Search found 28 matches

by GI Morpheus
Sun Oct 12, 2003 9:08 pm
Forum: Mapping
Topic: Question for Tom Trude or Small Sumo
Replies: 4
Views: 107

playerclip stairs

Uh Duhhh.... Sorry guys. Thanks for bringing me back to earth. A Playerclip staircase is just the thing I was looking for. Though I did a tris level 1 in developer mode and didn't see a staircase. I guess clip brushes don't show up in tris since they are not added to the face count.
by GI Morpheus
Sun Oct 12, 2003 7:50 am
Forum: Mapping
Topic: Question for Tom Trude or Small Sumo
Replies: 4
Views: 107

Question for Tom Trude or Small Sumo

Tom/Sumo,

In the map you guys made (A Bridge Too Far), the players can walk up the bridge supports to get on top of the bridge even though the angle is something like 60 deg. I'm trying to allow my players to do the same thing. Can you tell me how you did it. When I get a shader info command, I ...
by GI Morpheus
Tue Sep 16, 2003 10:47 pm
Forum: Mapping
Topic: Texture Question
Replies: 2
Views: 125

File Formats

Actually I did find a Photoshop Plug-in for the .dds format (still haven't found out what it's native to, or why it's used instead of .jpg or .tga).

The .fcm format is like a diff file that's distributed instead of the entire file (from what I've been able to read).

I've decided that I really don ...
by GI Morpheus
Tue Sep 16, 2003 10:33 pm
Forum: Mapping
Topic: Where is that tutorial?
Replies: 5
Views: 163

Your numbers are off.

Major Pain,

You may want to check out the VonderCrunch Sun Tutorial.
Major Pain wrote: key / value

sundirection / 230 230 0
That first value should be between 0 and -90.
by GI Morpheus
Tue Sep 16, 2003 10:26 pm
Forum: Mapping
Topic: Where is that tutorial?
Replies: 5
Views: 163

That's the one!

PanTera,

That's the one I was looking for! Thanks Man!
by GI Morpheus
Sat Sep 13, 2003 6:01 pm
Forum: Mapping
Topic: Where is that tutorial?
Replies: 5
Views: 163

Where is that tutorial?

I saw a tutorial a little while ago, that had to do with the sun direction. It showed a sky sphere and had the angles marked on it. Does anyone know what site had it?
by GI Morpheus
Mon Sep 08, 2003 3:42 am
Forum: Mapping
Topic: Breakable Glass Doors
Replies: 2
Views: 126

Breakable Glass Doors

I'm trying to make functional doors with glass windows that you can shoot through/shoot out, but I'm not having much luck. I've got the alpha channel working fine, and you can see through them, I also gave them a glass surface param, but how can you make a brush a "func_rotatingdoor" and a "func ...
by GI Morpheus
Mon Sep 08, 2003 3:35 am
Forum: Mapping
Topic: Texture Question
Replies: 2
Views: 125

Texture Question

I have noticed some textures like windows have additional files with a *.fcm or *.dds extension. They are some sort of compiled object files (i.e. I can't read them). Does anyone know what these files are, how do I use/abuse/change them? None of my paint programs will touch them (Photoshop/Paint ...
by GI Morpheus
Tue Jul 22, 2003 12:00 pm
Forum: Mapping
Topic: Fire FX
Replies: 3
Views: 162

Fire FX

Tom,

It's not so much the use of the FX, as the duration it lasts. I am able to use say the "firescreen" FX, but I can't get it to last more than about 7 seconds.
by GI Morpheus
Mon Jul 21, 2003 4:05 am
Forum: Mapping
Topic: Fire FX
Replies: 3
Views: 162

Fire FX

Ok, I want to create a fire effect like the engine fire on the "models/vehicles/opeltruck_d.tik" that burns continuously. I was hoping to use the "models/emitters/firescreen.tik", but the duration is only about 7 seconds. I can't figure out how their doing it in the "opeltruck_d.tik". Their using ...
by GI Morpheus
Sun Jul 20, 2003 10:30 pm
Forum: Mapping
Topic: Exploding Tanks not disappearing!
Replies: 23
Views: 456

Shader file

Tom,

That is as I surmised. In programming terms, I'm calling a subroutine in an include file. I just didn't see where it was "including" that particular shader file, but you answered my question by letting me know that everything in the scripts directory is being included at compile time. All I ...
by GI Morpheus
Sun Jul 20, 2003 6:56 am
Forum: Mapping
Topic: bsp convertors
Replies: 8
Views: 140

Another Tip.

Also remember after the map finally loads, every brush, everything will be selected. So you might want to hit escape to deselect everything before exploring and moving about. I also got tired of the crashing until I hit escape by accident and found out that that was the problem for me.
by GI Morpheus
Sun Jul 20, 2003 6:25 am
Forum: Mapping
Topic: Exploding Tanks not disappearing!
Replies: 23
Views: 456

Got It!!!

OK Tom, Thanks to the files you gave me for an example I was able to make a new TIK file. I was actually looking to blow up a King Tiger as an objective. I looked in the pak0.pk3 file and found the "models/vehicles/kingtank.tik", I also found the shader file in pak6.pk3 "scripts/ktigertank.shader ...
by GI Morpheus
Fri Jul 18, 2003 1:20 pm
Forum: Mapping
Topic: Exploding Tanks not disappearing!
Replies: 23
Views: 456

TigerTank

Tom,

Your the BEST! I just never wanted to be one of those guys that asks everyone else to do the hard parts, or "how do you do this?", with the response being "Read the friggin manual!". With that being said, and at the risk of receiving the "Read the manual" response, let me ask... How do I ...
by GI Morpheus
Thu Jul 17, 2003 2:00 am
Forum: Mapping
Topic: Exploding Tanks not disappearing!
Replies: 23
Views: 456

Sorry, I don't understand.

tlTrude,

I'm sorry, I'm a noob and don't understand where I would put that code. Where is the code for the "backwheel" function that you mentioned? I can see where I should "rem" the code for the rotation
"tcmod rotate 5 0 20", but I don't think you mean for me to change the code in one of my ...