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IrocJeff

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Posts posted by IrocJeff

  1. ?

    You should be able to orient the guns just fine. Set the spawnflags on the misc_model_gun_rack and it will spawn guns on the rack for you.

     

    I don't have any spawnflags on my entity, that seems to be the problem. I have nothing to check nor do I have anything in the text portion of the entity window. Do you know the spawnflags offhand so I can do them manually? 

  2. Trying to add some sounds near computers, the generator room, ect... I'm doing ok with that when I can get them to work. The problem is with range of sound.  I'm hearing the sounds outside of the room they are in.

     

    Are there any methods to make the range smaller or the volume less further away?

  3. I believe you need to set the project settings to Singleplayer Mapping Mode to get the misc_model_gun_rack/misc_model_weapon_rack.

     

    As for the shelf, it's possible that items need a certain amount of space around them, I don't know for sure.

     

    My project is set for SP mapping and my gun rack works great as it just hangs on the wall. The problem is trying to get blasters or something to orient themselves upwards  so I can put them on the rack. 

     

    On to your space comment. I think this may be pretty accurate. It seems that the top  of the bounding box of what I add to the map needs to be in open space. Nothing I put on the shelf works because the bounding box is cut by the next shelf. I CAN put stuff in the open crate and have the sides touching or going through and things spawn ok. ODD.  

  4. Wasn't aware of this. That's great though. The "add to entity" feature isn't on my GtkRadiant 1.5 unfortunately. For 1.5. users, Entity > Ungroup will reset it to worldspawn.

     

    I'm glad there are message boards for all this stuff... You learn more here from other people than official manuals.

    Circa likes this
  5. ^ Almost, except the trigger needs to be a separate entity called trigger_multiple.

     

    Give it a wait time equal to the doors wait time as well.

     

    Well, I meant that I would need to tie the entity to only 1 brush of the elevator and not all of them. 

  6. So, I would make what I want and then select everything and make it a Func_door. Then, all I would need to do is edit one of the brushes in the entity window since it would all be grouped together, right? Then, I would set my trigger to any of the brushes I would assume since its all grouped together?

  7. Arent there just tickboxes for the various spawnflags on 1.5.0? Much easier than manually figuring out the spawnflag value...

    I had issues with 1.5 and i did not like the texture scroll thing in the window. It was buggy on my system. 1.4 works the best for me and i'm comfortable with it. 

  8. Thanks again. So, If I were to add in Spanwflags with a value of 8 then I should be able to use the Toggle feature, correct? 

     

    Yes it does, Jeff..  :winkthumb:

     

    Thanks for all the help everybody. I'm assuming I'll have more mundane problems to post about in the near future.

  9. gtk radiant 1.5.0

    spawnflags of funcplat are alls with "x" really is not of much help that. 

    Spawnflag of func_door:

    1 start open

    2 force activate

    4 crusher

    8 TOGGLE

    16 locked

    32 goodie

    64 player_use

    128 inactive.

     

    Thanks again. So, If I were to add in Spanwflags with a value of 8 then I should be able to use the Toggle feature, correct? 

  10. mmm, i suppose that an elevactor can function correctly makine it as func door with Toggle option and and Use function. so the elever moving ONLY when yu use it, on a sense, or on another. Use -> go up until end. Use -> go down until end. in that's way, a toggle func door is an elevator controllable. i need to watch my map Tomb.map for see how work the elever of main crypt room.

     

    Ok. okay, pretty simple: yu need to entities. these are the parameters.

     

    we begin with the button.

    this is my button for activate elevator

    angle 90

    class name func_button

    delay 5

    lip 5

    soundset stone_door

    spawnflag: player use

    target stoneplatform

    wait 3

     

    the button activate that:

    classname: func_plat

    targetname stoneplatform

    height: 341

    lip: 5

    soundset: stone_door

    speed: 20

     

    That's all. :)

    you need to make the brush not athe lower edge of his goal but at the upper edege. 

    when yu setting the height value, you specify the distance in map unit that separe the brush by the ground. when yu play the game, yu will find the brush at ground level. :)

    the other way is a func_door with a toogle function, so player can control elevator, but this need a button incorporated on the brush itself, like a true lift. for a more realistic impact. the button also in that case is a func_Door part. :)

     

    Thanks for the help. I didn't follow what you did exactly but I did make a func-plat that worked. I then remade it to a func door and got that to work as well. No issues. 

    I used a trigger instead of a button and it worked. Then, I copied and pasted the trigger and it works on both floors of my test map.

     

     

    Just set a "wait" key for the number of seconds you want it to stay in the open position if you dont want it toggled at each end manually.

     

    I'd actually like it toggled manually at each end. I'm using GTK Radiant 1.4. In my entity window I have a TOGGLE command or whatever it is but I'm not sure how to implement it. I have a checkbox for StartOpen, then and X, then a crusher. If you or anyone can help me on this I won't have to redesign my map and can get back on schedule.

    Asgarath83 likes this
  11. shot0010.jpg

     

    I created a "supply shed" so to speak in the trenches of my outdoor level. This is where I'd like the player to pick up a Pistol, some detonators, and some ammo.

     

    I'm running into an issue where sometimes the items will not be in the compiled map I run.  On my shelf there is a space by the med-boxes for an item and on the bottom shelf there is a space for more items. No matter what I put on that shelf, it will not show up in the game at all.

     

    Towards the right of the crosshair is an open crate with the lid leaning against the side of the crate. In here I wanted to put the detonators. However, they won't show up but I can put blaster packs in there and they'll spawn fine. If I put the detonators on the crate right by the crosshair they'll spawn fine.

     

    Does anyone have any ideas as to why this is happening?

     

    Also, I have the weapons rack model on the wall in another part of this room. I want to put some blasters on it. My problem is that the blasters won't point upwards and they don't seem to show up in the game, either. How does one make this weapons rack work. I couldn't find one in the Kejim map.

     

     

  12. Is this when you are on the elevator, or while waiting for it on the down or upside? Almost sounds as if the trigger field gets activated again while you're waiting for the elevator. Do the triggers have the use_button enabled? Or else it could be activated by you just standing in the field and waiting for the elevator, thus shooting up again as you described.

     

    Well, I don't have any triggers on the tutorial I found. In my test map my elevator would  be at the bottom. I'd get on it and go up to my set height. Then, it'd sit there for a bit, whatever I set it at, and then i'd come back down. The issue happens on that part.

     

    Someone posted below this so I want to take a look at what he said and see if that way is easier... 

  13. I finally got it working. That's an hour and half of my life I'll never get back.  :D

     

    I lined up all the stock images and then the ones you had sent me below them. After much squinting, I was able to get it to work. I had to rename and inverse two, the back and left ones. Then, It took about 7 re-orientations of the top image. For some reason, everyime I turned that image clockwise it would go counterclockwise in the game. Odd.

     

    At any rate, thanks for all your help. I now know how to orient textures and pity people who do this for a living...  :winkthumb:

  14. I've been having issues with the func_door method, also. I can make the darn thing and get it to go up and then wait and then come back down. The problem comes when its about 3/4 the way back down it shoots back up again. I have no idea why. I've been re-designing my level around the problem. 

  15. Once again, I'm a bit confused with the Rich Diesal Tutorials for this topic. I think its because there are no pictures and just text. Is there anyone that can explain elevators a bit clearer for me?

     

    I want my elevator to start lowered at the bottom of the shaft, the player then activates the controls to raise it up. Then, he gets on the elevator and it goes down again. Finally, the map will end.

     

     

     

     

  16. If you're really into that sky, I could take a look if I could make it seamless (if they are at all meant to be used together)

     

     

    I kinda like it. I'm going one of two ways with my level as I found a cool mars-ish looking soil texture that looks awesome. I thought I'd add a Mars-ish sky and maybe some red-ish fog too. 

     

    Where should I send it?

  17. Yeah, you're supposed to type in the name of the .shader file along with the other names in the shaderlist.txt. You usually have one .shader for every level, where you collect all your shaders in.

     

    Your skies are named redsky_etc, but you're making the shader look for "thesky".

     

    The .shader file was the part I did wrong, along with the typo. I was able to load my skybox and it was visible but its not that great. I'm guessing the free skybox I got wasn't aligned properly and so it doesn't look good. It also doesn't look seamless so I have to look elsewhere..

     

    Thanks for the help

  18. I've followed the Rich Diesal Tutorial and modified some images I found and created a shader file to go along with it. I'm running into problems. All I get is a checkerboard pattern where my images are supposed to go, but, my lighting is red-ish which is what I wanted from the shader. So, I have no images showing up but the light works.

     

     

    textures/skies/redsky
     
         {
     
                   qer_editorimage textures/skies/sky
     
                   q3map_lightRGB 1.000000 0.108827 0.108827
     
                   q3map_skylight 200 5
     
                   surfaceparm nomarks
     
                   surfaceparm sky
     
                   surfaceparm noimpact
     
                   surfaceparm nodlight
     
                   q3map_lightmapFilterRadius 0 8
     
                   q3map_sunExt 1.000000 0.997119 0.857641 350 90 90 1 2
     
                   notc
     
                   q3map_nolightmap
     
                   skyParms textures/skies/thesky 1024 -
     
         }
     
    My textures are renamed just as they are in the tutorial, only mine are redsky_bk, redsky_dn, ect..
     
    The tutorial says that  will need to add the shader to the shaderlist.txt and then load it in the textures menu. Does this mean I am to add redsky.shader into the list of all the other shaders as its own file or do I just add it to the skies.shader with all the other ones? My textures are in the skies texture directory.
     
    This is for single player mapping as well.
     
  19. shot0007.jpg

     

    Here is a shot of the outdoor part. This is a really small part of the level itself and is there just for a setting. My brush count was running rather high so I had to use a backup terrain I made and made my entire station underground. I had designed the base itself to be above ground. So, I used a smaller, less detailed terrain and made a trench system in it, some large doors where the supply ships enter and leave, and some other small buildings including the access area to the base itself.

     

    I was going to make an electric fence around the base but decided to go the Call of Duty 1&2 route and borrow the landmine sign. I went on google and found some landmine signs and then found the star wars basic font and made my own signs. They say "Danger! Mines", but, in the star wars language font. I'm really liking making or hacking up textures in my case.. hehe.. 

     

    As of now, my terrain is connected to the underground base so the entire level is actually done. I'm still working on the texturing of the outdoor part and the skybox. Then, I have to learn about scripting and how to put in the bad guys and stuff.

     

    Here is an alternate image of the snowy part done in a dirt/sand texture. The only reason I did this is because the terrain isn't 100% smooth and may end up better with a mineral texture instead of snow. Since my story involves meth, i can still call it Ice Station Jawa if I go this route. hehehe.  Ice being slang for meth. I wanted the double meaning in the title with a snowy world and meth but I'm happy either way. 

    shot0006.jpg

    KhorneSyrup and Circa like this
  20. IrocJeff what are you doing to create your ladder? Are you using the tiny brushes method of making a super tall stair case or are you just making a brush around it with system/ladder like SoF2 / W:ET ?

    I'm using the system texture. I don't know any other way to make a ladder.

     

    Here is how I did mine in case anyone is interested. I made brushes that look like a ladder. Then, make a brush that would encompass the bounding box of the player and place that right up against the ladder step. You can make it bigger if you like. Shown at the right you have the wall, the step, the ladder texture.   |--{ladder system texture} . It should look something like that in the editor with about the same width as well.

     

    Then, as someone above mentioned, I put a Cushion system texture on a brush and then placed that at the bottom of the ladder the same width and my ladder system texture. This stops the problem that randomly happened to me when climbing down the ladder and taking damage.

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