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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 :wink:

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:

Image

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.