Page 1 of 2
Non-solid objects + another question...
Posted: Sat May 17, 2003 12:40 am
by FoShizzle
Hello, this is my first time mapping, so I have a few questions. I am working on a rebuild of "The Complex" from Goldeneye fame. I am having trouble recreating the hidden compartments in the walls (I think there are four in the real map.) I am able to texture the hidden compartment to fit in with the real wall, but I can't seem to make it a non-solid wall (if you haven't played the real "Complex," the hidden compartments are very small, rectangular rooms. They appear to be regular walls, but when you walk against them, you go right through the front and you go into a small room to temporarily hide yourself from everyone.) I attempted to make it non-solid by highlighting it, and going to the surface properties and selecting "nonsolid", but that doesn't seem to work for me. Any help here would be appreciated.
Also, I am thinking of adding MG42's in certain locations where they seem like they would fit in. What exactly will I have to know to make the MG42's work exactly how I want?
Big thanks guys

Posted: Sat May 17, 2003 1:00 am
by Surgeon
hmm i know exactly what your trying to do but tbh I have never tried anything like it so I can't help.........
Posted: Sat May 17, 2003 1:52 am
by UBER_SOLDAT
right click on the part of the wall you want to be able to walk thru. right click, and go to script/object. the brush should turn blue [if its unselected]. now press N, with the brush still selected. therell be a checkbox in the window that comes up with non-solid next to it. click that box. now you can walk thru the brush ingame
Posted: Sat May 17, 2003 8:27 pm
by FoShizzle
Is this the same Uber-Soldat that made the kickass KAR skin I use? If so, great job. If not.. hell, great job anyway
And thanks for the info, I appreciate it

Posted: Mon May 19, 2003 6:59 pm
by FoShizzle
Hey, I forgot about the other question I asked in here, not sure if any of you saw it. If you check at the bottom of the first post I asked if anyone could tell me exactly what I have to do to set up an MG42 in my multiplayer map. For example, is there a key I have to add to make it not swivel 360 degrees? Those are the kinds of things I'm looking for. Any keys (or anything else, really) that I will need to modify to get the MG42's to work exactly right. Thanks a bunch

Posted: Mon May 19, 2003 8:25 pm
by jv_map
Argh look in the docs folder
Game Objects Usage.doc
Posted: Mon May 19, 2003 10:47 pm
by Iggypus
Hey m8 just right click on the main 2D screen and scroll down to turret weapon>german>mg42 and thats it just click that put it were u want and its usable as long as u dont choose fake that is
Iggy
Posted: Tue May 20, 2003 8:39 pm
by FoShizzle
Iggy... I knew that
What I was asking them is how to make the mg42 only rotate a certain amount as opposed to being able to shoot all around you (360 degrees.)
Thanks, I knew I had seen the tutorial on game objects before, but I couldn't remember where

Posted: Tue May 20, 2003 11:10 pm
by Jack Ruby
Select the MG 42 hit N and enter maxyawoffest 55 ( 55 can be what ever you fancy )
Posted: Wed May 21, 2003 1:50 am
by TheShiznaeSpe
[Spec Ops] Jack Ruby wrote:maxyawoffest 55
should be... maxyawoff
set
sry-not trying to be contradicting, i just wanna prevent a n00b mistake

Posted: Wed May 21, 2003 10:13 am
by Jack Ruby
Its lucky for him you spotted my Typo

Posted: Wed May 21, 2003 7:51 pm
by FoShizzle

Thanks (to both of you.) I probably would have picked up "est" being "set" on my own after I tried it once and it didn't work, but you saved me a little time anyway

Thanks for the help guys, glad I can finally go somewhere for real help.
Speaking of which, while I'm here...
In the Complex from Goldeneye, there is a room with two catwalks forming a "V" that lead into a small tower. If you shoot at the area under the catwalks, you can hear your bullets splashing (meaning there's water there

) What do I have to add to my map to make water work? I made a small test map to try to figure it out on my own, and I made a fairly small brush first and textured the whole thing with "Water_Nodraw1" or something like that, but you could walk on it like a solid surface and shooting it gave you the same effect as shooting a wall. I also tried it again with a larger sized brush just to make sure. Can anyone help me here
I found a tutorial, but it hasn't shown me anything I haven't tried. I fooled around with the different water textures (i.e. "misc_outside/river") and the water shows up fine, but you can't actually go INTO the water. You just stand on top of it, and it's very annoying!
water
Posted: Wed May 21, 2003 10:05 pm
by tltrude
In the text box at the top of the editor, type in the word liquid. That will bring up all the water textures. Some of them are bad and should not be used, but "pond" and "canal sludge" work fine, although "canal sludge" is very clear.
Posted: Wed May 21, 2003 11:16 pm
by FoShizzle
Hm... I tried what you said. I still can't get it to work!
What am I doing wrong??? Here's exactly what I did:
1. Quickly created a good sized room for this test
2. Put a large tub in the center.
3. Made a rectangular brush inside that filled about half the tub
4. Textured the ENTIRE rectangular brush with (insert any/all water textures here.)
5. Compile with Mbuilder.
I don't know if I missed anything here... if not, I am starting to wonder if it's my radiant that's doing it. It has been giving me tons of problems with crashing, and another weird glitch where the camera just suddenly takes control of itself and launches itself backward all the way off the grid as I watch my map get smaller and smaller until it disappears completely from view, and I have to quit Radiant to fix it. Anyone have any ideas? I'm really upset

water
Posted: Thu May 22, 2003 6:01 am
by tltrude
Well, a lot of us get that flying off camera thing, but it seems to happen less often if you have more system or video card memory.
For your water problem, let's try a test. Download this little test map and check the water. Then open the map that comes with it and highlight the water brush. With it highlighted, open your test water map and it will ask if you want to copy the selected brush--say yes. Replace your water bursh with mine and compile.
http://pages.sbcglobal.net/tltrude/Temp/bubble_drip.zip
This may be a dumb question, but you do have entdefs.pk3 in main, right?