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map-PushIt-v2 is up

Posted: Sat Sep 10, 2011 2:21 pm
by Me_Again
I am trying to do same walls invisible, I select the shader "invisible" but it doesn't work!In the map I still watch the wall with the stamp "invisible" on it!Any ideas?

Posted: Sat Sep 10, 2011 9:17 pm
by TANK
Put all auto-downloaded tremulous maps(pk3 files) from /home/$user/.tremulous/base to directory
/home/$user/.tremulous/base/bug_maps :D .
And recompile you map after.
After final compile put bug_maps on old place.
I have similar like bug with ladder texture on my map.

Posted: Sun Sep 11, 2011 8:50 am
by Me_Again
TANK wrote:Put all auto-downloaded tremulous maps(pk3 files) from /home/$user/.tremulous/base to directory
/home/$user/.tremulous/base/trash_maps :D .
And recompile you map after.
After final compile put trash_maps on old place.
I have similar like bug with ladder texture on my map.
It doesn't seem to work, but I am working on it!!Thank you VERY must!!!This is helpful for a lot of other problems.

By luck I discovered that if I copy-past a brush an let it in the same place it becomes invisible 8) (of course thats wrong as the light doesn't look good! and also the brush does not look like a glass). :cry:

Posted: Mon Sep 12, 2011 8:22 am
by Me_Again
Still no luck with transparent walls :evil: !

Anyway...I was (unsuccessfully) trying to do a jump pad with a target_jump and a target_position (as everyone suggests)! Finally I did it with a trigger_multiple, a target_push, and a target_position! Do you think that it can be a problem? :shock:

THX

Posted: Mon Sep 12, 2011 11:22 am
by Nod_Nod_Nod
Edit Postah!

Posted: Mon Sep 12, 2011 11:59 am
by Redman
Still no luck with transparent walls !
Try common/clip texture (doesn't block projectiles) or create your own shader like this:

Code: Select all

textures/something/invisible
{
 surfaceparm trans
 surfaceparm nolightmap
 {
  map gfx/null.tga
  blendFunc add
 }
}

Posted: Mon Sep 12, 2011 2:34 pm
by Me_Again
Nod_Nod_Nod wrote:Edit Postah!
Of course I will nodnodnod.... If I understand what are you trying to say :) !!!
Thx anyway ?
-------------------
Redman wrote:
Still no luck with transparent walls !
Try common/clip texture (doesn't block projectiles) or create your own shader like this:

Code: Select all

textures/something/invisible
{
 surfaceparm trans
 surfaceparm nolightmap
 {
  map gfx/null.tga
  blendFunc add
 }
}
VERY THX!!!GOT IT!!! 8)

Posted: Mon Sep 12, 2011 4:01 pm
by TANK
Incidentally this is not a terrible problem.
For example: in UrT game func_train didnt work good and crusher-doors cant crush players as far as i can remember :) .
And UrT have cleverly designed deathrun(i dont know who made) map with ATCS textures as far as i can remember -> Mwhahahahaha :D .

Posted: Tue Sep 13, 2011 5:21 pm
by Me_Again
And a few last questions...

1) Should I determine the maximum build points for each team? (value?)

2) >> >> >> the number of kills for a/h s3? (value?)

3) I noticed that the repeaters can control only a few thinks in my map...how can (if I should) I fix it?

thx

Posted: Tue Sep 13, 2011 6:36 pm
by Lancer
1) Depends what map you want, spammap or a good ol' trainingsmap
2) Default
3) Dunno :D

Posted: Wed Sep 14, 2011 12:48 pm
by Me_Again
Thank you all guys!!!My first map is ready "PushIt" :) !!I will find a way to upload it soon!!!Hope to like it! 8)

Posted: Wed Sep 14, 2011 1:13 pm
by Lancer
Megaupload
Uppit

Posted: Wed Sep 14, 2011 5:10 pm
by r4sh
you can simply use common/caulk for transparent walls.

Code: Select all

 {
  map gfx/null.tga
  blendFunc add
 } 

not needed, see common shaders

After final compile put trash_maps on old place.
wtf?
I noticed that the repeaters can control only a few thinks in my map...how can (if I should) I fix it?
explanation pls!

Posted: Wed Sep 14, 2011 5:22 pm
by TANK
r4sh wrote:
After final compile put trash_maps on old place.
wtf?
Some amount maps(good cleanser_b4 for example) on CZ server using alternate and replace some amount(>=1) common textures/shaders.
After compile map you can see didn't working ladder brush with selected in netradiant common ladder texture/shader.

Trash in name directory was only a joke for little bug :P .

If you compile map without "bugged" pk3 files in ~/.tremulous/base, ladder working good.
I don't know wtf is this but its solved my problem.

Posted: Wed Sep 14, 2011 5:35 pm
by r4sh
ladder is not part of common shaders
Some amount maps(good cleanser_b4 for example) on CZ server replace some amount(>=1) common textures.
A map that replaces common textures can't be called good.

As a tip: If there is a shader error (like your ''bugged'' ladder) you could simply look in the console to see the reason for your bug.