#20220 posted by
Party Boy on 2019/07/08 23:29:07
OK, I fixed, it
I'm working with PS, I was just picking the color from the Quake palette
.png from here:
https://quakewiki.org/wiki/Quake_palette
and applying the Paint Bucket over the texture, all of this on RGB Color mode
It didn't work for some reason
I took the texture and on Indexed Color mode, applied the .act palette
Then changed it to RGB Color mode again and exported
It worked
Thanks for the help
Nice Texture!
#20222 posted by
madfox on 2019/07/09 18:23:48
How did you obtain the transparant?
#20223 posted by
Party Boy on 2019/07/10 01:34:21
It's explained here:
https://youtu.be/xnSqmHOh3XQ?t=362
I extracted the texture from the GoldenEye
.rom
With Source, there's a lot of detailed information on in-game units, such as player speed, bounding blocks, etc. Check this page:
https://developer.valvesoftware.com/wiki/Dimensions
Where can I find similar info for Quake 3 and Quake 1?
Misc_poster
Is that velocity in units per second?
Hi I am trying to make an elevator in my map... the problem I am having is the elevator is triggered by a button... the only problem is when it gets to the bottom it comes back up... how do I make it stop till triggered again at the bottom of the elevator shaft? thanks.
In "vanilla" Quake once a func_plat is triggered it will lower and wait for the player. Once the player steps into the "trigger volume" of the elevator it will rise up.
If you want a elevator that toggles using a button that use a func_door instead. This is covered in my entity tutorial here:
https://youtu.be/TQ8MN8V0JuE?t=233
Watch the whole way through as I show how to toggle a door - which is the method you will use to toggle the elevator.
Two Questions
#20230 posted by
gillandro on 2019/07/14 04:14:54
1. Hi I am trying to make an elevator in my map... the problem I am having is the elevator is triggered by a button... the only problem is when it gets to the bottom it comes back up... how do I make it stop till triggered again at the bottom of the elevator shaft? thanks.
2. I am trying to make triggerable enemies but when i set them some where and apply a trigger to a dog for example i pass the trigger point and it still sits in the spot i had put it....
#20231 posted by
Shambler on 2019/07/14 09:50:11
1. There should be a flag to set the elevator to just toggleable.
2. Double check targetnames etc. Should just be a matter of trouble shooting.
Gillandro
#20232 posted by
Preach on 2019/07/14 16:01:52
Often the trick to making an elevator that does what you want is to use the func_door class instead, and vary the lip field to get the height you want. In your case you will want to apply the TOGGLE spawnflag to your "door" so that it never moves without being triggered.
Preach
#20233 posted by
gillandro on 2019/07/14 17:30:28
thank you for your help... but what is the plat function for?
Specialised Task
#20234 posted by
Preach on 2019/07/14 18:08:38
func_plat is designed to be an self contained platform that doesn't need any other triggers to function. So it automatically rises when the player steps on it, and automatically descends again afterwards. It's not useless, but it can't really be customised if you want it to behave differently.
Door Issues
#20235 posted by
gillandro on 2019/07/14 18:32:50
how do you get a door to go up and down instead of side to side? thanks.
Re: Door Issues
#20236 posted by
muk on 2019/07/14 22:59:07
Set the angle to -1 for up, -2 for down
Secrets
#20237 posted by
gillandro on 2019/07/15 16:33:39
Hi all... I was wondering... when I make a secret door to hide maybe an item or something... what do I do to make the game display a "you have discovered a secret"
message? I know I would probably have to trigger it... or is it in the secret door function as an option? thanks.
Secrets
#20238 posted by
gillandro on 2019/07/15 16:33:41
Hi all... I was wondering... when I make a secret door to hide maybe an item or something... what do I do to make the game display a "you have discovered a secret"
message? I know I would probably have to trigger it... or is it in the secret door function as an option? thanks.
Secrets
#20239 posted by
gillandro on 2019/07/15 16:36:08
never mind...found it just wasn't sure how to delete my previous post about the matter thanks.
Gillandro
I think you missed my post above with the YouTube link that explains plats and doors. Here's the link again:
https://youtu.be/TQ8MN8V0JuE?t=233
also here is a long video that explains how secret doors work.
https://www.youtube.com/watch?v=jw1c7O5WkbI&t=334s
Where Do Black Ops 3 Mappers Lurk?
#20241 posted by
Jago on 2019/07/16 06:39:40
Not really sure if this belongs here or in the General thread.
Since creators of custom maps for Black Ops 3, both multiplayer and zombies mode, do exist, where do these people "hang out"? I went through a few large discords I could find, but they had no mapping/modding channels. Wasn't successful at finding some forum-based community either.
What gives?
Blops Custom
#20242 posted by
ww on 2019/07/17 23:52:43
3 seconds later and google autocomplete delivers
https://discordapp.com/invite/PncbcvT
#20243 posted by
Thulsa on 2019/07/19 16:54:04
Perhaps it's more for general abuse, but I'm not sure.
Was there ever an all-colab jam? I.e. every map was worked on by 2+ people (or exactly 2 people, but that doesn't mean one person couldn't colaborate on multiple maps or with multiple people).
TIA!
There's Literally One Ending Today
sm199