Map Editing |
by Goetzenzar
on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2846862 views, last view: 12/09/2021 03:09 |
 |
|
Welcome to the map editing saloon:
here u can post ur screens, maps, comments, questions and answers about mapediting, and meet other ppl for coop-sessions online :)
|
 |
|

Board Index

|
 |
#3398: Re: Two-switch victory in SP? |
|
by SheeEttin
on 02/28/2008 15:37, refers to #3396
|
 |
|
Just made a similar (but maybe a little more helpful) suggestion there.
reply to this message
|
 |
#3399: Question |
|
by Titanic12ship
on 03/02/2008 20:32
|
 |
|
How can you make a platform stop when it hits something?
reply to this message
|
 |
#3400: Re: Question |
|
by MeatROme
on 03/02/2008 22:14, refers to #3399
|
 |
|
I bet you want to "tag" them;
but TBH haven't done that in a while ... IIRC SheeEttin did a very nice demo-map for these entities and I bet he also included this feature!
http://www.quadropolis.us/node/951
Oh ... why am I reading the math problems always wrong lately?!? plus instead of multiplay ... LOL
reply to this message
|
 |
#3401: Re: Question |
|
by Titanic12ship
on 03/03/2008 02:55, refers to #3400
|
 |
|
Thanks for the answer.
reply to this message
|
 |
#3402: Re: Question |
|
by SheeEttin
on 03/03/2008 21:09, refers to #3400
|
 |
|
No, I didn't... I just threw that together for a really quick demo.
I've been thinking of updating it with more of the things you can do (e.g. the triggers).
reply to this message
|
 |
#3403: i need help making water |
|
by Uzumakisan
on 03/06/2008 06:49
|
 |
|
how do you make things turn into water can't seem to find out how
reply to this message
|
 |
#3404: Re: i need help making water |
|
by tentus_
on 03/06/2008 07:36, refers to #3403
|
 |
|
Select the area you want, hit the tilde button (underneath the ESC button), and type:
/editmat water
reply to this message
|
 |
#3405: Re: i need help making water |
|
by MovingTarget
on 03/06/2008 14:22, refers to #3404
|
 |
|
Instead of /editmat water, just /water is easier.
reply to this message
|
 |
#3406: platforms |
|
by Oh No Ghost!
on 03/06/2008 14:56
|
 |
|
Sorry if this has already been answered, but how do you make trigger-activated platforms/elevators? I've tried giving the trigger and the elevator the same tag, but it doesn't work- do I need to write something in the CFG?
reply to this message
|
 |
#3407: Re: i need help making water |
|
by tentus_
on 03/06/2008 16:27, refers to #3405
|
 |
|
Huh, good to know. Does that work for AIclip and the others as well?
reply to this message
|
 |
#3408: Re: i need help making water |
|
by MovingTarget
on 03/06/2008 17:37, refers to #3407
|
 |
|
Yup.
1*1=11?
reply to this message
|
 |
#3409: Re: platforms |
|
by demosthenes
on 03/06/2008 21:28, refers to #3406
|
 |
|
You need to make a trigger alias:
level_trigger_x = []
It has to contain the command "platform y m" (without quotes), where x is the trigger ID, y is the platform tag, and m is the direction of movement (1 for up/facing, -1 for down/anti-facing).
Or, for a simple elevator:
platform1up = -1
alias level_trigger_1 [if (= $platform1up 1) [sleep 1500 [platform 1 -1]; platform1up = -1] [sleep 1500 [platform 1 1]; platform1up = 1] ]
That would use trigger 1 and platform 1 to make an elevator that delays a second and a half at the push of the button, then moves the opposite of the direction it moved last.
Of course, platform y 0 will stop platform y.
reply to this message
|
 |
#3410: Re: platforms |
|
by Oh No Ghost!
on 03/07/2008 02:20, refers to #3409
|
 |
|
Works perfectly, thanks!
In addition to the obvious use as platforms/elevators, you can also use platforms to trigger explosions! you place a platform somewhere off-sight on the map with a barrel on top of it over a 4x4 lava block. When the trigger is activated, have the platform move under something that blocks the barrel, pushing it off into the lava. From there, you just set up a domino chain of barrels to whatever you want to explode, and voila!
reply to this message
|
 |
#3411: Custom md3 monster is leaning back when it shoots me. |
|
by screenracer
on 03/10/2008 01:43
|
 |
|
If I am on ledge above a monster object, it can shoot me, but the entire model (lower, torso & head) is leaning back to shoot me. Not just the torso? Can I set a limit to this lean per md3 model?
reply to this message
|
 |
#3412: Re: Custom md3 monster is leaning back when it shoots me. |
|
by MeatROme
on 03/10/2008 03:23, refers to #3411
|
 |
|
md2pitch, md3pitch
heh - and I'm not even a modeler :)
reply to this message
|
 |
#3413: Re: Custom md3 monster is leaning back when it shoots me. |
|
by screenracer
on 03/10/2008 06:38
|
 |
|
Thanks MeatROme, I found it that about half an hour after I asked the question. The documentation on cube is good. But it took me all weekend to get a md3 model working as a monster. Polycount articals section is down. I was finally able to open the sample max files of the ID guys. I didn't know the proper way to setup the tag points and naming. I am new to the md3/md2 format.
I think the best link that I found was to a spanish tutorial that also covered the correct way to use and export using the "pop n fresh" exporter.
tutorial how to export from max into md3:
http://translate.google.com/translate?u=http%3A%2F%2Fw3studi.informatik.uni-stuttgart.de%2F%7Ebischowg%2FCreateMD3Tut%2FCreateMD3Tut.html%23bipedphys&langpair=es%7Cen&hl=en&ie=UTF-8
Sample max files: (I had to merge only the models, the bib crashed max.)
http://planetquake.gamespy.com/View.php?view=Quake3.Detail&id=276
reply to this message
|
 |
#3414: how do i play downloaded maps? |
|
by doughboy5
on 03/12/2008 23:32
|
 |
|
help me
reply to this message
|
 |
#3415: Re: how do i play downloaded maps? |
|
by Oh No Ghost!
on 03/13/2008 00:37, refers to #3414
|
 |
|
Place the map and it's CFG in packages/base. Then, while playing the game, press T and type "/map *mapname*." Type "/sp *mapname*" if it's an SP map.
reply to this message
|
 |
#3416: .. |
|
by ?P()าล
on 03/14/2008 05:44
|
 |
|
Can a map .cfg override the default 3d models ( the ammo boxes, health boost, teleport, and quad) to use different 3d models? Like replacing the teleport model with some other model only when that map is being played.
I do not believe this is possible since it probably would require a progressive compiler, but its worth a shot.
If not, is there a way so that these models just do not render and are instead just invisible ents? This way, I could just create the invisible ent and place a separate 3d model near to it.
reply to this message
|
 |
#3417: Background |
|
by Dracion
on 03/23/2008 11:40
|
 |
|
Got a couple of questions:
How do you change the background image? I've had a look through the editing reference but I'm still lost how to change it.
Also, I've got a section of my map which is an underground tunnel, yet when I put glass in it I can a reflection of the sky! Is there anyway to change this?
Many thanks
reply to this message
|
 |
 |
|

Board Index

|
 |