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New mapper

Posted: Thu Feb 09, 2006 7:03 pm
by de_n00b
Hey Guys,

Im a bit new in mapping so i got 2 questions can you pls help me.

I loaded a perfab in my map but i didnt like it cause it wasnt my own work so i deleted it. Now i got in my map a telephone and a mg-42 hanging in the air. I cant see them in my SDK so i cant remove them!! what can i do about it?

My second question:

I readed the door tutorial for making doors wich you can open. So i made some rotating doors but i cant make them open the right way! (So the player wont get a door in his face :P)

Maybe this second question was in the tutorial but maybe i didnt understand cause as you can see my English is not very good :D

However.. pls help this new mapper!! :P

Posted: Thu Feb 09, 2006 7:25 pm
by snajperu
Try to select mg in 3d view

For door opening right direction jus select door, origin and hit "n" choose one of angle buttons then :) fo example push 180 degrees to hit player out of his teeth with door :)

Posted: Thu Feb 09, 2006 7:40 pm
by At0miC
Are your filters off? Check if your 'entities' or 'models' filters are unselected; go to View > filter > ...

Here is an image to have a clearer view of the doorangle stuff:
Image

Posted: Thu Feb 09, 2006 7:40 pm
by de_n00b
snajperu wrote:Try to select mg in 3d view

For door opening right direction jus select door, origin and hit "n" choose one of angle buttons then :) fo example push 180 degrees to hit player out of his teeth with door :)
Ok, thx for the door but how much degrees do i need to dont do that?? :P 90??

And about the 3d view isnt that the eye-icon on "2"? (I always got it like that)

Posted: Thu Feb 09, 2006 7:43 pm
by de_n00b
At0miC wrote:Are your filters off? Check if your 'entities' or 'models' filters are unselected; go to View > filter > ...

Here is an image to have a clearer view of the doorangle stuff:
Image
THANKS THE MODEL FILTER WAS ON :D now i removed them but about the doors i got the same question: with how much angle do the doors go both sides? Cause if i understand well you explained to me that 270 goes back and 90 degrees forward.. or do they go both ways?

Posted: Thu Feb 09, 2006 7:48 pm
by At0miC
That depends on the angle you build your door, it depends in what direction it should rotate:

If your door is made over the x-axis, use 90 or 270 (see image), if your door is made over the y-axis use 0 or 180. Try, that should work. You only need 1 angle value, just find out which one you need.

Posted: Thu Feb 09, 2006 7:50 pm
by de_n00b
Ok thx again!

doors

Posted: Thu Feb 09, 2006 11:36 pm
by tltrude
Yes the door swings both ways by default. But you only need to set one of the two angles the players will face to open it.

If you set...

Key: alwaysaway
Value: 0

The door will only open one way--in the direction of the set angle. Of course that is bad, if you want players to use the door from both sides.

Angle 0 is default, so doors on the X axis will work without any angle being set--see picture.

Posted: Fri Feb 10, 2006 2:37 pm
by de_n00b
Ok, thx for help all.. but i got 2 more questions :wink:

How do i make round brushes and how can i easily find textures cause it takes sooo much time to find the textures you need :cry:

Posted: Fri Feb 10, 2006 4:34 pm
by snajperu
Textures is not the problem, just choose textures,>reload textures or (recommended) show in use.
Round brushes: brush menu and > number of <something> (I'm Polsish so I can not remember)

Posted: Fri Feb 10, 2006 5:26 pm
by de_n00b
snajperu wrote:Textures is not the problem, just choose textures,>reload textures or (recommended) show in use. (I'm Polsish so I can not remember)
Ok thanks for the brushes the only thing i dont know now is the number :wink:. But about the textures i knew that this was possible but i meant something else. I meant: for example if you want a texture for a door that you get to see all door textures.. is something like that possible.. cause I lack of ceiling textures I just dont know wich one to use. for example i know got a building lika a bank where i need a majestic (dont know if its the right word :P) ceiling.

Posted: Fri Feb 10, 2006 6:50 pm
by Uknowme
Welcome to .map.
First off with textures I would point you to this site :
http://homepage.eircom.net/~kdja4/textu ... xtures.htm
This is very helpful and hopefuly it will aid you in what you are trying to achieve.

Posted: Fri Feb 10, 2006 7:21 pm
by PKM
de_n00b wrote:
snajperu wrote:Textures is not the problem, just choose textures,>reload textures or (recommended) show in use. (I'm Polsish so I can not remember)
Ok thanks for the brushes the only thing i dont know now is the number :wink:. But about the textures i knew that this was possible but i meant something else. I meant: for example if you want a texture for a door that you get to see all door textures.. is something like that possible.. cause I lack of ceiling textures I just dont know wich one to use. for example i know got a building lika a bank where i need a majestic (dont know if its the right word :P) ceiling.
you'd have to open the directory they're in but for example, if you had the directory general_structure open and then typed just ''wall'' , it would pull up just the textures with wall listed in their script for that directory (not all the texture directories)

Posted: Fri Feb 10, 2006 7:53 pm
by de_n00b
Uknowme wrote:Welcome to .map.
First off with textures I would point you to this site :
http://homepage.eircom.net/~kdja4/textu ... xtures.htm
This is very helpful and hopefuly it will aid you in what you are trying to achieve.
thx :wink: I'm sure it will help. But some texture groups are missing like ta_berlin. I think this is for Moh:AA only and not for SH?

Posted: Fri Feb 10, 2006 10:00 pm
by de_n00b
I got a new question (if you dont stop me ill keep asking :P) how do i make water that doesnt have waves?? thx again for help (a)