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Ok
Posted: Sat Feb 01, 2003 2:04 pm
by Shifty
Once again Thanks Wacko - I've put that texture into an early build and it looks great - Check out theses Screenshots
1 Question though - Is it possible to reduce the speed of the texture effect?
Thanks
Posted: Sat Feb 01, 2003 2:10 pm
by jv_map
Wow that's awesome indeed 8)
Posted: Sat Feb 01, 2003 2:15 pm
by [253RID]General-Haines
looks just like the gate Neat!
Posted: Sat Feb 01, 2003 3:52 pm
by wacko
Scrolling speed can be adjusted in the stargate.shader in the pk3 file. If you want to change it you should use pakscape to open the pk3, find the shader in the directory scripts, copy it to your desktop and adjust it. Save it and overwrite the old one in the pk3 with it.
textures/stargate/stargate
{
qer_editorimage textures/stargate/stargate.tga
qer_keyword utility
// the transparency in mohradiant
surfaceparm nolightmap
surfaceparm nonsolid
surfaceparm trans
cull none
sort additive
{
map textures/stargate/stargate.tga
tcMod scroll 0 1
// the speed of texture scrolling in x and y direction
tcMod scale 1 1
// size of applied texture higher value is a smaller texture
// smaller textures scroll proportionally faster
nextbundle
map textures/stargate/stargate.tga
tcMod scroll 0.5 0
tcMod scale 1 1
}
}
The red values must be altered!
Posted: Mon Feb 03, 2003 1:59 am
by Shifty
Ok everything looks great and I used the teleport fuction to move me to another Gate

which is extremly cool So Hopefully I can start mapping this as soon as War in a Hall is completely Finished
Thx for the help guys
Posted: Mon Feb 03, 2003 2:04 am
by 7th Es Cyborg
see if you can get the spash effect from a bullet/nade impact to create the big blast that comes in every time the gate is opened....
Posted: Mon Feb 03, 2003 2:09 am
by Shifty
Yeah i thought about doing that actually but i have no idea how to "turn it on"
Posted: Mon Feb 03, 2003 2:13 am
by Shifty
What i'd love to do is have it activated by pressing use by a computer in the control room - then have the event horizon appear with say a mortar hit in water is this possible also is it possible to stop bullet hits in the water as these would in theory travel through
Posted: Sat Mar 20, 2004 2:27 pm
by agentmad007
this story begin to interest me
but i cant have the pk3 in file planet............
Posted: Sat Mar 20, 2004 3:28 pm
by wacko
agentmad007 wrote:i cant have the pk3 in file planet............
it's gone, yep.

and i've nothing left from that time anymore. you might get something from Shifty?! Else, you could do a combination of the lightbeam tut and a water texture...
Posted: Sat Mar 20, 2004 4:36 pm
by agentmad007
ok thx Wacko so shifty heeeeeeeeeeeeeeeeeeelp plz
where can i find those lightbeamn tuts and water texture
thx for help a .map would be welcome too

Posted: Sat Mar 20, 2004 5:39 pm
by wacko
agentmad007 wrote:ok thx Wacko so shifty heeeeeeeeeeeeeeeeeeelp plz
maybe better write him a pm
agentmad007 wrote:where can i find those lightbeam tuts
in the tutorials section here at .map
Posted: Sat Mar 20, 2004 6:24 pm
by agentmad007
ok ty wacko for your advise ..... i ll send him a pm now!
Posted: Sat Mar 20, 2004 7:19 pm
by Shifty
I'll put the test map on my site i'd hand it to wacko for his recycling bin but I've just started work on some stargate maps
I'll put a link up when its up
Posted: Sat Mar 20, 2004 7:27 pm
by Shifty
Ok then this is early stuff that i havnt touched for a while so its a little buggy
Still to do :-
+Make a Better Gate
+Turn off the transport trigger when the gate isnt active (I know how but didnt at the time)
+Have the Gate Auto Shutdown after 60 seconds (Might Need Help there)
+Add a mortar hit before the puddle appears (Deffo Need help on that)
HERES THE LINK
http://www.shiftysbunker.pwp.blueyonder ... /sgate.zip
Also as your playing with teleport you might like my tutorial for it i especially like the lil map i made for it lol
http://www.shiftysbunker.pwp.blueyonder ... leport.htm