Mapping Help -1 reply

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Jonny2199

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18th September 2005

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#1 10 years ago

I'm following this tutorial Bubba's Arena: Tutorials because I want a large screen for a

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Pokemon

map that I'm making. I've followed it, but it doesn't work for me. (see pic below) I'm making this map because someone submitted their own version of it (to many people's dislike) and vowed to create a better version.

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This is LOOSELY based on the Super Smash Bros Melee version, with the huge screen for 'audience viewing'. I also made a map object of a Pokeball for a 'secret' area that is really easy to find, but I find it funny pkmn_secret1.jpgpkmn_secret.jpg The walls of that bit do not have textures, I need to make a suitable shader for the pokeballs and the door needs to go down a tad more. The .efx file I used was the waterfall one, because this makes it (reasonably) obvious as to where the secret is, despite a whole section of the wall being a different texture and having a blue glow around the cursor... hmm... so opinions on that please. And I'm thinking of releasing the Pokeballs as Thermal Detonators for another mod to be released separately (I've already done all the modelling bits, I think.) But I definitely need a shader or immensely better textures (flat colors at the moment, as well as a white circle with a black circular line in the middle for the button!)



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#2 10 years ago

First of all, why do you have a trigger behind the portal?

Second, there should only be 1 connection from the surface to the camera and not the camera to the surface. And use an info notnull instead of a target position and see if it does any difference. Please post your shader here aswell.




Jonny2199

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#3 10 years ago

There is no connection, that's just an arrow to show the way it's facing incase that matters. I connected the misc_portal_surface to the misc_portal_camera, then the camera to the target_position. The trigger is there because it is in the tutorial and when the 'screen' first didn't work, I started again following the tutorial EXACTLY, teleporter and all.

I don't have a shader yet, because I don't know what I'd want for it. At first I thought I wanted shinyshinyshiny so I put a chrome one on, but it turned it black, even the white chrome. So I'm a bit stumped.




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#4 10 years ago

For the mirror you need a shader to make it act like a camera. Here, take this shader:

textures/folderpath/texturename { qer_editorimage textures/folderpath/texturename surfaceparm playerclip surfaceparm nolightmap portal { map textures/folderpath/texturename blendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA depthWrite alphaGen portal 2048 } }

The texture for the camera should be completely black.




Jonny2199

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#5 10 years ago

Well, that worked, but now a new problem... the screen portrays an upside-down image and it... sways.




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#6 10 years ago

In the misc_portal camera you make it noswing by targeting it and pressing "N" and then a config box should pop up. Heres a command called "noswing" or something similar. Check that and it shouldn't swing. About the upside image, you will have to rotate the camera around its x axis I think. Experiment.