posted December 23, 2002 Share Posted December 23, 2002 A)You could go through all of the shaders in your shaders folder under base, and remove surfaceparm metalsteps, which will make regular footsteps. Because you aren't changing the shaders in your pk3's, you'll be fine. This *should* solve the problem. B)You could, as Master Leslie Judge suggested, make new shaders in a new map-specific folder, omitting the "surfaceparm metalsteps" (dont worry about syntax too much, as long as "surfaceparm metalsteps" is all you remove, you should be good. I like this option best. B)Some GENIUS! could find out what sound file is playing that splooshy sound and replace it in a new pk3, the only problem with that being if that file is the same file that you hear when you actually step in water, I haven't messed with this option much, but ... whatever, eh? Link to comment Share on other sites More sharing options...
jesseg88 Posted December 24, 2002 Share Posted December 24, 2002 If the problem is in MP, you might be able to fix it and still have metal steps. The MP source code is out. Use it to fix that problem. Link to comment Share on other sites More sharing options...
Wudan Posted December 24, 2002 Share Posted December 24, 2002 If you fix it in the source, you're not really fixing it - you're making your map into a mini-mod - and it will probably not get much play. Link to comment Share on other sites More sharing options...
Lord Reye's Posted December 25, 2002 Share Posted December 25, 2002 sounds like a suggestion for the next patch:bossk: Link to comment Share on other sites More sharing options...
Wudan Posted December 28, 2002 Share Posted December 28, 2002 No, it's not. It's just a fix in the shader. Raven's maps don't have the problem, and it doesn't affect gameplay, so it's not going to be fixed by Raven. Link to comment Share on other sites More sharing options...
Ryick Pa'tran Posted January 9, 2003 Author Share Posted January 9, 2003 If I do want to change the shader code, I would have to change all the shaders that do this, correct? There are at least 5 different textures that do this in my map. When making the pk3 file, do I need the shaders file if I choose to just use the small clip brush (and have not used any custom textures or shaders)? If so, do I have to include all of the textures I've used? Or just the ones that i modify (if I modify any)? Thanks in advance, Ryick Pa'tran Link to comment Share on other sites More sharing options...
wedge2211 Posted January 9, 2003 Share Posted January 9, 2003 In any pk3, you must include ALL the changes that are necessary to play YOUR map/mod. For a standard MP map with no custom shaders or effects, this means a BSP map, an arena script, and a bot route. If you use any shaders or textures that aren't in the standard JKII game, then you must include the appropriate image files and shader files. Since the clip brush is a standard JKII shader, if you fix the splooshy sound by laying down a tiny clip brush then you don't need to include any custom shader or texture files. If you fix the splooshy sound by writing your own shader that uses the the game texture but sounds like metal steps, then you will need to include the shader file with the code you wrote (if you point it to a standard JKII texture then you don't need to include a copy of the image). Link to comment Share on other sites More sharing options...
Ryick Pa'tran Posted January 9, 2003 Author Share Posted January 9, 2003 I need a bot route? Really? Can someone tell me where I can find a tutorial on that since I doubt that anyone wants to explain it to me here? Maps without Bot Routes have the bots that just jump continually around and shoot right? If you're in the mood to help me more, check out my thread "Now What?" in the General Editing Forum. Thanks in advance, Ryick Pa'tran Link to comment Share on other sites More sharing options...
wedge2211 Posted January 9, 2003 Share Posted January 9, 2003 WEll, you can run a map without routing it, but then only humans can play. You need a bot route only if you don't want your bots to jump around in place and shoot. Bot routing is essential for a map to work well with AI opponents. I think if you look in your gamedata/tools directory, there will be a word document that explains bot routing... Link to comment Share on other sites More sharing options...
Ryick Pa'tran Posted January 10, 2003 Author Share Posted January 10, 2003 Thanks again Wedge. By the way, I can't stop playing your Mars map. Link to comment Share on other sites More sharing options...
wedge2211 Posted January 10, 2003 Share Posted January 10, 2003 Thanks. THose are probably some of the best words a mapper can hear. Did you find the bot-routing doc? If you didn't, I can write up a short tutorial, I did all the bot-routing for Mars and City of the Ancients myself, and they work pretty well, so I at least think I know what I'm doing! Link to comment Share on other sites More sharing options...
Ryick Pa'tran Posted January 11, 2003 Author Share Posted January 11, 2003 Wedge--I haven't had a chance to look at the Bot-routing tutorial yet so I don't know if it will help me. If it doesn't help, I'd greatly appreciate a tutorial from you (your bots in Mars keep killing me). Link to comment Share on other sites More sharing options...
Eldritch Posted January 11, 2003 Share Posted January 11, 2003 Originally posted by wedge2211 I can write up a short tutorial, I did all the bot-routing for Mars and City of the Ancients myself, and they work pretty well, so I at least think I know what I'm doing! I think I'd like to see that tutorial as well. Link to comment Share on other sites More sharing options...
Ryick Pa'tran Posted January 15, 2003 Author Share Posted January 15, 2003 Wedge--I have found the Bot Tutorial and it is helpful. Thank you so much. If you do have the spare time, I'd (and many other people) appreciate a tutorial on Bot-Routes from you. You did a great job on Mars! Link to comment Share on other sites More sharing options...
wedge2211 Posted January 15, 2003 Share Posted January 15, 2003 I actually wrote one up, soon after you asked about one the first time. Aru tried to ask people to sticky it, but it's fallen down the list...I posted a link in the resources thread, but you can look at my outcast site (link in the sig), and the bot-route tutorial is listed near the top. Link to comment Share on other sites More sharing options...
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