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Also
why is the portal's black texture invisible when underwater?
#16265 posted by metlslime on 2016/03/16 20:54:29
*teleport is treated as water (to get the warping effect), and when you put two water brushes overlapping, the interior faces get removed (to create one continuous volume of water.)
Some tricks:
1. create a pocket of air where you want to see a teleporter, and use a thin *teleport texture to make the boundary of the pocket.
2. create a func_wall with the *teleport texture, it's a separate entity so it won't merge with the other water.
Gustavo6046
And where do I ask questions like this? This is a mapping questions area, not reviewing maps area.
Maybe post a few screenshots and a compiled beta of your map in the Screenshots & Betas thread.
Well...
#16267 posted by Rick on 2016/03/16 21:23:06
I didn't really want to just plop the gun on a moving pillar, but I may end up doing something like that.
I appreciate the offers for help, but this map is right at the edge of exceeding the normal map limits and I intend to finish it without doing that. I only have about 4 models left to play with and the marksurfaces are over 32000 and at an unstable point.
On top of that, it's actually pretty complex. If I leave it alone for more than a few weeks I tend to forget how everything works.
Rick
Split the map into 5 maps, MAPNAME_1, MAPNAME_2, MAPNAME_3, MAPNAME_4 and MAPNAME_5. Then it won't be large, I hope.
Almost Forgot
You can also accept the map as is and put the exit right away. :)
Delays
Those of you that have been supporting me with learning how to map: I'm a bit in the weeds. I am in highschool, and right now, mapping is not top priority. Even on my spring break, I have tons of school assignments. Some of you may remember that I said that I would "light vertig for the fourth time," I haven't actually been able to do that. Almost the next day after I posted that, I got all of this crud to do. Because of this, if I say I'm going to do something, I might not be able to do it for a while. I haven't been mapping, but I'll get right back onto it as soon as I can. I can't promise it, but I'm pretty sure I will have time to do all of the stuff I want after spring break. Wish me straight A's.
Hmm
SpecialBomb, you're not required to do mapping :)
Also, how do I make so monsters teleport into some area after a trigger activation?
Gustavo6046
Yeah, I understand that.
It's just that I have decided to be a continuation of this subculture, and I feel that it is pretty important to be criticized by the people know what they are doing, so that way I can get to their level in the future. I know, it's a bit overkill.
Also, I think I know how to help you.
Do you want the monsters to suddenly jump from one place to another, or do you want the monster to suddenly exist?
Noooo!
#16273 posted by DeeDoubleU on 2016/03/16 23:20:07
There are no excuses! Forget food and sleep and go map!
Just kidding, good luck with those A's.
@Gustavo6046
Link trigger/button to trigger_teleport and that trigger_teleport to info_teleport_destination.
Put monster so he is inside/touching trigger_teleport.
You may wish to have all this stuff in a separate room "outside" the main map.
SpecialBomb
Nevermind, I guess I can just do a func_door with a clip texture and a func_illusionary brush in the floor the monster will appear. The monster will be lifted by the func_door to the func_illusionary brush.
What kind of brush is there that only monsters can clip through?
Here's A Doc On Teleporting Monsters (I Still Don't Really Get It...)
http://www.bspquakeeditor.com/q1tutor/q_monster.html
I recommend going to this site when you need to figure something out. It's SUPER OLD though, so one of my projects in the future is to remake these tutorials for a more user friendly (vids, docs, map examples, etc.)
School Is More Important Than Mapping.
#16276 posted by SleepwalkR on 2016/03/16 23:39:06
Okay, Here Is What I Think It Means...
What you are supposed to do is make an empty room where you will "store" your monsters. This room is supposed to be separate from your main map. Put your monsters in that room, and then put some teleport entities right on them. Then you go to the main room, and put a teleport destination info entity where you want a monster to teleport. Link the teleport destination entity to the teleport entity, and then you link the teleport entity to a trigger once in your main map. And you are done. Sucks that you can't just make a monster start disabled, and then trigger it to re-enable it.
Note: I have no idea how you are supposed to link the teleport and teleport destination together, so you may need to google a bit.
Delayed Spawn
#16278 posted by mjb on 2016/03/16 23:43:34
Some modifications allow for spawnflags to be set to not spawn a monster upon start. Then you need only target the monster in question for them appear.
Two popular ones that can do this would be Quoth and Arcane Dimensions.
#16279 posted by Spirit on 2016/03/16 23:43:53
If you knew how long some people take for their maps... Relax! :-)
Spirit
To be honest, I have no idea.
Also, your run Quaddicted, right?
#16281 posted by Rick on 2016/03/17 00:02:41
Why not try making a map without relying on teleporting monsters? I try to avoid it.
It's actually a kind of worn out mechanic.
A bit like Doom 3 monster closets, now that I think about it.
Rick
It's because there is little space for other closet. Please check the Revision 1: https://www.dropbox.com/s/wfj440tkrnq2bn4/guse1m2.zip?raw=1 Play the map. Either side is occupied by something, be it a door, a mechanism, a closet, or whatever. No space for a Vore trap after pressing the button, except I make a teleporting monster. Well, it's the best I can do.
Slopes Or Stairs?
Should I use slopes or stairs while making a deathmatch map?
Stairs
Figured it out myself
How To Make Map Overviews?
Like the ones in CS, but for other games like all the Quake engine games and UT (but especially Quake 1).
Example:
http://i65.servimg.com/u/f65/12/75/64/79/map_d310.jpg
I try to noclip out of the level and take a screenshot, but there's usually a Hall of Mirrors effect or having some parts of the map disappear.
#16286 posted by Rick on 2016/03/17 11:15:11
Add command "gl_clear 1" (without quotes) to you autoexec.bat to get rid of HoM.
If there's a lot of sky, that will get in the way also. Too bad there's not an option to turn off drawing of the sky.
Hit the + (plus) key a few times to hide the staus bar, and type the command "r_drawviewmodel 0" to hide the player weapon.
#16287 posted by Rick on 2016/03/17 11:21:12
Also, if you have fog enabled it might look better in an overview screenshot if it's turned off. Like I didn't do here:
http://quaketastic.com/files/screen_shots/Wish13_0007.jpg
Red Lettering For Messages
#16288 posted by mjb on 2016/03/17 14:46:21
Something I can't figure out:
How do you achieve the Red/Bold lettering on messages?
At the very least, in ad_swampy the textbook used to start the tome of power quest has an example.
I see that the message key has a value with/b The Rune Quest/b/ <--(Backslashes) but when I attempt that on my map it does not work which also uses AD by the way.
I have even directly copied MFX's textbook and it still does not display the lettering which leads me to believe I am missing an element here. Any help is appreciated!
While we are at it, are there other fancy lettering you can do?
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