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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
.
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
.
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
![Cool 8)](./images/smilies/icon_cool.gif)
(of course thats wrong as the light doesn't look good! and also the brush does not look like a glass).
![Crying or Very sad :cry:](./images/smilies/icon_cry.gif)
Posted: Mon Sep 12, 2011 8:22 am
by Me_Again
Still no luck with transparent walls
![Evil or Very Mad :evil:](./images/smilies/icon_evil.gif)
!
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?
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
![Smile :)](./images/smilies/icon_smile.gif)
!!!
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!!!
![Cool 8)](./images/smilies/icon_cool.gif)
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
![Smile :)](./images/smilies/icon_smile.gif)
.
And UrT have cleverly designed deathrun(i dont know who made) map with ATCS textures as far as i can remember -> Mwhahahahaha
![Very Happy :D](./images/smilies/icon_biggrin.gif)
.
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
![Very Happy :D](./images/smilies/icon_biggrin.gif)
Posted: Wed Sep 14, 2011 12:48 pm
by Me_Again
Thank you all guys!!!My first map is ready "PushIt"
![Smile :)](./images/smilies/icon_smile.gif)
!!I will find a way to upload it soon!!!Hope to like it!
![Cool 8)](./images/smilies/icon_cool.gif)
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
![Razz :P](./images/smilies/icon_razz.gif)
.
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.