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Posted: Tue Aug 30, 2005 5:55 am
by Cobra
Sure, i will do that. I have to say that i released the map for version 1.1, the final compile takes 2 days i guess. But btw, i will do that this very soon, i think this will create shadows?
You can dowload my map here
Mirror 1
Mirror 2
Btw: The shadows are not in the map but i compile the map very soon. Forget about it, its just 1.1
I run my server at Spearhead. I hope everyone enjoy this version. A Warm welcome.
83.247.23.5:12203
Basebuilder + Objective included Bastogneobj.
Posted: Tue Aug 30, 2005 8:21 pm
by Cobra
How can add two textures on one model. Example: Like a wall in a hous. When i add an another texture, the whole wall is one texture. I will add an different texture inside the hous, how is that possible?
Posted: Tue Aug 30, 2005 11:25 pm
by lizardkid
shift-click a brush for a face of a brush. You can texture it differently than other faces.
Posted: Wed Aug 31, 2005 1:25 pm
by jv_map
panTera wrote:By the way, I don't think it's a good idea to compile the map with -fulldetail
Because this will make every brush in your map a Detail brush. Better leave the BSP stage empty.
In fact, -fulldetail will make every brush
structural. But you're right on the bad idea thing

Posted: Wed Aug 31, 2005 4:48 pm
by Cobra
lizardkid wrote:shift-click a brush for a face of a brush. You can texture it differently than other faces.
So i have to make a double wall, with each another texture?
Posted: Tue Sep 06, 2005 8:19 am
by Cobra
The broblem above is solved.
I have create some doors now that you can open. I have copy a func_rotatingdoor to use it to the other doors. I have fill in:
angle 90
classname func_rotatingdoor
I compile the map, and i will start the map but got an error with the door:
I have make a screenshot
entity
Posted: Tue Sep 06, 2005 11:35 am
by tltrude
The door brush and the origin brush must be one entity. If they are two entities, you will get the error and the game will crash.
To check a door in the editor, highlight a door brush and hit Ctrl E (for entity) and see if the origin brush lights up too. If not, you will have to use Selection > Ungroup Entity on them and then make them a func_rotatingdoor again (key N).
BTW, cloning doors in the same map can cause errors (vis leak), so it is best to make new ones.
Posted: Tue Sep 06, 2005 8:31 pm
by Cobra
I have create it to an whole entity included door and origin. It works now but only wrong
Its my fault, but the door opened midwards and i have place the doorbursh on the rightside..
Screenshot
* Update
The door is working! This problem solved.
Well, i have 1 question about creating a ladder. I have read tutorials and help but it doesnt work for me yet. I will place the rugs of the ladder in to the ladder but it doesn't paste. The rungs are to long, i have learn that CTRL - F works for the textures. Is there a same option but for the ladder, to past the rungs good into the ladder?
Enyone?
I have make a screenshot of the ladder:

Posted: Thu Sep 22, 2005 9:06 am
by Cobra
Nobody?
Key S
Posted: Thu Sep 22, 2005 1:05 pm
by tltrude
The texture can be scaled, adjusted, or rotated with Key S (for surface).
There you go using that word "past" again--it is "paste". Even with that correction in english, I don't see the problem. You know how to make brushes shorter right?
You can change your 2D view with the Tab key.