Elevators -1 reply

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mikenike07054

I Am The Lizard King

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18th October 2004

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#1 12 years ago

Hey, Im trying to make en elevator, and i had a question. Is there a way to view the properties of a brush to see ho many units it is? or do i have to look at the numbers on the side of the grid and add them together




Reekris

Formerly Red Rebel

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25th January 2004

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#2 12 years ago

The default square size is 8 units.. Yes, I think you have to add-- oh n0es!.




mikenike07054

I Am The Lizard King

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18th October 2004

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#3 12 years ago

lol, thanks, and if your eleveator is going down, instead of up, should it be a negative number?




NAB622

EAT ME!

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8th October 2005

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#4 12 years ago

There's an easier way to make elevators, actually.

You can:

1. Make the elevator brush(es) 2. Make a brush that is the height you want the elevator to go, then subtract the elevator's thickness from that brush (at the far end, of course). Texture this new brush with the 'trigger' texture found in textures/system/. No, this won't really trigger it, but it will be invisible and walk-through. 3. Select all elevator brushes and the height brush, then make all of it a func_door. 4. Go into the entity window (press n to get it) and then put in: Key: lip Value: 0 5. Finally, set your elevator's direction of travel using the angle buttons in the entity window.

Technically, you can do this to ANYTHING, not just elevators. You can make some reeeeeaaallllyyy nice moving entities out of this and yet you have the great functionality a door entity gives.

That's just the way I do it. :]




mikenike07054

I Am The Lizard King

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18th October 2004

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#5 12 years ago

thanks for the tip man, I never did the Func-Door thing, but i usually do make a brush that goes from top to bottom, and then measure it that way, thanks tho, I figured it out




Mikouen VIP Member

What?

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3rd September 2005

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#6 12 years ago

Why do through all that just for a simple elevator, when a func_plat does the job perfectly fine? :confused:


I don't know how, and I don't know why, but this is totally Sheep's fault.



Reekris

Formerly Red Rebel

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#7 12 years ago

So that he won't have to count :p




mikenike07054

I Am The Lizard King

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18th October 2004

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#8 12 years ago

lol, also one more question, Im having a problem with soundsets. Not only with the elevator, but with doors too. Do i have to include the whole path when making a soundset? such as Key: soundset Value: sound/movers/doors/door8 or, just the name such as Key: soundset Value door8. I've tried both ways, and they dont see to work. Also having trouble with getting the switches to turn on and off. I followed richdiesals tutorials step by step for both of these problems, and a few other guides Q3 workshop, and map-review tut, and they both dont seem to work, any help woudl be great.




lassev

Degenerate scripter

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21st June 2004

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#9 12 years ago

Try pressing Q in Radiant. It toggles on/off printing the dimensions of any selected brush. When on, little numbers are printed next to the sides of the selected brush.

Soundsets require just the soundset name, no path names. Soundsets as such don't have paths. They are definitions. Check the sound/sound.txt file for soundset names (and what sound files they access). Notice that there migth be soundsets with missing sound files. They won't naturally work very well.

Most of established tutorials out there (posted by reliable sites) are 100% fully working. If they "don't seem to work" it's either because: They are not meant for the game you are mapping for, or you are making some systematic mistake. Follow the tuts to the letter, except for artistic things, if you are able to see the difference (if any).




mikenike07054

I Am The Lizard King

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18th October 2004

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#10 12 years ago

one last question, are soundsets mp3s? or wavs? and i dont see any switch sounds in the sound.txt list




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