marko s temple maps


(ailmanki) #21

Afaik the clip is a surface parameter, just like a ladder. And those surfaceparms cannot be modified by mapscript - well at least in most mods? Not sure if that has changed in the meantime.
Also you would with that modify ‘all’ surfaces having that shader.


(acQu) #22

Yep. This would be the price. But its fixable by inserting fake brushes AFAIK.

So you tried this already ?

[edit] it seems it not work => http://www.youtube.com/watch?v=JnQSMTpFSMI&feature=related

or simply

Im gonna do a “surfacepalm” now…:smiley:


(ailmanki) #23

edit: Nope, only tried to create a ladder.

Its a surfaceparm just to make sure, the clips…
http://www.robotrenegade.com/q3map2/docs/shader_manual/q3map-surface-parameter-directives.html

Well I have not tried it, but I am kinda convinced that those related surfaceparms are baked into the bsp. Changing the shader will not have that effect; but I am getting curious … maybe it works.
Good thinking with the fake brushes - didn’t had that idea :smiley:

We can create fake brushes, and give them content flags and those do modify the surfaceparms, so maybe its not all baked already.


(Diego) #24

If you are playing the latest MLB temple, Marko has the coffin that the gold is hidden in covered until the tank blows the temple doors. Once the tank blows the doors, the coffin breaks open and you can grab the gold. So if you ever get the double jump to work, you still need to modify the script to remove the cover of the coffin.

I’m of the same opinion that double jump is a hack that should not be allowed unless the map is designed to use it. This is not Team Fortress, It’s ET.


(.Chris.) #25

Yeah, I used to hate it when people complained about so called ‘trick jumps’ in some of my previous maps that broke the map and asked for the map to be changed then when I looked into the problem and it turned out to be caused by double jumping…