Help please =) Map Making how to make Ice


(Macuiare) #1

Hey Guys im new to making maps (using gtk radient 1.3.8) And im wondering how do i make Ice i have a box loaded with the Ice texture except that doesnt seem to be engough =)

Could someone please intstruct me of how to make Ice Slippery =) Thanks Or if you could point me in the direction of where i can go to get and answer and more i would much appreciate it =)

Thanks


(IndyJones) #2

you can download original maps source and take a look.

it’s pretty easy - just put a ‘common/slick’ above terrain you want to.


(Pray-N-Spray) #3

or make a shader for the texture

textures/yourmap/yourtexture
{
qer_editorimage textures/yourmap/yourtexture.jpg ( can be tga )
surfaceparm slick
{
map textures/yourmap/yourtexture.jpg
}
}


(isbowhten) #4

lol pay-N-spray … he is new to map making ^^

the shader he posted has to be in a file whatever.shader <- must bein the etmain/scripts folder or in your pk3 scripts folder.

if you do not put it in pk3 but in etmain/scripts then it also has to be added in shaderlist.txt, just write down the name of the file (whatever.shader) where you wrote the shader into.


(Flippy) #5

Just to explain things more clearly to a newbie (not meant as an insult btw):

There are textures, and shaders in ET. Both of these determine how a brush (a ‘box’ for example) looks and behaves.
Generally, textures determine the visual aspect of the brush. For example, they give the brush a grass or stone texture. Or in your example, an ice texture.

However, a texture alone does not determine how a brush behaves, that is up to shaders. In the shader (which is a “.shader” file, commonly found in the etmain\scripts folder) you can specify the properties of the brush you apply this shader to. For example, you can make it sound like grass, stone, or in your case make it slippery like ice. Other examples are water, being able to place landmines etc etc.

What you apply to a brush is usually the shader, not the texture. The texture used by a shader is also a property of the shader.

A shader file can hold several shaders, each with their own name and properties. If you look at Pay 'n Spray’s example, he called his shader ‘yourtexture’.
Then come a list of properties, in this case first the ‘editorimage’ which specifies the image used by the gtkradiant editor, and then the ‘surfaceparm slick’ which tells ET to make this shader slippery like ice.
Finally the ‘map’ property is set to a texture (picture) which the game uses ingame.

Now finally you might ask, why is the ice texture you applied not enough, why is it not making the brush slippery? I believe that is because you applied a texture and not a shader, and a texture alone cannot determine properties such as slipperiness. I don’t believe there are ice shaders (including slipperiness) in ET but I have found some nice ones (new textures) that do include it in the past…

So your problem was simply because there is no ice shader in standard ET, merely the texture. And in the standard ET maps, the slipperiness is caused by a second brush just above the ice with the common/slick shader applied (which is basically the ice shader without a texture).


(Macuiare) #6

Wow thanks,
you guys are extreamly helpful i thought for textures I would have to use and make my own but the shaders are textures to and you dont need to load them in your pk3 (unless custom)

=/ but im having another issue, sadly, every time i run up my map i can see everything (i even got the gamma right =D ) i can fly a around as a spec but as soon as i push L freezes everything, i have a redspawn blue spawn deathmatch, my map doesnt leak would anyone know whats wrong?

Thanks =)


(IndyJones) #7

i’d suggest read tutorials for very basic maps.
http://www.pythononline.co.uk/et/tutorial03.htm

you are missing mapcoords i guess?


(-SSF-Sage) #8

I bet he used fueldump/icelake_bottom… that’s not slippery. But fueldump/icelake_top is. :stroggtapir:

Ps 600th post! Yeehaa!


(Pray-N-Spray) #9

Or if you have set mapcoords then be sure that you have 2.60 patch and not 2.55 :wink:


(Macuiare) #10

Nope still freezes, maps not leaking, the maps actually just a small box with shaders. im using gtk radient 1.5 i had a fresh isntall of Et then installed gtk radient, when i load up my maps i go g_gametype 2, sv_pure 0 then devmap box8 but still a freeze, i even tried making a pk3 of it with the directorys textures, maps, scripts, levelshots, (i dont have any levelshots) or co ords but i tried it with co ords but still a freeze =/ please help =]


(IndyJones) #11

did u do EVERYTHING as stated in tutorial i gave u link before?


(Cambodunum) #12

sounds like a missing tracemap


(IndyJones) #13

tracemap is not necesarry.


(Cambodunum) #14

it is required/necessary … :wink:


(Flippy) #15

Not to run your map. A tracemap is only necessary if you want to be able to use mortars and possibly airstrikes (and I’m not even sure about airstrikes).

To run the map without freezing all I ever needed was one spawnpoint (red or blue, does not matter), one team_WOLF_objective entity (the yellow box) and one purple info_thingy… can’t remember the name, sorry. Anyway, I never needed to set any mapcoords, yet everybody seems to think they are required. For me, they never were.

Try opening your .map file with notepad and posting the contents here (please, use [code ] tags).


(IndyJones) #16

maybe you were running ur map without mapcoords on 2.55?


(Cambodunum) #17

weird … i solved this problem a few month ago with a tracemap … and i read it right at the moment in a tutorial … confused


(th0rn3) #18

Enter mapcoordsmins (bottom right corner) and mapcoordsmaxs (top left corner) in your worldspawn (select any brush that is not an entity, and press n key)


(kamikazee) #19

If you press “L” and the map freezes, it is definately the mapcoordsmin/mapcoordsmaxs being set to invalid values or the fact you have not even one spawn point for the teams.

Another way to fix this is to upgrade to W:ET 2.60, that version fixed even the g_gametype cvar issue. If you need W:ET 2.5 because your favourite server runs it, that’s no problem. Your mapping install should be a second installation, completely independent from the installation you use to play on servers.


(Macuiare) #20

Sweet it works =D finally thanks guys i just followed what you said and it works =D no wonder they call you pro’s =p

Would i be able to havae your email adress(s) so i can bug you with naab questions, every so often (unless your busy you can just tell me to raak off)

thanks again

Macuiare