Trouble with a map i am making -1 reply

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ilikenwf

Slightly cooler than a n00b

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5th February 2003

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#1 15 years ago

I am making a map for my clan (so no, i wont tell u about it) but here are the problems: I cannot get the sky to look right (i had to draw a big box around my map, because like bespin, it floats in space kinds, and my custom textures dont show up when i compile. Could someone pls help me?




ilikenwf

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5th February 2003

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#2 15 years ago

and yes, i have been to rich diesels tutorial site..no mention of this




$Michiel$

...

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24th April 2003

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#3 15 years ago

To let your custom textures show up right type sv_pure 0 in the console before you load the level




Paradox1

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10th June 2003

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#4 15 years ago

No that can't be right because then he wouldnt be able to load the map in the first place. your textures need to be exactly square, otherwise they won't show up in game. That's my guess.




tFighterPilot

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8th April 2003

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#5 15 years ago

And in the power of 2




ilikenwf

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5th February 2003

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#6 15 years ago

i can figure that out, but how am i to go about making my skies? and how do u make doors? can't figure that one out...i have tutorials 4 everything else, but i cannot even cut doors(dunno how) help!




Apollyon

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30th June 2003

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#7 15 years ago

If you want to make your custom sky, be aware that a sky box isn't just a simple textured box. first ther is a file .shader that determines the nature of the sky boxes (ie a texture that stand at the same distance from the pov of the player -which allows to make little brushes to structure your sky box-)

Then I dunno if radiant will digest your custom texture well, since it depends a lot on shader it loads on startup.

So the best you have to do is to choose a sky texture that you think you will not use (preferably a skytexture without any lightning emited, such as bespin or yavin) and replace it with your cultom pix, exactly the way Paradox and Tfighter said.

Last, I can't understand why Richdiesel tutorial doesn't help you making such a simple thing , a door. Go and look once again, the answer must be there.

Good Luck:cya:




ilikenwf

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5th February 2003

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#8 15 years ago

ok, i found that my custom textures that i am using as the ground do not appear when i compile...do i need to convert them to shaders? they are perfectly sqare, and the dimensions are divisible by 2...is there somthing special i must do? some special folder i must place them? i have tried writing a shader, and they appeared on my textures menu, but as i said, when i compile, they dont appear...

on diesel's door tut it just shows a pic of a doorframe and says "make a doorframe like this" basically, and i dunno what 2 do

lastly, on the skybox, i dunno how to even put a skybox in...if i could clear this stuff up, i would be ready to go...HELP ME EXPERIENCED MAPPERS...YOU'RE MY ONLY HOPE!




Paradox1

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#9 15 years ago

Who needs an experienced mapper when you've got me.... ho ho ho yes anyway. Ok first it is a POWER of 2, and not a multiple. Eg 2x2 4x4 8x8 16x16 32x32 64x64 etc. No 68x68. Power of 2. Right as for the door, make a brush you want to be your door, and then right click on the 2d view (with the brush selected) and choose func_door. Then open up your entity window by pressing 'n' and select an angle to tell it which way to open. Or press up or down which moves the door up or well you get it. As for skyboxes, they don't actually really exist in q3 based games it seems, and it's all done by a clever shader. I'll be damned if I know HOW to make a sky shader, but they're easy to use. Go to the texture set 'skies' and select one of the textures with a white line around them (they're shaders). Such as stars. Then build a box around your level where the sky is supposed to be (not a massive one, just big enough that people cant hit it) and then texture it with the sky shader. Et voila. I think. Erm well don't flame me if I didn't make any sense.




ilikenwf

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#10 15 years ago

OK, i dont know how to cut a hole for the door, and the compiler keeps saying it cant find my texture in /textures/mytextures...?




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