A few questions


(Flotsam) #1

I’m working on a map for the TC:E (True Combat: Elite) mod for Wolfenstein.

How do you make certain surfaces respond (and sound) differently when shot at? (sparks shooting out of metal surfaces and other things)

When you open the editor and select to see only the shaderlist.txt textures, would I have to include the textures into the pk3 file, or does everyone have all those shaders?

How can you make textures that are possible to see through, such as glass or fences?

While looking through the pk3 files of other maps, I’ve noticed that all the script files are pretty much the same (basic game manager and stereotypical terrorist blow up the box objective). The idea of my map would require additional scripting to work properly. Does anyone know if the TC:E mod allows more scripting then other maps make use of?

Thanks for any answers.


(stealth6) #2

[QUOTE=Flotsam;189292]I’m working on a map for the TC:E (True Combat: Elite) mod for Wolfenstein.

How do you make certain surfaces respond (and sound) differently when shot at? (sparks shooting out of metal surfaces and other things)[/QUOTE]

You can define such things in the shader of the texture
Check out the shader manual:
http://members.lycos.co.uk/quakeroats/q3map2/shader_manual/

When you start mapping reinstall a fresh Enemy territory (in a different location), then everything you see in radiant everybody else already has. The stuff you then add to that enemy territory you have to include in your pk3

Use photoshop or and image editing program and take a look at alpha layers. An alpha layer defines the transparency of the texture.

[QUOTE=Flotsam;189292]
While looking through the pk3 files of other maps, I’ve noticed that all the script files are pretty much the same (basic game manager and stereotypical terrorist blow up the box objective). The idea of my map would require additional scripting to work properly. Does anyone know if the TC:E mod allows more scripting then other maps make use of?

Thanks for any answers.[/QUOTE]

All scripts alway have basic parts, but according to what the objectives are in your map that part differs. I’m not sure if TC:E has more options, so maybe somebody else can help you out on that.


(merlin1991) #3

tce does add a lot of surfaceparm you can use in your shaders (check them in the custinfoparms.txt) and don’t forget to add -custinfoparms to you bsp stage when compiling

tce allows everything et allows