Search found 28 matches

by Shuriken1
Wed Sep 08, 2004 8:09 pm
Forum: Scripting
Topic: SP Conversion
Replies: 12
Views: 399

How Virus did those conversions has been puzzling me as well. Like you say, clients just crash when they connect. I gave up in the end as I don't know enough on this stuff.

Be nice if someone could do the same and make it public rather than keeping it to themselves.
by Shuriken1
Wed Sep 08, 2004 8:05 pm
Forum: Mapping
Topic: Shadows on the Walls
Replies: 13
Views: 416

I get the same thing quite often, I presumed it was cos I was doing a fast compile and that it would go away on the final compile. I hope so, I'm worried now :?
by Shuriken1
Wed Sep 08, 2004 8:00 pm
Forum: Mapping
Topic: Player damage in moving objects
Replies: 11
Views: 314

Would it make any difference if you made the walls script_object's and turned them notsolid. Then, create a new brush, the same as the wall and make it a player clip, i.e. give it the player clip texture. I don't know if it would be any different, try it on one wall and see what happens :)
by Shuriken1
Tue Sep 07, 2004 8:28 pm
Forum: Scripting
Topic: 1st person POV and MG view with hands?
Replies: 11
Views: 358

Yeah, looks good :D
by Shuriken1
Tue Sep 07, 2004 10:29 am
Forum: Mapping
Topic: Strange lod terrain with shadows
Replies: 12
Views: 295

Oh, I've just remembered, I selected the LOD and brought up a box, the name of which I can't remember and theres an option on there called Max Detail, that stops it deforming like panTera said and should stop those shadows appearing.

As for the name of the box or how to get to it, I can't remember ...
by Shuriken1
Tue Sep 07, 2004 10:03 am
Forum: Mapping
Topic: Teleport weird behavior
Replies: 13
Views: 297

To expand on trude's previous post (as impressive as always 8-) ) could you add:

local.offset = 48 + randomint(64)
local.a = local.player.origin
if((randomint(100)) < 50)
local.a[0] = local.a[0] + local.offset
else
local.a[0] = local.a[0] - local.offset
if((randomint(100)) < 50)
local.a[1 ...
by Shuriken1
Tue Sep 07, 2004 9:55 am
Forum: Mapping
Topic: Caulk vs, Nodraw
Replies: 17
Views: 451

Thanks for the info everyone. I had a glance through your link Bjarne, I didn't know about the caulksky one, thats damned handy, thanks.
by Shuriken1
Mon Sep 06, 2004 11:45 am
Forum: Scripting
Topic: Sound only play in one area
Replies: 3
Views: 203

Get the player to produce the sound, thats what I do for exactly the same thing, like this:

Code: Select all

parm.other playsound alarm
That is inside my loop which also does the red flashy lights, coincidentally, that makes sure the lights are in sync with the alrm noise. :)
by Shuriken1
Mon Sep 06, 2004 11:07 am
Forum: Mapping
Topic: Custom Texture Mess
Replies: 19
Views: 435

I originally did my texture as a jpg until I realised that the shader only does tga's. Although, I found out afterwards that it will load a jpg but u have to put tga in the shader.

Anyway, I did my texture 400x100 because that related to the shape of the face I was putting it on. It turned out to ...
by Shuriken1
Mon Sep 06, 2004 8:53 am
Forum: Mapping
Topic: Custom Texture Mess
Replies: 19
Views: 435

You definately need to restart Radiant and I would also reapply the texture, apply something else first just to make sure. You are using MBuilder to compile your map aren't you? The in-editor compilers make a mess of your map, including tiling your textures.
by Shuriken1
Mon Sep 06, 2004 8:52 am
Forum: Mapping
Topic: Caulk vs, Nodraw
Replies: 17
Views: 451

That would be greatly appreciated Bjarne, let me know when its done lol :P
by Shuriken1
Mon Sep 06, 2004 8:17 am
Forum: Scripting
Topic: velocity of bullets
Replies: 8
Views: 350

AfterDeath, firedelay (when used for non-auto weapons) is just there to represent the reloading phase and to stop you firing whilt the reload animation is happening. :) Also, you would have to remove semiauto from the tik to make it full auto - just so you know :)

Atomic, I agree with the other ...
by Shuriken1
Mon Sep 06, 2004 8:11 am
Forum: Mapping
Topic: Custom Texture Mess
Replies: 19
Views: 435

I'm new to making textures for mohaa too. I've just created a sign and this is the shader file I am using (stolen from another texture):

textures/outoforder/out_of_order
{
surfaceParm rock
{
map textures/outoforder/out_of_order.tga
rgbGen identity
depthWrite
}
{
map $lightmap
blendFunc GL ...
by Shuriken1
Mon Sep 06, 2004 8:06 am
Forum: Mapping
Topic: Strange lod terrain with shadows
Replies: 12
Views: 295

Yeah, I've had that before. It just where it screws up the lighting between the above-ground vertices and the underground ones. As trude says, a -final will probably get rid of it. However, I managed to get rid of it a different way. When I remember I'll let you know. :)
by Shuriken1
Mon Sep 06, 2004 8:03 am
Forum: Mapping
Topic: [WIP] Stalingrad 2.1
Replies: 6
Views: 302

What did you use to decompile Stalingrad? But more to the point, where can I get my hands on it? :D