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Post by RG on May 2, 2007 16:20:12 GMT -5
Hi, I just pm'd my suggestions to you. Keep up the good work! ;D
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Post by ultra tree 85! on May 5, 2007 13:39:19 GMT -5
I just did some more work on the map, and I did some work with the porkchopper helicopter model. Does anyone know how to set up the skins for the model so that the body is textured correctly, as well as the blades? Also, I was wondering if it's possible to use the grey forcefield shader without having the brush it's applied to under a forcefield entity. Do the forcefields have to be under forcefield entities to appear correctly? Current map size update: 1222kb
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Post by RG on May 5, 2007 17:59:53 GMT -5
Hey! I can't imagine what you will do with the chopper. I'll have to experiment with it again, though, because it has been a while since I tried to get it looking right and operational.(Don't think I ever did! ). I'll get back to you on that. You should be able to use the forcefield shaders just like any others. I have. If you have any problems with them, though, let me know. As far as using models and animations that you mentioned in the pm, I have a 'sample' script_entity map that has several models set up to do interesting things. Unfortunately, I haven't found a file-sharing website that will upload my map. Any suggestions? Upload temple is no more.(The one I was using!) lol..........RG
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Post by ultra tree 85! on May 5, 2007 19:22:11 GMT -5
Unfortunately, I haven't found a file-sharing website that will upload my map. Any suggestions? Upload temple is no more.(The one I was using!) lol..........RG I like using filefront, you just have to register for a free account and then you can upload your zipped files. I'm trying to get the blades to show up correctly and spin on the chopper model, and I'm going to have it fly along a utility track in the background.
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Post by RG on May 5, 2007 19:48:11 GMT -5
I hate to register for webhosts, but I guess I'll have to.
I remember having problems with the rotors, too. Is it possible for you to use the boss_porkchopper? I believe they used it in the scripts they used for part three of episode 1. I'll see if I can come up with anything else. You too.
I think The Bad Guy had the porkchopper in one of his empire levels. Maybe he can tell you how to use the model...?
ttul...................RG
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Post by ultra tree 85! on May 6, 2007 17:48:33 GMT -5
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Post by RG on May 7, 2007 6:28:21 GMT -5
That's cool! Kinda looks like the shape of the old shuttlecraft from the original Star Trek show. ;D Hey, I sent you a pm with the link to my script_test map. Check it out and see if it helps you with your model animations. BTW, have you had any success with the porkchopper?
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Post by ultra tree 85! on May 7, 2007 14:08:02 GMT -5
That's cool! Kinda looks like the shape of the old shuttlecraft from the original Star Trek show. ;D Hey, I sent you a pm with the link to my script_test map. Check it out and see if it helps you with your model animations. BTW, have you had any success with the porkchopper? Your script test map is awesome! ;D I'll see if I can put some animations into my map using its help. I especially like the way you built all the detailed objects in the bathroom, like the bathtub and sink, and the pigcop lamp was awesome, too. Also, the porkchopper's body is textured correctly, but the rotors are still not. The porkchopper also moves along its utility track the way I want it to now, so the only problem that's left is the rotors. I'll see if I can figure out how to add in the rotor texture properly.
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Post by ultra tree 85! on May 7, 2007 17:37:40 GMT -5
I just added in my level ending, and it fades to black and everything correctly. But I was wondering if it would be possible to set the ending up so that while it is displaying the stats, it goes to a camera within the Dark Town map and shows a scene from it.
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Post by RG on May 7, 2007 19:06:59 GMT -5
Combo-reply! ;D Glad you liked the script_map. I wish I had had time to make it run smoothly and make it into a complete level.(Feel free to copy and paste any of those items-bathtub, sink, etc. into any maps you might want to make. I know that in the game, they made special, separate maps for the stat backgrounds, but I don't know if it would be possible to link to a specific area in the original map. Have you tried experimenting with it? I'll check it out, if you want, and see if I can come up with something. [[OK. I checked the end_part entity and used it in my canyon clusterfunk map. All you have to do is use a security camera for the area you want in the background and link it to the e_p entity with the background_camera option.]] Try that and see if it does what you want it to. Cheers!........................... Good job! I hope you plan on making more...over time that is.
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Post by ultra tree 85! on May 8, 2007 15:49:59 GMT -5
Combo-reply! ;D Glad you liked the script_map. I wish I had had time to make it run smoothly and make it into a complete level.(Feel free to copy and paste any of those items-bathtub, sink, etc. into any maps you might want to make. I agree that it would be cool if it was expanded into a full level. Thanks for trying out the stats camera thing, I got it to work exactly the way I wanted it to. I just chose "keep Loaded" and set it up to use security_camera6 within the Dark Town map.
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Post by RG on May 8, 2007 16:41:58 GMT -5
Maybe in another lifetime I could expand that level. lol Cool! Glad you worked it out.
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Post by ultra tree 85! on May 18, 2007 20:09:10 GMT -5
I just worked on setting up a phone that Duke can use, and I set up a building structure in the background of the train track. I have another question: How do you set up water that is flowing like a waterfall or river?
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Post by RG on May 19, 2007 11:27:38 GMT -5
Hey, UT 85, good to hear from you again! Sounds like you're progressing nicely. For flowing water, generally use a bezier patch if you plan on Duke running through it so the water effects work properly. For a waterfall you can use a bezier patch or a regular brush, depending on what you want to do with it. Use the vtx_water_s.shd or the _f.shd(I believe) from e01 for the flowing water. Go into the properties of the shader once you have it assigned and make sure the 'texture mapping' is set to either the plane you need or the 'Locked' setting and then use the 'Flip' option to determine the direction of the flow. The shader itself is actually a mov_ or moving shader, set up to scroll. It helps to have a light colored background for the water so it can be seen more easily, but you can work that out with brushes and lighting. I made some different bluish type water shaders, if you think you would like those better. See what you can do and then keep us apprised of your progress. Good luck!........................RG
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Post by ultra tree 85! on May 20, 2007 17:57:40 GMT -5
Thanks for the help. Also, have you ever figured out how to set up a phone that randomly plays a different sound file each time it is triggered?
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