Mapping Project: The Battle Of Crete


(Emilios1310) #61

Well, Mateos, thanks again you are really helpful. :slight_smile: And you too, Destroy666, I’m using your skybox prefab now, thanks!

So, I have got another problem now, I want to make a roof for one of my buildings. How can I achieve that? I tried rotating some wood brushes, the dupliacting them and putting the together, filling the space but all that comes is a buggy roof that you can see through it (somehow) I’ll post screenshot if needed. Can you assist me? I have had a similar problem while trying to use the Select Vertices / Select Edges tool.

Help?

~Regards,
Emile


(Mateos) #62

Screenshot can be welcome to see what kind of roof exactly you want to make, but for sure you’ll need to drag Edges.


(Emilios1310) #63

I will send screenshot shortly. For some reason, when I use the Drag Edges/Vertices tool, the brush that it’s edges/vertices are being dragged becomes buggy and see-through for some reason… :confused:


(Emilios1310) #64



The above images, are editor view and game view. As you can see in-game, the roof is buggy, and you can see through it (when you’re not supposed to), how can I fix that?


(Emilios1310) #65



The above images, are editor view and game view. As you can see in-game, the roof is buggy, and you can see through it (when you’re not supposed to), how can I fix that?


(Destroy666) #66

Try Brush Cleanup. You can also try to remove the buggy brush and place a new one.


(Emilios1310) #67

Something is up with my ET and I see black-orange squares everywhere. By the way, how can I make a water shader? :slight_smile:


(Mateos) #68

Hmm… read the ones of ET?


(Destroy666) #69

You have an invalid shader. Try to look for it in your .shader files (for example missing { }) or remove last downloaded pk3s.

Look for oasis shader.


(Mateos) #70

Any news about your map?


(Tardis) #71

I have had the same problem with this look at your NAME.shader(s) and make shure you have open and closed all your barckets

//Tardis (Poilce Box) Shader

textures/tardis/police-banner
{
qer_editorimage textures/tardis/police-banner.jpg
surfaceparm nolightmap
q3map_surfacelight 200
{
map textures/tardis/police-banner.jpg
rgbGen identity
}
}

like so … if the backets are not opened and closed it makes ET go yellow and black :wink:

A water shader all depends on what jpg/tga you want to use and what effect you would like


(Mateos) #72

About the water shader, you should take a look at the core shaders. Maybe also the one from Praetoria Mission 1, which seems to be fine :slight_smile:


(Tardis) #73

Bump ! any news Emile ?