Teleporter and need help with final map
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Teleporter and need help with final map
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!!!!
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!
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HELL YEA
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
Fatal: AAS not initialized
Angel BotAISetupClient failed
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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
http://www.planetquake.com/bkp/scrotch/tel1.jpg
http://www.planetquake.com/bkp/scrotch/tel2.jpg
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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 themtronicsmasta 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...
oh, and while q3map2 allegedly culls unseen faces, you should build all geometry with caulk then texture only the faces you want visible
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.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!
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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.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
[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]
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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!
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!
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 ittronicsmasta 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?
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
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 ontronicsmasta 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!
teleporter: no idea what you're talking about here. do you mean having a portal on the teleporter that shows you its destination?
hence my cautious 'allegedly'. i do that anywayobsidian wrote: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.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
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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...

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...
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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..
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]
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Im not sure what you are referring too. i have experimented with several levels of lighting... and it still doesnt show up...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..
I am watching you!
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