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Base Pack
oh wel i love base theme so much that i start making another map just want to ask if is anybody interresing in making a episode? maby with 4 or 5 maps?!?!
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cool stuff than. One thing: don't start the texture name with *water, just use *
*water also emits a watery sound effect. You may not have noticed in you own map because of the proximity of the glass to ordinary water. 
Metlslime 
ftw 
Good Screenshots 
It gives an idea of shaders. I think when you use a trigger_once with health setting one could make the glass breakable.

I'm trying something with a brush I'd like to make explode, like an explodable wall. But it needs chunks of func_train to make it fit well. 
Than 
Looks cool man, really lovinmg the glass!

Keep ip the good work! MOFO!!!!!!!!!!!!! 
RE Glass 
thanks for the info about the naming - I'll sort that out tonight.

I discovered also that it is possible to make glass that appears to contain water without having the sides of the water visible where the glass is, and at the same time keeping the glass looking the same thickness as the other brushes. You can actually apply skip to water brushes and they will still behave like water is there are enough surfaces with the water texture on. I don't know exactly how this works, but if you bring the water up to where you want a window, the make the side of the water brush that should be against the window have a skip texture, leave a small gap and then make your glass it works pretty nicely. I made a rotfish tank last night as a test for this and it looks cool (probably won't be included in my map). Theoretically it is possible to make an underwater base level with glass windows and dry interiors now. 
Nice! 
I want to see a howto. 
OMG... 
...the holy graal. Than found it!!! A tute following release of your level would be most welcome. 
Than 
Skip tool can be downloaded there: http://www.celephais.net/board/view_thread.php?id=37925 see post #3

And thanks for the infos :P 
 
i put the program in 4� program and compile it!!! but skip texture apear :( 
Trinca 
I think skip.exe have to run after TxQBSP... Not at the end of the TxQBSP/VIS/Light process... 
SKip Toolage 
I had made fake glass for IMP1SP1, but didn't use the skip tool -- can't remember how I did it, though. Fr3n if you're out there, I need you to tell me again ;D

P.S. : An underwater base would SO ROCK. Watched that BioShock demo last night, and it had me thinking about applying that sort of concept to a mappable game (apparently BioSHock will be using the Unreal3 engine -- eww). 
 
JPL after TxQBSP there is not .bsp file :) 
Trinca 
For sure there is one ! Check your tmpQuArK/maps folder after a TxQBSP run, you'll see that .bsp file will exist .. 
Err 
yeah JPL is right, txQBSP creates the bsp from the map file, if it isnt outputting one then there is the problem with the map.

Run the skip tool on the bsp before light and vis and everything should work fine. 
Cool 
Kindly requesting a more in-depth tutorial, Than. When time permits 'course. 
Ouch... 
I don't know why, but after TxQBSP, and then skip, the mapp is full of leaks.... Damned, what happened? 
JPL 
the skip tool shouldn't produce any leaks, as it only removes the skip texture from the visible hull. do you mean HOMs by any chance? because they appear if you don't make the skip structure a func_x. 
URL 
There seems to be something wrong with my host at the moment, but when it comes back online the download link is here: http://disenchant.net/files/temp/skippy-0.0.zip

Usual disclaimer: this tool is an ugly hack and may or may not actually work correctly. 
Neg!ke 
OK, I got 2 sad effects:

I tested the skip tool with a un-sealed map: and I got leaks, and HOM (right this is the main issue...) And when I say leaks, it means wherever I am in the map: I fall for ever...

I also tested with a sealed map (thinking it was coming from the leaks mentionned above)... but there, I got HOMs everywhere, and I get stucked... completly stucked...

So, wtf ? Any idea ? I followed the method given by than, but it seems to doesn't work very well.. Am I missing something ? 
Tyrann 
Give us a link to that idbase map, while you're at it? 
Biff 
Ok, I know what you're after: http://disenchant.net/files/maps/actaltrz.zip 
LOL 
Excellent stuff, you -- but not what I what I'd seen in the screenies ;D 
JPL 
did you make the skip brush a func_wall? 
Some New Shots (and Info On Windows) 
Ok, I got a bit of mapping done over the weekend, though not as much as I had hoped because I kept fiddling with details all the time and compiling after every little change. I need to get out of the habit of that...

http://than.leveldesign.org/files/basepack_s01.jpg
http://than.leveldesign.org/files/basepack_s02.jpg
http://than.leveldesign.org/files/basepack_s03.jpg

I had to enable r_novis when taking these shots, because using skip for the windows is starting to cause problems now.

There is another way to make clear yet solid (to shots and movement) glass, which is to use a trigger and give it health. This works but the trigger bleeds when shot. There is a way to stop that happening (set health to -1?) but I am not sure exactly how.

Anyway, I can't use the trigger method in my map because some of the windows are on sloped architecture and triggers have only bounding box, not BSP collision detection and I also need to use skip for some faces of the water brushes so that the side of the water is not rendered up against the glass.

I am hoping that I can tweak things to get rid of all the portal bugs that skip is causing, but if aguirre or tyrann are working on anything on the skip front, I would love to know about it and TEST ;)

By the way, if anyone is in need of even more idbase textures, here is the wad I am using:

http://than.leveldesign.org/files/060925_idbase_than.zip

This contains the original id and hipnotic textures some modified by NotoriosRay, Gibbie, Biff, myself and others. I'm getting into the habit of uploading this stuff for backup purposes, but I might as well share this stuff because it will come in handy for everyone. 
Than 
looks cool. 
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