GTK Radient 1.4.0 How Do I Remove Excess?!!?! and how do i rotate spawn points? -1 reply

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MFUK

Un!t3d k!nGdum

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24th February 2004

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#1 15 years ago

hi all i was wondering when i make a map and i put a fence on a wall there is this black stuff inbetween each gap of the fence how do i remove this? and it shows up in the game?so plz tell me:naughty: ty for ur posts p.s how do i flip spawn points round it wont let me?




CARNUFEX

HG&LD 4dmin

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8th August 2003

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#2 15 years ago

For the first point, frankly i dont undestand whats the problem. Fences looks regulary black if the ligthing process is not completed. Check in in-game after compile (use fullVis).

Second: u can rorate spawn points symply by opening the entity window (press 'N') and using the buttons (w/numbers) in the left lower corner :naughty:




MFUK

Un!t3d k!nGdum

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24th February 2004

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#3 15 years ago

ok a couple of other things how do i make my map a ctf map and how do i choose what type of players go in like (player skins) like the people out of shop or jordan? plz reply with any help u have p.s full vis it dont say that on my gtk radient 1.4.0 have a look:uhoh:




CARNUFEX

HG&LD 4dmin

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8th August 2003

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#4 15 years ago

1) Game type.

U need to tell the game what type of games ur map 'll allows. In order to do so:

- Open ur map in Radiant. Press 'N'. The 'entity window' 'll pop up. Locate the 'worldspam' line (botton of the entity list), Click on it. Then go to Key/value pairs (below). (Over)write [COLOR=DarkOliveGreen]gametype[/COLOR] on the Key space, and, in the value space, write all the game types u want 'll be playable in ur map. Example:

Key: [COLOR=DarkOliveGreen]gametype[/COLOR] value: [COLOR=DarkOliveGreen]dm tdm ctf inf[/COLOR] .... etc. (for a complete list and for any doubt check this tutorial);

2) Teams affiliations.

When the gametype requires teams affiliations (tdm, ctf etc. ) u need to tell the game what characters 'll play in each team. In order to do so:

Follow the same procedure: press 'N'. The 'entity window' 'll bring up. Locate the 'worldspam' line. Click on it. Then go to Key/value pairs. In the key space, (Over)write 'redteam', and in the value space the name of the character set u want to put in. Same for blue team. Example:

key: [COLOR=DarkRed]redteam[/COLOR] value: [COLOR=DarkRed]marine[/COLOR] -------- key: [COLOR=Navy]blueteam[/COLOR] value: [COLOR=Navy]colombian[/COLOR] (for a complete list and for any doubt check this tut.);

3) To check how ur map 'll looks in-game run 'final' vis option (i 'm still mapping w/ GTK 1.2)

Hope this help :nodding:




Blownaparte

Mapper

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1st March 2004

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#5 15 years ago

I'm not sure about your fence-problem, but it could be you are texturing a brush with a partly transparant texture, this texture is probably also assigned to the sides of the brush you don't want to see.

You can assign a 'nodraw' or similar material to the complete brush and assign the fence-texture only to one face (CTRL-Shift clicking in 3d-window). Greetz, B.




MFUK

Un!t3d k!nGdum

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24th February 2004

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#6 15 years ago

WHICH NO DRAW DO I USE I SO NOT KNOW PLZ TELL ME AND HOW DO I ADD THIS TO THE FENCE!:uhoh:




AcE

.............

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8th November 2003

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#7 15 years ago
muckingfuppetUK HOW DO I ADD THIS TO THE FENCE!:uhoh:

He just told you ctrl+shift and right click the face of the fence you want. As for the nodraw i think there is only 2 nodraw and nodraw_water so im guessing the first 1.




krankymonkee

A.K.A {DHC} MR KLEEN OSX

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5th March 2004

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#8 15 years ago

Also if you want it working for team games, you need a .arena file, as well as gametype spawns, and other gametype entities.

check out these tuts as well: gametype support gametype spawns .arena files filetypes and formats

Here is a full list of good tutorials. list

edit: lol CARNUFEX, i didnt see your links - same place, haha

and muckingfuppetUK, which compile type you choose depends on what you want to see:

(Single) -bsp = only does the geometry and doesnt show lighting

(Single test) -light = only compiles the lights, the geometry you see will be based on your last compile.

(test) -bsp -meta -vis -light -fast -filter = use this when you want a full compile to test, it does everything.

(final) -bsp -meta -vis -light -fast -filter -super2 -bounce8 = do this for your final compile - the one you want to distribute - the compile time for this one will be about 3-4 times as long as a normal (test) compile.




LeTHaL BaNaNa

pro

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10th May 2003

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#9 15 years ago
(final) -bsp -meta -vis -light -fast -filter -super2 -bounce8 = do this for your final compile - the one you want to distribute - the compile time for this one will be about 3-4 times as long as a normal (test) compile.

and so will the load time and file size :) honestly, the difference between the testcompile and final compile is not too big,




krankymonkee

A.K.A {DHC} MR KLEEN OSX

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5th March 2004

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#10 15 years ago
LeTHaL BaNaNaand so will the load time and file size :) honestly, the difference between the testcompile and final compile is not too big,

I dont know - of coarse its personal choice - but i've seen better FPS for the final product with this one, as well as the lighting is slightly better. I havent noticed a longer load time or file size. Calls for an experiment, eh? When I got some free time tomarrow I'll try a few different compiles of the same .map - see what happens. :nodding:




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