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MoonDog

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Everything posted by MoonDog

  1. Should work like that, no Icarus required.
  2. Let's say this is your door. { "classname" "func_door" "origin" "0 0 0" "angle" "-1" "targetname" "the_door_01" "spawnflags" "16" // This NEEDS TO BE SET. Indicates the door is "Locked" } That's how that'd be setup. This would be your security panel: { "classname" "misc_security_panel" "origin" "0 0 0" "angles" "0 0 0" "target" "the_door_01" "message" "the_door_01_key" // The key that will open the door } Then you need the NPC that drops the "key" { "classname" "NPC_imperial" "origin" "0 0 0" "angles" "0 0 0" "message" "the_door_01_key" // This needs to correspond with the misc_security_panel you want the player to be able to unlock after killing the NPC and getting the key }
  3. L is the mapinfo list. N is the entity list. Also, you do not need to individually select the brushes of a func_door and set their values... that takes forever. If your entity has multiple brushes, you can select them all at the same time much the same way you'd select a func_group. Also, you need the message key on the security panel, and the NPC. Like I said above... As well as the proper spawnflags on the door indicating that the entity is "locked". You need to give proper and complete directions when offering help. It's not cool to give incomplete information...
  4. It's cool that you learned a bit of coding, level design and environment art at least. That's a handy set of hats to have.
  5. You can set health values on players with Icarus. Not sure how high you can go however.
  6. Give the func_door spawnflags 16. Which is locked. Give it a targetname. Make a misc_security_panel and target it at the door. Give it a "message" key with whatever value you want. Such as, door_01_key. Create the NPC entity you wish the player to kill in order to acquire the key. Also give it the message key, of the same value.
  7. Yes. In single player. It's been a long time, but I do not think you are going to get the results you are looking for in MP. Select the entity and press N.
  8. I don't think it works properly in MP. You can try however.
  9. Known plagiarist seeks attention. Seems on topic to me.
  10. You should indicate that you'll be needing a mapper or two as well. After all, decompiling isn't really a skill, now is it? The copypasta sauce runs out eventually you know.
  11. Making an admin key is exactly the same thing, so you could simply follow that tutorial. You just need a door run by a trigger, that will only activate if a parameter is set to a certain integer(or string) on the player. In Icarus, that is the simplest way to get the job done. Getting the NPC to drop something that sets the parameter will take a little doing. Icarus is very weak in this regard. I'll have to think about this, look through my library of scripts and see if I did it in the past.
  12. Is there a button on the keyboard that will do the work of making the website automatically?
  13. Those are individual brushes, due to the need to have open sections in weird places on a cylinder. It's going to look a little funky, whatever you do.
  14. Portal 2 is 75 percent off on Steam right now.

    1. MoonDog

      MoonDog

      Portal and Portal 2 bundled are 6.24. Jump on that

    2. eezstreet

      eezstreet

      Portal was free at one point, and TF2 is now free-to-play. So what's the point of the Orange Box anymore? :<

    3. MoonDog

      MoonDog

      It comes with soft tacos.

  15. I believe Norman does it in Arevass http://jkhub.org/files/file/302-arevass/ Szico may do similar things in his levels. http://jkhub.org/user/61-szico-vii/ This tutorial goes through some of the process, http://jkhub.org/tutorials/article/62-realistic-water/
  16. The way to make it look best is going to be a little more painstaking. Some of the materials on Serenity are a little more matte, so using a weak env map on those parts will help tremendously. As for the parts that offer a good deal of reflection, it would be best to take a reflective water approach and get rough 90 degree shots of the space inside your skybox, combining them into one env map image and weakening it. That way you sort of get a good spacey reflection. Will look great if you have a faux sun, space debris etc... floating around. Depending on the complexity of the space, you may have to clone off shaders for each side. It will be a little expensive shader memory wise, but shouldn't break the bank.
  17. Try this and let me know how it looks.
  18. That specular texture is awful. Give me 30 minutes.
  19. MoonDog

    New Staff

    Many condolences.
  20. It's a deprecated shader preview utility, that is supremely out of date.
  21. No problem! I wouldn't mind seeing a shot or two of your results. I've never used lightFilter, curious to see how it turns out.
  22. Much like a shadow casting grate, you'll need a lightsource behind the material pointing in the desired direction. Is your source material setup properly for transparency? I imagine it'd have to be for lightFilter. I've never used lightFilter tbh.
  23. surfaceparm lightfilter Causes the Q3Map2 light stage to use the texture's RGB and alpha channels to generate colored alpha shadows in the lightmap. For example, this can be used to create the colored light effect cast by stained glass windows. This can be used with surfaceparm alphashadow.
  24. I prefer to use categorized dynamic Icarus scripts for my doors( Ex: double_doors.ibi, single_door.ibi, double_rotating_doors.ibi, single_rotating_door.ibi, etc... ). That way I can have a huge amount of different types of doors, and adjust lines in a script accordingly. To me, it's easier to setup entities to properly use dynamic scripts, and then just change the one script, rather than changing KVP's on large amounts of entities.
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