Map Editing |
by Goetzenzar
on 01/05/2002 19:30, 4767 messages, last message: 05/05/2023 08:39, 3545363 views, last view: 05/18/2024 12:31 |
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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 :)
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Board Index
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#3402: Re: Question |
by SheeEttin
on 03/03/2008 21:09, refers to #3400
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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).
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#3403: i need help making water |
by Uzumakisan
on 03/06/2008 06:49
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how do you make things turn into water can't seem to find out how
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#3404: Re: i need help making water |
by tentus_
on 03/06/2008 07:36, refers to #3403
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Select the area you want, hit the tilde button (underneath the ESC button), and type:
/editmat water
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#3405: Re: i need help making water |
by MovingTarget
on 03/06/2008 14:22, refers to #3404
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Instead of /editmat water, just /water is easier.
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#3406: platforms |
by Oh No Ghost!
on 03/06/2008 14:56
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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?
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#3407: Re: i need help making water |
by tentus_
on 03/06/2008 16:27, refers to #3405
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Huh, good to know. Does that work for AIclip and the others as well?
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#3408: Re: i need help making water |
by MovingTarget
on 03/06/2008 17:37, refers to #3407
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Yup.
1*1=11?
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#3409: Re: platforms |
by demosthenes
on 03/06/2008 21:28, refers to #3406
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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.
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#3410: Re: platforms |
by Oh No Ghost!
on 03/07/2008 02:20, refers to #3409
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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!
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#3411: Custom md3 monster is leaning back when it shoots me. |
by screenracer
on 03/10/2008 01:43
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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?
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#3412: Re: Custom md3 monster is leaning back when it shoots me. |
by MeatROme
on 03/10/2008 03:23, refers to #3411
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md2pitch, md3pitch
heh - and I'm not even a modeler :)
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#3413: Re: Custom md3 monster is leaning back when it shoots me. |
by screenracer
on 03/10/2008 06:38
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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
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#3414: how do i play downloaded maps? |
by doughboy5
on 03/12/2008 23:32
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help me
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#3415: Re: how do i play downloaded maps? |
by Oh No Ghost!
on 03/13/2008 00:37, refers to #3414
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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.
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#3416: .. |
by ?P()ÒÅ
on 03/14/2008 05:44
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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.
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#3417: Background |
by Dracion
on 03/23/2008 11:40
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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
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#3418: Re: Background |
by tentus_
on 03/23/2008 14:39, refers to #3417
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The background image, or skybox, can be changed by putting "skybox foldername/skyboxname" in the cfg file. To make the glass reflect it's surroundings, put a "envmap" entity right in front of the entity. Be sure to read up on the docs about the usage of envmaps.
Question for Aard/Eihrul: I went looking in the docs for a link to give him about the skybox command, and found none. Where is it hidden?
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#3419: Where do i find my maps |
by Daxx
on 03/23/2008 19:55
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ok i need to find my custom maps in the folders so i can get the newest eddition but i cant find my maps
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#3420: .. |
by Daxx
on 03/23/2008 21:47
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i still cant find it i saved my map but cant find it in any of the folders. what folder are edited temp map in?
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#3421: Re: .. |
by tentus_
on 03/23/2008 22:04, refers to #3420
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packages/base/ holds most of the maps in cube and sauerbraten.
Eihrul:
I'm surprised that that particular command wasn't around, seeing as the command is as old as the hills. I did a cursory look for other commands that weren't documented, but didn't find anything... if I get time later I'll do a more in-depth search.
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