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OCD2

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Everything posted by OCD2

  1. Thank you for the information. I understand most of what you wrote, through some was still outside my current skillset, though I'm willing and actively trying to learn! So I could use a func train, and have it run its course, and trigger a teleport that resets it to the starting point - to make a sort of endless loop? I was hoping to make at least a flat platform, that moves the player in a single direction. With box's interspaced on it, so a player could "ride" it with some small cover to help them advance.
  2. If you ask, people will generally help, or point you in the right direction. https://jkhub.org/forums/forum/153-tutorials/ A quick glance at the tutorials section shows pages of modeling tutorials. I believe the expectation is for people to read and try to learn on their own, and ask questions if youre stuck or confused.
  3. Very cool, thank you for all of the input, it is appreciated. My main intent is to make a flat, moving conveyor belt, like you see in factories, mines, airports - I think I may be able to make one based off all the ideas you shared. Will try when I get a chance and share my results.
  4. Thank you for the idea, I'll look into it and see what I can make.
  5. Noone likely minds the name, just appreciate the effort!
  6. Sure, show more. It's nice to see new work.
  7. So can I make a loop somehow to create a conveyor?
  8. Thank you for the reply. I was playing a map named Citadel, and saw they added a line of moving "parts" that went down a path and disappeared into a hole, and repeated over and over. I thought that might apply to making a conveyor belt.
  9. I've been trying to think of a way to make a moving walkway/escalator, and I cannot determine how to make one work. Is there a way to set up a constantly moving walkway? And if so, can you make it change directions to the x or y axis? (So you can continuously ride it as it turns corners.)
  10. I think I've got it, thank you for your help. Though in using a func door to slide the bridge, how do you avoid having the bridge piece slide out dark from lack of lightning?
  11. Thank you! What keys do you use to have them start in the "open" position?
  12. As per title - How do you make extending drawbridges? Do you have to write a script?
  13. Good question. Some people make terrain in other programs and export. Maybe they will chime in?
  14. Will she have an animation where she snarls with pointy teeth?
  15. Alright, I will be sure to add HINT to them as I build them out. Really appreciate your input.
  16. I was not done with the room/map yet when the problem arose - I just wanted to sqaush it before the map was built up. With this map, there will be several corridors on the perimeter and at least two more rooms. Will having a blocksize 0 impact the rest of the map as I build it out?
  17. lol, yes that would help. https://imgur.com/a/F2YVTUd Edit : I was able to resolve it by moving a few brushes.
  18. Thank you for the explanations! I started plugging away at the map again, blocking out more areas, and now ive found that the wall opposite of the one which issue was solved now seems to not accept light! Not sure if its a separate issue, but in these photos, there is a 7000 unit light entity right next to the wall and its quite dark.
  19. I did it, compiled it and the map is functional again! Thank you immensely for the help! May I ask what blocksize does, and how you knew to change it to 0 to solve the problem?
  20. Could I select a side wall, for example? Press N, and then enter the blocksize 0 command?
  21. Oh thank you for the information! I have made everything inside the shell into detail brushes - How do I reduce blocksize?
  22. I moved the map to new coordinates, and the problem still exists. I also took photos of the area with showtris enabled. https://imgur.com/a/ctUA4Fd
  23. I moved the map, and was able to compile it at different coordinates. The issue still exists. I went through and took some pictures of the bad wall with showtris enabled. I cannot see any issue on the wall seam where it is causing the mirror bug - though im not yet sure how to use showtris fully to debug the situation. The map size is not final, I was going to raise that room up about 1/4, and have a tunnel system around the edges that funnels players towards each other and for flanking, as well include two other medium sized rooms to the map. I was hoping to find the fix for this bug before continuing to build out the map. I do appreciate all of the information, im learning so much. Here are the images of the bugged area with showtris enabled. The offending bottom corner, from another angle, and from overhead - and the final picture to show the problem still exists. https://imgur.com/a/ctUA4Fd Im stumped.
  24. I moved the map, and tried to compile. I received this error message: --- LoadMapFile --- Loading C:/Program Files (x86)/Steam/steamapps/common/Jedi Academy/GameData/base/maps/deletethisNo brushes selected. ************ ERROR ************ Error opening C:/Program Files (x86)/Steam/steamapps/common/Jedi Academy/GameData/base/maps/deletethisNo brushes selected. : Invalid argument
  25. Thank you, I will be trying those suggestions shortly. Also another hosting site for the file: http://www.mediafire.com/file/wyrqqiauqhr9aam/moist.map/file
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