Search found 9 matches

by MIG
Sun Jun 08, 2003 12:47 am
Forum: Mapping
Topic: Compiling takes too long
Replies: 17
Views: 380

Have you put a sky around your creation? And completely around it?

Then u should make a tiny gap in your sky brush. So the compiler sees this a little different then and will compile it much more quickly.
by MIG
Sat Jun 07, 2003 2:17 pm
Forum: Mapping
Topic: Whats the correct smoke to use??
Replies: 3
Views: 152

Sorry for my reply on this old topic. But I've created the fx into my chimney. Did not do the .tik part yet (where do I put this?). But now in my map there is smoke. Only the smoke goes through my chimney walls. How can I make this go away? Is there something to set the smoke a little smaller or ...
by MIG
Sat Jun 07, 2003 2:08 am
Forum: Mapping
Topic: Possible to make a FAQ, there are too many sticky posts
Replies: 1
Views: 105

Possible to make a FAQ, there are too many sticky posts

Well, I'm quite new here. But I'm familiar with other fora and most of them have FAQ postings. When I look at this forum, I see 4 sticky posts. Think that 3 of them could be merged into 1 FAQ sticky post. Also for new users, u can refer to the FAQ and not to diffent postings made here.

Think u ...
by MIG
Sat Jun 07, 2003 1:59 am
Forum: Mapping
Topic: Problem with the mohradiant meny.
Replies: 9
Views: 308

NoTarget wrote:ok.. i have done that now. Now what? Can't see my textures.

I used to run the menu nr 1, but people have said nr 3 is better..
When you posted this, I tried option 3. But I prefer option 1. Try all of them and see what you really like.
by MIG
Sat Jun 07, 2003 1:55 am
Forum: Mapping
Topic: Caulk
Replies: 7
Views: 183

That's the first thing when I began mapping. First chaulk everthing, make sure you don't overlap brushes. Then you make your stuff. And when u decide to use the room anyway....texture it. It increases mapspeed. You can better get a remark of a friend who is testing your map like 'damn need an extra ...
by MIG
Fri Jun 06, 2003 11:28 am
Forum: Mapping
Topic: Player start problem
Replies: 4
Views: 129

basepath: c:\games\mohaa\
mapspath: c:\games\mohaa\main\maps\
autosave: c:\games\mohaa\main\maps\
rshcmd: empty
enitity dir: code/
modelmask: .tik
moddir: main

And in preferences, you can mark option Right click to drop entities (not so good in english, not sure this is the right function).
by MIG
Fri Jun 06, 2003 7:12 am
Forum: Mapping
Topic: Inverted endcap does not work properly
Replies: 9
Views: 174

Thanks tltrude!

Now I understand how these arches are made. Like in the tutorial you have to create brushes for the filling in, causing overlaps. With the inverted endcap function you can fill this automatically, only one thing is that your texture is not bended, but horizontal. That's ok with me ...
by MIG
Thu Jun 05, 2003 11:42 pm
Forum: Mapping
Topic: Inverted endcap does not work properly
Replies: 9
Views: 174

Well looked at your map and tried it. Very cool.

What me made into making arches without brushes is that I get glitches. The arches look nice, but as in your test_bomber map, you can see that there are glitches. Maybe you need those brushes for your explosion, so that's ok. But really need to get ...
by MIG
Thu Jun 05, 2003 2:29 pm
Forum: Mapping
Topic: Inverted endcap does not work properly
Replies: 9
Views: 174

Inverted endcap does not work properly

Just viewed the nice tutorial from http://www.carbongraphx.com/mohaa on the arches. I'm currently trying to get it also in my map, I followed everything like the tuturial. But get a problem with function curve -> cap -> inverted endcap. The result is as following:

http://home.quicknet.nl/qn/prive ...