Another newbie here


(Epitaph) #1

straight to questions:

  1. I managed to plant some trees, but i can walk through them. How can i add something that blocks players/bullets.

  2. How can i add objects like tanks/trucks/watch towers/bushes)

  3. How can i make something that would look like a ground or cave wall?

  4. more to come in this thread if i get more problems :disgust:

and please. post simple answers. im not experienced.


(nUllSkillZ) #2

1.) You have to surround models with clip-brushes.
Try to search the forums for “clip”.
3.) http://www.planetquake.com/simland/pages/articles/rockdetail1_1.htm
http://www.planetquake.com/simland/pages/articles/rockwall1_1.htm


(Epitaph) #3

thanks!


(heyhey) #4
  1. try adding spawnflags 2 to your entity parameter
  2. two ways : open the pk3 file, and get indise the models. Or open an existing map and save as prefabs existing stuff

(DWM|Commando) #5

2- the proper way is to right click on one of your 2d views, then goto misc>model and go into the models file, from there there are lots of sub folders with different objects such as trucks, bushes and so on. You have to “clip” them still(so you can’t jsut run throough them like hte trees you have). You can also search on the web or on this site for prefabs people made of tanks, towers and all sorts of stuff, then copy and paste them into your map, with no clipping required.


(heyhey) #6

also when you load a model from a file, it won’t show: it is normal (well “normal”)

press “n” to open en entity menu

then look at the path : c:\program files\wolf ET…etc and change it to models\blahblah (cut the beginning of the path)


(Epitaph) #7

thanks, two last replies solved my question #2! :clap:


(Epitaph) #8

2 new questions:

  1. is it possible to put clip and weap_clip to one box?

  2. how can i select 1 line or 1 spot from a box like this:


(EB) #9
  1. What is the idea you have behind the use of clip and clip_weapon ? --They are transaprent shaders and would not work well when added straight into a rockwall/corridor.

  2. press “V” with the brush selected. I have a tutorial map on brush manipulation.


(SCDS_reyalP) #10

clip clips players, clipweap clips bullets and players. So there is no reason to combine them. If you do want to combine to different shaders, you need to make a new shader that uses the surfaceparams of both. The shader manual is here:
http://www.shaderlab.com/q3map2/shader_manual/

The ET level designers reference, found here: http://www.planetquake.com/simland/ldr1_1/default.htm also gives you an overview of the common shaders.

I would be wary of using spawnflags 2 to autoclip models, as it tends to give worse performance than manual clipping.


(Epitaph) #11

oh cool. i didnt know that…

downloading 1 of EBs tutorials :clap:


(Epitaph) #12

sorry for bringing up this old topic.

  1. How can i make infinite timer? (no time limit)

  2. How can i change .zip to .pk3? im just getting: mapname.pk3.zip


(walter1989) #13
  1. just change the extension from .zip to .pk3 when making the file

(Bondo) #14

mapname.zip

becomes::

mapname.pk3

not::
mapname.pk3.zip … nor mapname.zip.pk3


(CooperHawkes) #15
  1. set timelimit to 0

(Epitaph) #16

cool, timelimit solved.

.pk3 also solved, but not with your help! if i try to rename mapname.zip, i just get: mapname.pk3.zip!! i downloaded pakscape (problem solved)


(Epitaph) #17

new problem:

i made a command map (512x512 .tga, 24bit) with photoshop. I can see the map on my limbomenu and game, but theres no spawnpoints (yes, i have wolf_team_objectives) OR me, the little spot!

heres code from my levelshots.shader: (map name: aTb_BH)

 levelshots/aTb_BH_cc_automap
{
    nopicmip
    nocompress
    nomipmaps
    {
        clampmap levelshots/aTb_BH_cc.tga
        depthFunc equal
        rgbGen identity
    }
}
 levelshots/aTb_BH_cc_trans
{
    nopicmip
    nocompress
    nomipmaps
    {
        clampmap levelshots/aTb_BH_cc.tga
        blendfunc blend
        rgbGen identity
        alphaGen vertex
    }
}

(CooperHawkes) #18

did you generate a tracemap?


(Epitaph) #19

no. i got this error:

when i type /developer 1, it says: Developer is cheat protected
and when i type /generatetracemap, it says it needs Developer mode.


(walter1989) #20

some commands are cheat protected

To be allowed to use them, you must start your map with the devmap <MyMapName> command.