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Busy with map

Posted: Wed May 02, 2012 2:09 pm
by Lancer
Using NETRADIANT!

Question 1:
Well, i miss the mesh/picture/thingy what every you want to call it of "Trigger".

It's an invicible piece of something invisible that you can trigger things like Teleport.

Because i'm building alot of trigger points which needs to be activated by aliens to advance.

Something like tremship, only way less cool and noobier :D.
~

Question 2:
And how do i trigger a sound right on start? Like the overmind heartbeat.
I need it for my pile 'o rock where aliens come out from.
Question 3:
How to retexture a texture, because when i move the mesh around, it doesn't seem solid.

I don't know how to say, but you just follow the picture with your mesh, like a door.

If you want to place a door left, the image will just contineu and comes out in half.

Any hints on map building?


Thanks!
Lancer.

Posted: Wed May 02, 2012 2:32 pm
by [{USATREM}] !Gunther!
As we are on such topic...
I can't open pre-compiled .BSP's with NetRadiant, but can open .map files just fine.
This prevents me from modding maps without finding a lucky map with both bsp and map files in the /maps folder of the pk3. :(

Lancer: halp pls, fellow Radiant-er

(Not to sound like noob feeder; just have time to ask a small but very important question, not answer one just yet) >_>

Posted: Wed May 02, 2012 4:22 pm
by Lancer
I don't know mate, maybe for protection?

I only know you can open .map in netradiant & bsp with sv_pure 0 in tremulous itself.

Posted: Wed May 02, 2012 5:28 pm
by [{USATREM}] !Gunther!
It gives me some error; "yadda yadda error, please contact developers about this problem" or something like that.. >.<

Answer for Question Uno:
If it's "like Tremship", why not just select the stuff from Tremship, look at the Trigger/Teleport things it does, study it, copy-paste all the numbers, then close your eyes and pick a random number, then delete it to make everything you just did glitchy. Cant be good map-maker without having glitchy "end-game-in-10-minutes" features. :D

Answer for Questions 2-3:

It's dangerous out there!
Take this!

http://radiant.robotrenegade.com/documentation/

A hyperlink was obtained!
Da da da daaaa

Buncha manuals on Netradiant, plus moar stuff if you go back to the main page.
Maybe you'll find the answer deep within the archives? :shock:

Posted: Wed May 02, 2012 6:16 pm
by Iltavuo
Lancer
1)
I don't quite get what you mean; are you asking how to make a shader or how to make a trigger? Are you missing the buttons to make trigger entities or the green shader with trigger written all over it? Just select the trigger texture from the "common" group in the texture menu.
Be sure that you have Link installed in /base dir.

2) Use trigger_always and target_speaker I guess, I haven't messed around with sounds myself.

3) I'm not quite sure what you mean but I think you want to use the "Surface inspector", shortcut s. Just mess around with it. Ouh and please call them brushes, because if you say mesh, atleast I associate that with 3d-models that have been imported to the map, like .ase, .md3.obj and so fort. Unless you ment those of course.

Gunther, .bsp is a compiled .map, while it can be decompiled back into .map, it's quite messy often. Some information about the brushes is lost in the transition.

Posted: Wed May 02, 2012 8:56 pm
by Lancer
Iltavuo wrote:Lancer
1)
I don't quite get what you mean; are you asking how to make a shader or how to make a trigger? Are you missing the buttons to make trigger entities or the green shader with trigger written all over it? Just select the trigger texture from the "common" group in the texture menu.
Be sure that you have Link installed in /base dir.

2) Use trigger_always and target_speaker I guess, I haven't messed around with sounds myself.

3) I'm not quite sure what you mean but I think you want to use the "Surface inspector", shortcut s. Just mess around with it. Ouh and please call them brushes, because if you say mesh, atleast I associate that with 3d-models that have been imported to the map, like .ase, .md3.obj and so fort. Unless you ment those of course.

Gunther, .bsp is a compiled .map, while it can be decompiled back into .map, it's quite messy often. Some information about the brushes is lost in the transition.

1) I am missing the entity.
Edit: Your link fixed ALOT! Thanks ALOT! :D

2) I will try that!

3) It's a brush, sorry, but when i go left or right with the brush, the image of it will just contineu, instead of following it - Dynamic picture instead of static.

Posted: Wed May 02, 2012 9:46 pm
by Iltavuo
3)
Turn on Texture Lock ( Shift + T I think )

Posted: Thu May 03, 2012 8:02 am
by Redman
2) You might want to use target_speaker with looped_on flag.

Posted: Thu May 03, 2012 5:13 pm
by Lancer
Iltavuo wrote:3)
Turn on Texture Lock ( Shift + T I think )
It is!
Thanks :D
Redman wrote:2) You might want to use target_speaker with looped_on flag.
This doesn't work :(

Posted: Thu May 03, 2012 10:22 pm
by [{USATREM}] !Gunther!
Iltavuo wrote:Gunther, .bsp is a compiled .map, while it can be decompiled back into .map, it's quite messy often. Some information about the brushes is lost in the transition.
I'm not too picky actually. >_>
I've looked high and low for a way to do it; so if you have a way...instruct me oh master? :D
Or just a nudge in the right direction.

@Lancy: How did you get from "brushes" to "mesh"??? :P
It says "brush" right in NetRadiant.

Posted: Fri May 04, 2012 7:02 am
by Rotacak
About decompiling, look here: http://trem.rotaxmame.cz/viewtopic.php?t=424