Teleporter and need help with final map

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
tronicsmasta
Posts: 16
Joined: Thu Jul 28, 2005 11:38 pm

Teleporter and need help with final map

Post by tronicsmasta »

hey guys. i made a quake III map for a lan party and i cant seem to make a teleporter. Can you help with that? Im using GtkRadient 1.4.

Also. I made a pk3 of my map. because im using default textures i didnt need to include them. This issue is that the map doesnt show up when you go and pick your level. Nor does it distribute to the people connecting to the game. They goto join the map and it goes back to the main menu. I gave the pk3 to another person and they were able to join the map. so. if any one knows how to make the pk3 distribute i would greatly appriciate it!


THANKS!!!!
I am watching you!
tronicsmasta
Posts: 16
Joined: Thu Jul 28, 2005 11:38 pm

HELL YEA

Post by tronicsmasta »

OMG I LOVE YOU! Ill try it tonight and ill see if i can get it to work! what you were saying about the distribution thing.. im not sure if its a server setting ive never had any trouble sending the map. another issue is when using the map single player.. it wont allow me to add bots. i get these random errors. lemme get it for you.. this is the error i get in the console

Fatal: AAS not initialized
Angel BotAISetupClient failed
I am watching you!
ScrotcH
Posts: 27
Joined: Tue Jan 04, 2000 8:00 am

Post by ScrotcH »

Heres some pics to help ya visualize along with what kaz said.

http://www.planetquake.com/bkp/scrotch/tel1.jpg

http://www.planetquake.com/bkp/scrotch/tel2.jpg
tronicsmasta
Posts: 16
Joined: Thu Jul 28, 2005 11:38 pm

Post by tronicsmasta »

i did compile with -meta. where is -forcesidesvisible? do you want the .map so you can see what im talking about?
I am watching you!
skinNCNmaster
Posts: 344
Joined: Wed Jan 29, 2003 8:00 am

Post by skinNCNmaster »

Dont forget to texture the trigger teleport with "trigger" shader from common!
tronicsmasta
Posts: 16
Joined: Thu Jul 28, 2005 11:38 pm

Post by tronicsmasta »

how do you make a few brushes into one combined brush? basically i made steps and its like 30 brushes or more. and the computer has to render all of those sides that arnt visible. so basically i wanted to make all the steps into one block...
I am watching you!
tronicsmasta
Posts: 16
Joined: Thu Jul 28, 2005 11:38 pm

Post by tronicsmasta »

again you guys fucking rock. im sry im a noob but im learning QUICK! Do any of you have AIM sn's? Any one from RI around here? we are having a lan party..
I am watching you!
tronicsmasta
Posts: 16
Joined: Thu Jul 28, 2005 11:38 pm

Post by tronicsmasta »

oh god i dont mean to bother you guys again. noob question here. how to i change the 3d view so i can see solid objects. im sick of this wireframe thing. see the above pics. i want to view objects like that! um... i think its a texture view of sort....

Thanks AGAIN!
I am watching you!
User avatar
seremtan
Posts: 36011
Joined: Wed Nov 19, 2003 8:00 am

Post by seremtan »

tronicsmasta wrote:how do you make a few brushes into one combined brush? basically i made steps and its like 30 brushes or more. and the computer has to render all of those sides that arnt visible. so basically i wanted to make all the steps into one block...
you can't merge brushes if the resulting brush would have any concavities in it, which it would in the case of steps. the steps should definitely be detail though, with some structural caulk behind them

oh, and while q3map2 allegedly culls unseen faces, you should build all geometry with caulk then texture only the faces you want visible
User avatar
seremtan
Posts: 36011
Joined: Wed Nov 19, 2003 8:00 am

Post by seremtan »

tronicsmasta wrote:oh god i dont mean to bother you guys again. noob question here. how to i change the 3d view so i can see solid objects. im sick of this wireframe thing. see the above pics. i want to view objects like that! um... i think its a texture view of sort....

Thanks AGAIN!
on the toolbar at the top there should be button with a little grey cube on it and the tooltip says 'texture view mode' - change it from wireframe to trilinear for the best results. if that doesn't work it means your gfx hardware isn't up to the job of rendering the 3D display properly (i.e. it's an onboard chipset for example) in which case you need a card.
skinNCNmaster
Posts: 344
Joined: Wed Jan 29, 2003 8:00 am

Post by skinNCNmaster »

or in the textures menu theres a submenu for view mode. I LUV flatshaded.
tronicsmasta
Posts: 16
Joined: Thu Jul 28, 2005 11:38 pm

Post by tronicsmasta »

does someone know where there is a tutorial on how to caulk objects? im not exactly following the last post...
I am watching you!
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Post by obsidian »

seremtan wrote:oh, and while q3map2 allegedly culls unseen faces, you should build all geometry with caulk then texture only the faces you want visible
It only culls unseen faces on structural brushes. Since your map should be 95% detail, this limits the amount of faces actually culled. Just caulk everything.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
tronicsmasta
Posts: 16
Joined: Thu Jul 28, 2005 11:38 pm

Post by tronicsmasta »

lol i still dont get the caulk thing lol.

Is there a way i can put just one level of light through the whole map? i just want it to be a medium light no shadows?
I am watching you!
tronicsmasta
Posts: 16
Joined: Thu Jul 28, 2005 11:38 pm

Post by tronicsmasta »

Hey awesome people...

How do i make a spotlight. I tried making a light then an info_null object and targeting them together but it didnt work. infact the light itself didnt work? How can i go about this.

Also. how do i make the teleporter glow like the actual maps do. i applied the trigger texture but it doesnt make that blue thing when you look at it... do you know what i mean?

Thanks again guys. youve been great!
I am watching you!
User avatar
seremtan
Posts: 36011
Joined: Wed Nov 19, 2003 8:00 am

Post by seremtan »

tronicsmasta wrote:lol i still dont get the caulk thing lol.

Is there a way i can put just one level of light through the whole map? i just want it to be a medium light no shadows?
caulk: build everything out of caulk and put textures only on the faces you want the player to see. i said this already, and there's no simpler way of saying it

lighting: yeah _minlight in worldspawn like kaz said. why you want to do something like this that would make your map look superfugly is another question however
User avatar
seremtan
Posts: 36011
Joined: Wed Nov 19, 2003 8:00 am

Post by seremtan »

tronicsmasta wrote:Hey awesome people...

How do i make a spotlight. I tried making a light then an info_null object and targeting them together but it didnt work. infact the light itself didnt work? How can i go about this.

Also. how do i make the teleporter glow like the actual maps do. i applied the trigger texture but it doesnt make that blue thing when you look at it... do you know what i mean?

Thanks again guys. youve been great!
spotlight: doing the info_null thing won't actually look like a spotlight. you're better off using one of semitransparent beam shaders to make a spotlight cone around a shader light, then putting a light entity near the wall you want it to shine on

teleporter: no idea what you're talking about here. do you mean having a portal on the teleporter that shows you its destination?
User avatar
seremtan
Posts: 36011
Joined: Wed Nov 19, 2003 8:00 am

Post by seremtan »

obsidian wrote:
seremtan wrote:oh, and while q3map2 allegedly culls unseen faces, you should build all geometry with caulk then texture only the faces you want visible
It only culls unseen faces on structural brushes. Since your map should be 95% detail, this limits the amount of faces actually culled. Just caulk everything.
hence my cautious 'allegedly'. i do that anyway
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Post by obsidian »

seremtan wrote:hence my cautious 'allegedly'. i do that anyway
I know... just wanted to clarify.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
tronicsmasta
Posts: 16
Joined: Thu Jul 28, 2005 11:38 pm

Post by tronicsmasta »

i tried caulking everything but then when you select the side you want to texture... it selects the whole object. maybe im not doing it right...

as far as the portal goes... when your in a regular quake 3 map... the portals have like a blue flame thingy to it. Go play a level with a teleportal and youll see what i mean.
look here...
Image
I am watching you!
axbaby
Posts: 3424
Joined: Wed Dec 22, 1999 8:00 am

Post by axbaby »

hit shift ctrl and alt then click multiple faces


that blue i'm guessing is from using a value in worldspawn for lighting.
this could be why i've read that way of lighting kinda sucks "guessing"

or your map is too dark and needs more light in that area "guessing again" or you need a better way of running bspc
with full lighting etc..
[color=#FF0000][WYD][/color]
tronicsmasta
Posts: 16
Joined: Thu Jul 28, 2005 11:38 pm

Post by tronicsmasta »

hit shift ctrl and alt then click multiple faces


that blue i'm guessing is from using a value in worldspawn for lighting.
this could be why i've read that way of lighting kinda sucks "guessing"

or your map is too dark and needs more light in that area "guessing again" or you need a better way of running bspc
with full lighting etc..
Im not sure what you are referring too. i have experimented with several levels of lighting... and it still doesnt show up...
I am watching you!
bork[e]
Posts: 4357
Joined: Tue Mar 23, 2004 8:00 am

Post by bork[e] »

I'm getting confused reading a few posts. What are you having problems with?
axbaby
Posts: 3424
Joined: Wed Dec 22, 1999 8:00 am

Post by axbaby »

i think he means some textures are washed out ..have an ugly blue look do them and look rather ugly?
from the pic the lighting on the floor looks bad

the still doesn't show up part confuses me too
[color=#FF0000][WYD][/color]
tronicsmasta
Posts: 16
Joined: Thu Jul 28, 2005 11:38 pm

Post by tronicsmasta »

ha that's q3dm4 i think, ax
Haha it is. Im trying to make those except blue... like in some of the other Q3 maps...do you know what i mean? I applied the teleporter texture to trigger but it doesnt show up as the blue teleporter look like in most of the q3 maps....
I am watching you!
Post Reply