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Question for the Experts! Look HERE PLEASE!

Posted: Sat Dec 20, 2003 8:15 pm
by BiG_HeaD
Okay, i wanna keep things short.

I have a sky box (about the size a big room) and next to it, i have Another Sky Box, with a Different sky.

Room 1(daytime) can see directly into Room 2(nighttime)

I want to know how to keep the Daytime room not to see into the nighttime room, and Vise Versa.

I release you prob want the .map to compile(only takes 30 secs)




Image

Posted: Sat Dec 20, 2003 9:19 pm
by BiG_HeaD
added SS

world

Posted: Sat Dec 20, 2003 9:30 pm
by tltrude
Place one world below the other. Skycaulk might work too.

Posted: Sat Dec 20, 2003 10:08 pm
by BiG_HeaD
the cannot go below eachother, they must be side by side, im making a ride and each room has a different sky.

What is sky caulk?

Posted: Sat Dec 20, 2003 10:47 pm
by bdbodger
Make a hallway with a door at each end to connect the sky boxes and put a areaportal brush in both doors that fills the door but is thinner than the door so it is inside the door it can overlap the structural brushes around the frame though .

Posted: Sat Dec 20, 2003 11:09 pm
by BiG_HeaD
Haha, No idea what that means.

Posted: Sun Dec 21, 2003 2:38 am
by silversound
Well I tried to build your idea several different ways, but could not find one that would work. The area portal idea seems to be the best advise. Unfortunatly I have no answer for this one.

Beware that this could cause a huge compile time.

Posted: Sun Dec 21, 2003 2:48 am
by BiG_HeaD
Fixed. NoW i need a Purple Tree. Any1 know where i could get 1?

Posted: Sun Dec 21, 2003 3:01 am
by bdbodger
You don't know what what means ? you don't know how to make a brush with the areaportal texture on it and fill the door frame with it ? It should be thinner than the door if the door is 4 units thich you make it 1 or 2 units thick . There is no func for this you just put the texture on the brush and seal the skyboxes by putting an areaportal brush in the doors. The reason I said to connect the two skyboxes with a hallway is if you just put a door between two skyboxes as soon as you open the door both skyboxes will draw but if you use a hallway only one of the boxes will draw when the door is open as well as the hallway and when you are in the hallway and the doors are closed only the hallway draws . You see only when the door is open is the portal open this is good for vis too .

Posted: Sun Dec 21, 2003 3:14 am
by BiG_HeaD
Thanx.

Do you know anything about how to make a Tree Purple? or a Bush?

Posted: Sun Dec 21, 2003 4:40 am
by bdbodger
edit the shader and use a purple.tga and give it a custom name too maybe just use the same skd file like this for the bush_winter_denseshrub.tik

You probbly want a tree with more fullness but the method is the same .

copy it and rename the tik to purple.tik

Code: Select all

TIKI
setup
{
	//scale 0.52			// Set default scale to 16/30.5 since world is in 16 units per foot and model is in cm's
	scale 1
	path models/static/natural
	skelmodel bush_winter_denseshrub.skd
	surface wshrub shader static_purpleshrub // change shader here
}

animations
{
	idle     bush_winter_denseshrub.skc
}

/*QUAKED static_natural_bush_winter-denseshrub-purple (0.5 0.0 0.5) (-56 -56 0) (56 56 160)
*/
Make a shader and put the shader in the scripts directory and make a purple.tga and put it in the textures/models/natural/ directory or put them both in a .pk3 in those directories .

Code: Select all

static_purpleshrub
{
	qer_editorimage textures/models/natural/purple.tga
	cull none
	{
		clampmap textures/models/natural/purple.tga
		depthWrite
		alphafunc GE128
		rgbGen vertex
	}
}
The purple.tga will need an alpha channel so open textures/models/natural/wshrub1.tga and maybe edit it to make it purple and save it as a 32 bit .tga

Posted: Sun Dec 21, 2003 4:51 am
by BiG_HeaD
never mind, im too dumb to know what u mean.

Posted: Sun Dec 21, 2003 2:51 pm
by bdbodger
How are you going to learn if you give up ? I gave you all you need to know . Just pick a tree or bush find the tik in pak0.pk3 copy the tik and rename it . The part you want to change is the surface because you want a purple color for it . As you see in the example I gave you the surface has a shader and the shader has the info as to what texture to use for the tree . In this example the surface is called wshrub and it uses a shader that I named static_purpleshrub .

surface wshrub shader static_purpleshrub // change shader here

If you open scripts/trees.shader from pak0.pk3 you will find the shaders for most of the trees . So find what shaders the surfaces of the tree you picked use from the tik . Let me give you another example . Open pak0.pk3 and go to the model/static/natural directory and find the tree_winter_fillpine.tik

surface tree5s_1 shader static_tree5s_1
surface tree5s_2 shader static_tree5s_2
surface tree5s_3 shader static_tree5s_3

as you see this one uses three textures for the surfaces here is one of the shaders from trees.shader in the scripts directory

// Tree5s-tall pine
tree5s_1 //trunk
{
qer_editorimage textures/models/natural/tree5s_1.tga
{
map textures/models/natural/tree5s_1.tga
rgbGen lightingSpherical
// alphaGen distFade 900 0
}
}

As you see it's texture is tree5s_1.tga all you have to do is find that texture in one of the other .pk3's and edit it to make it purple simple is it not . Then all you have to do is give your edited .tga a name copy the shader into notepad and use your textures name save the shader not as a txt file but as a myname.shader file then copy the .tik and where the surface is put the shader name for your .tga instead of the shader that was there .

Thats it files: .tik .shader and .tga's

Make a .pk3
tik goes in the models/static directory
shader goes in the scripts directory
tga's go in the textures/models/natural directory

all the shaders for the surfaces can go in the same myname.shader file the same as all the tree shaders where in one file .

The last thing you can do is change the last line of the .tik

/*QUAKED static_natural_tree_winter-fillpine (0.5 0.0 0.5) (-16 -16 -32) (16 16 480)
*/

this is the name you see in mohradiant's menu
static/natural/tree/winter_fillpine

change the tree name to whatever name you want to see in mohradiant

Give it a try the best maps have custom textures .

Posted: Sun Dec 21, 2003 4:26 pm
by BiG_HeaD
I release you spent a lot of time typing this, but i followed each step and came up with nothing.

I Have a map that somebody made though, that has Purple trees. You Think you could extract them for me and show me how to load them into Radient?

Note: Im not too smart when it comes to scr.

Posted: Mon Dec 22, 2003 11:18 am
by bdbodger
Well I guess you didn't do it exactly right try it again .

1. open a tree tik file in notepad and find what shaders the surfaces use

2. find the scripts/trees.shader in pak0.pk3 and open it in a new notepad window

3. find the shaders in trees.shader that where used for the surfaces

4. Open a new notepad window and copy the shaders that where used for the surfaces into this window then close the trees.shader window

5. Find the .tga names that where used in the shaders

6. open pak2.pk3 and extract the .tga files that where used for the surfaces that you found in the shader

7. open the .tga files in a program like photoshop that can open .tga files

8. edit the .tga to make it purple

9. save the .tga's giveing them a name like purple1.tga purple2.tga etc

10. put your .tga names into the shader and give the shader a new name like purple_tree1 purple_tree2 etc

11. save the shaders file as purple_trees.shader and put it in the scripts directory

12. put your shader names for the surfaces in the tik file and save the tik file after you have changed the quaked statement at the end so it shows up in radiant and renamed the tik to something else such as models/mytree.tik it must be in the models directory .

Thats all there is to it as long as the tik's surfaces use your shader names and as long as your shaders in your .shader file point to your .tga's it will work .

I will let you try again if you can't get it I will make one for you to learn from OK ? It is almost the same way you make custom textures to use in the game . The only difference is that the tik uses the shaders for it's surfaces instead of you putting the texture on a brush . Once you learn to make a shader you can reskin ai's or any model you want . There is a lot you can do with shaders . You can make a flag that flaps in the wind . You can make custom fences or custom water affects . You seen the cool map on the .map opening page , it uses custom textures that have shaders that tell the game if they are stone textures or grass etc . Good luck .