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Flak 88 Help
Posted: Wed Mar 02, 2011 10:57 am
by [D.o.G]FaDe2BlAcK
How in the world did I manage this?
I used to have usable flak 88's, now I cannot remember how I did it. This an old map from back when I used a different PC. The Flak's do not work on that PC or this PC... how can that be? I was reading around and found absolutely nothing... this isn't a 404 error on a website. I have decided I am going to finish this map for my clan and these Flak's are really the only thing that makes the map unique. I read stuff about reading files from the computer. Well perhaps I had a map that had usable Flaks... would that make them usable for me too? Anyways I deleted all of the old maps from my old PC so I'll never know, but maybe that is why they worked. I was a noob back then and had no scripting skills so can anybody tell me how in the heck I managed that?
Posted: Sun Mar 06, 2011 2:21 am
by Cpt. Duke
Hey Buddy!
As I was looking around, I found this old post on how to create usable flak88's?
/forum/viewtopi ... ble+usable
Hope this helps!

Posted: Fri Mar 11, 2011 3:38 pm
by [D.o.G]FaDe2BlAcK
Well thank you very much! Idk how I missed that before.
One sided texture?
Posted: Fri Mar 11, 2011 3:41 pm
by [D.o.G]FaDe2BlAcK
How do I get rid of this? I've tried the "no draw" over this part but it did not work

Is there a certain way this needs to be done?

Posted: Fri Mar 11, 2011 7:31 pm
by Cpt. Duke
Good afternoon, FaDe2BlAcK!
The only way to fix this problem is to select the side of the brush individually (ctrl + shift + left click) and apply the "no draw" or "caulk" texture. "No draw" is preferred.

Posted: Fri Mar 11, 2011 11:37 pm
by [D.o.G]FaDe2BlAcK
I wasn't even aware one could do that. Thank you for your help!
Custom texture problems...
Posted: Sun Mar 13, 2011 11:59 am
by [D.o.G]FaDe2BlAcK
I know I've have been raiding the forums with questions lately, but there is one last thing I cannot seem to figure out. I have tried to use the custom texture tutorial and use the forums for help. However, after looking through the topics, even the ones with the same problem, I could not figure this out. The name of the texture is DOG and the .pk3 is set up exactly like the tutorial says. Here is my script:
textures/dogtextures/DOG
{
surfaceparm wood
nopicmip
{ map textures/ww1/DOG.tga
rgbGen identity
depthWrite
}
{ map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
depthFunc equal
}
}
Any ideas why this is not working?
EDIT: It appears I have placed this in the mapping forum instead of the scripting forum, I apologize.
Posted: Sun Mar 13, 2011 12:32 pm
by BatteryAziz
[D.o.G]FaDe2BlAcK wrote:I wasn't even aware one could do that. Thank you for your help!

that means you're not caulking your maps. caulking is building everything with the "caulk" texture (which is "no texture") and only applying textures to the sides that are relevant. this is important for performance if your map becomes big enough. even though PC's are over 9000 times more powerful than they used to be, there'll still be a noticeable difference.
Posted: Sun Mar 13, 2011 2:27 pm
by [D.o.G]FaDe2BlAcK
Oh my, you're right, I'm not doing this. Will it make a big difference? Or do I go back and caulk the whole map?
Posted: Sun Mar 13, 2011 3:26 pm
by Cpt. Duke
Hmm, I have never worked with custom textures before, but you might have the brackets in the wrong places.
You could try this?
textures/dogtextures/DOG
{
surfaceparm wood
nopicmip
{
map textures/ww1/DOG.tga
rgbGen identity
depthWrite
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
depthFunc equal
}
}
Not sure whether or not this will work, but it's worth a shot!

Posted: Mon Mar 14, 2011 7:45 am
by [D.o.G]FaDe2BlAcK
LOL I just realized my problem! Thanks for your help though!
Posted: Tue Mar 15, 2011 6:45 pm
by Cpt. Duke
Saaaimen is right. If you want to make sure your map plays with maximum performance, you must apply the "caulk" texture to all sides of a brush the player can't see. However, if you are dealing with textures that have an alpha channel (the hedgerows for example), use "nodraw" instead.
In case you are wondering, the difference between these two textures is that caulk is solid and nodraw isn't. That is why nodraw is used with textures that have alpha channels, and caulk is used with completely solid textures.
Posted: Tue Mar 15, 2011 7:12 pm
by [D.o.G]FaDe2BlAcK
Good info to have, thanks for sharing!
Re-texture and re-compile here I come!
creating and bending pipes
Posted: Thu Mar 17, 2011 1:32 pm
by knifepoint
How do i create and bend pipes like those on obj2 and m6l3d maps?
Here's How
Posted: Thu Mar 17, 2011 5:30 pm
by Cpt. Duke
Making pipes for MOHAA is quite simple. I assume you know the basics to MOHRadiant and are familiar with its features
First, create a flat, square brush about the same size as the area of your pipe.
Look at the upper part of your screen and select Curve--->Primitives--->Cylinder. By now, you should have a small, flat cylinder in the form of a patch mesh.
Reshape the patch mesh so that it is as tall and wide as you want the pipe to be.
While your pipe is still selected, press B to enter "Bend Mode." A small screen should appear with instructions on how to bend the patch mesh. The instructions should be easy to understand. If not, you can ask me to explain in more detail.
When you're done, apply the desired texture on to your newly bent pipe, and press P to bring up the patch inspector.
Select one of the following buttons until you are satisfied with the texture on your patch mesh.
CAP
NATURAL
FIT
When none of these settings work for my particular patch mesh, I usually select SET.
By doing so, a small window appears with instructions on how to use it.
Texturing patch meshes can be very tricky, and may take a while to get use too.
What ever you do,
don't give up!
If all goes well, you should have a nice bent pipe for your map!
Enjoy
