Mapping - In need of help.. | |
Dash Starlight - Jedi Instructor |
Hey guys, Ive started looking into 'mapping' lately and am wondering how to create an object that's sensitive to The Force. (E.g., push a block away.) Any help is appreciated, thanks in advance _______________ The name is Bond. James Bond. This post was edited by Dash Starlight on Nov 02 2006 03:13pm. |
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Dash Starlight - Jedi Instructor |
w00t that worked! Yeah, I think I got you wrong there Pink, I thought you meant the height had to equal the width of the texture.. but it worked, heh. I made myself a cool blue room now. Thanks for all the help, guys! _______________ The name is Bond. James Bond. This comment was edited by Dash Starlight on Nov 23 2006 10:49pm. |
Setementor - Jedi Master |
Make an image that has any of these numbers for the width and height (any other number that is not a power of 2 will not work): 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024
Create two new folders and name one whatever you like (the name of your map may be a good choice) and the other "Textures". Move your texture into the first folder, then move that folder into Textures. Make it into a pk3, pop it into Base and open up Radiant. You should now have a new, fully-functional texture to work with. |
Dash Starlight - Jedi Instructor |
Thanks for the tips, eventhough it didn't help.. I must be missing something. I can use Virtue's and Damien's textures just fine, but as soon as I try to use my own, it doesn't work. Do I need to 'add' anything to the 'shaderlist.txt' file, or create an *.shader file? I've got a strange feeling the tutorial isn't telling me everything :/ How'd you guys make a texture? _______________ The name is Bond. James Bond. |
tarpman - The Tarped Avenger |
Quote: All I had to do was create a .pk3 file
/seta sv_pure 0 _______________ Saving the world, one kilobyte at a time. |
Pink_Mintaka - Student |
Make sure the size is either 512 by 512 or 256 by 256. |
Dash Starlight - Jedi Instructor |
Okay, here's my next problem.. using custom textures. Liso created a 'wall' texture for me, which I can use in the editor, but once I save & compile the map the texture's missing in-game.
The texture's saved like this: base/textures/text/lisos_wall.jpg The JPG is saved as a 24 bits RPG color image. Where'd I go wrong? Any help's appreciated. _______________ The name is Bond. James Bond. |
Dash Starlight - Jedi Instructor |
I figured out what I was doing wrong, apparently. I just launched JK3 the minute I finished compiling. You can load in the map from the menu then, but not via /map. All I had to do was create a .pk3 file, which worked like a charm. Levelshots aren't working yet, but I'm guessing I just overlooked something blatantly simple or something, lol. _______________ The name is Bond. James Bond. |
Dash Starlight - Jedi Instructor |
Hehe yeah.. it isnt the fact it takes a bit of effort though. I just wanna do a good job _______________ The name is Bond. James Bond. This comment was edited by Dash Starlight on Nov 02 2006 05:05pm. |
Setementor - Jedi Master |
I've always had the same issue with maps I've just compiled, but going back to the main menu doesn't usually take very much effort. |
Dash Starlight - Jedi Instructor |
Another problem came up and Im not sure how to fix it. I can load in my maps via the main menu fine, but if I should start, say, the academy map, I can't load in my map from there by doing /map..
The game says 'can't find maps/name.bsp' though my BSP file is in the correct folder. Is this because I compiled it wrong? The tutorial said I should use FullVis, but I chose another one since that option isnt available.. _______________ The name is Bond. James Bond. This comment was edited by Dash Starlight on Nov 02 2006 03:17pm. |
Dash Starlight - Jedi Instructor |
Cool, thanks! As for the scripting.. Ill ask about that later on sometime. So far, I'm proud I'm able to produce a floor surrounded by sky _______________ The name is Bond. James Bond. |
Virtue - Jedi Council |
There are two ways of doing this.
1) Scripting, which may be a little advanced for you at this point, but if you want, I can teach you how to do it. 2) Make the object a func_door, press 'N' to bring up it's entity window and at the top where the checkboxes are, you will see a checkbox labelled "Force Activate", just tick that box. This will mean that you will have to use Force Push or Pull in order to 'move' the door. - Virtue. _______________ Academy Architect |
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