SG-1 Based Map In Production But Need Help

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Twig Masters *MBC*
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SG-1 Based Map In Production But Need Help

Post by Twig Masters *MBC* »

I have been working on a DM map based on the episode 1969 from the series. I will save you all the details.

The map is close to final but I cant get the stargate portal to look right.
I know it is possible to make the proper effects in Quake and I know MOHAA uses the same engine. So does anyone know how to create the portal? Or if it is even possible in MOHAA?

One other question. I am trying to make the ring transporter too. It works except for the rings. I can make a sliding door in the shape of a ring and it slides sideways. How can I make it go verticle instead?

Wanna see some screenies for the map so far? go here....

http://www.xsorbit6.com/users/twig/inde ... 1078417522

Or go here for very early shots of the gate

http://www.xsorbit6.com/users/twig/inde ... 87&start=0

BTW some of you may know me from Swat 3? I made a few Stargate maps for that too. :D
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Angex
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Post by Angex »

I hope it's as good as the SWAT3 version.
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Post by Bjarne BZR »

Not sure I'm remembering correctly, but a "angle" valie of "-1" should do the trick. Or control it from the script with any of the move commands.
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Post by Twig Masters *MBC* »

Bjarne BZR wrote:Not sure I'm remembering correctly, but a "angle" valie of "-1" should do the trick. Or control it from the script with any of the move commands.
Are you refering to the portal settings or the sliding door settings?

About the map, it wont have the whole SGC in it. It does have the gate room and part of one of the coridors. I have based the design on my maps from Swat. The gateroom is almost exactly the same. The rest of the map has your typical MOHAA look. The Stargate is located in a warehouse and it is set up alot like it was in the episode I based the map on. Since 1969 is after everything that MOHAA is based on I tried to combine the two. Besides who knows where the gate was between 1969 and 1928 when it was discovered. The germans may have had it but not known what it was.

Anyway If I get past these two problems the map should be ready within a week or two for final release to the public.
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wacko
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Post by wacko »

Shifty once did a stargate, look at http://dynamic4.gamespy.com/~map/mohaa/ ... t=stargate. Maybe this could be of some help?!

And: an k/v angle/-1 makes sliding doors go upwards, that'S what Bjarne wanted to say :wink:
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func_door

Post by tltrude »

You can use 5 func_doors as the rings. Angle -1 makes them go up and "lip" is how high they go (probably a negative number). Try "delay" or "#pause" to make them rise or lower one by one.
Tom Trude,

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agentmad007
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Post by agentmad007 »

jsut an ask ........nothing really on rapport with your previous ask

but i read once about teledest ....is it that thing wich make work the gate ......i m intersting about such thing too Looks cool .......

wish you a good work man
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Post by Twig Masters *MBC* »

Ok so far I have managed to get the rings to move in the right direction as well as speed and timing. They look great. Thanks for your help guys.

Next problem is I have to get the sounds working. I tried several ways of getting the proper sounds. Currently I have the sound attached to the rings themselves. I can hear the sound when the rings activate but as soon as I get transported to the other set of rings, I cant hear the sound anymore. Anyone have an easy way to make the sound travel with me?

I am still working on the gate portal. The example you guys posted above is close but its too fast and its not quite right. Isnt there a ripple effect I can use? I thought i rememberd seeing one in other quake engne games.
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agentmad007
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Post by agentmad007 »

look what siad Bd bodger in a post maybe it can help you
(water-ripple effect!) dont know what is it yet but i ll test too

/forum/viewtopic.php?t=1444&postdays=0&postorder=asc&start=30
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Post by Twig Masters *MBC* »

Ok I think I have a texture working on the gate that I am happy with. Its not as good as I would like but it works and I am getting tired of trying to get anything else to work.

Now I have a new problem. I have the custom textures and sounds working on my system.

Problem is, they arent in the pk3 for others. If I remove the files from my system except for in my maps pk3 they dont work. I have tried following every tutorial I can find and still no luck.

Where do I put them? Do I have to edit the shader to point to them in the pk3? I dont understand how scripting works yet and I am getting very frustrated trying to do something that should be simple. HELP!!!!!!
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Post by wacko »

if u have your image(s) and shader in their folders in mohaa/main, where they belong (images are in mohaa/main/textures/customtextures and the shader is mohaa/main/scripts/customtextures.shader) and everything is still working, then just move those pieces into your pk3, where the root directory inside your pk3 corresponds to the mohaa/main folder. So, in your pk3, you'll have a folder textures/customtextures, holding the images and scripts/customtextures.shader
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Post by Twig Masters *MBC* »

Ahh finaly someone pointed me in the right direction. THANK YOU !

I was using a pk3 I created with my textures in it. I followed a tutorial I found somewhere that said that was the proper way to get them in to the game. it works for raidient but not with the final map.

If I have anymore questions I will be back.

Thanks again.
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