Caulking -1 reply

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|NERV|Tiverus

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29th November 2002

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#1 15 years ago

ok i understand why u do it and all of that but one of my maps was almost done when i discoverd caulking and why i should do it. how do u caulk one side of the wall without caulking the other i mean withouit makeing it hollow. plz help:dance: :confused:




omnix32

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11th February 2002

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#2 15 years ago

Caulk is a very important part of a map. I suppose you did not do a caulk hull for your level. http://www.nibsworld.com/rtcw/tutorial_detail_and_hint_brushes_part1.shtml

http://www.quake3world.com/ubb/Forum6/HTML/022411.html




|NERV|Tiverus

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#3 15 years ago

so i make walls of calk around the outside of my textured walls to make a hull??




cheathunter

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20th October 2002

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#4 15 years ago

[COLOR=silver]here this is not done i need to no how to make jump pads the real way i need it for the stairs and i thinck i now how to make a spiderman mod make a room outa ladder from common then you hollow it then clone{space} you make it so you can have a box around it then guess what you can climb on the seeling :)[/COLOR]ok heres the site and pk3 and the title scene does not work {dont ask about the room by the bed room




cheathunter

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20th October 2002

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#5 15 years ago

[COLOR=orangered]ok heres the site hope you like the map http://groups.msn.com/kwb/page.msnw?fc_a=0&fc_p=[/COLOR]




|NERV|Tiverus

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#6 15 years ago

hehe i figured it out=)




OutKast

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15th October 2002

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#7 15 years ago

what is caulking??




omnix32

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#8 15 years ago

What your doing is making everything (most) everything detail so that vis passes through it not creating a bunch of leaf nods that can slow the level down. so you can just copy the wall and texture it with caulk and move it back. the walls that are seen are detail brushes. I gave the tutorial. this is how all the top maps are made. you need to use q3map2 for this to work. This also cuts compile times greatly and incresses r_speed.

you can get q3map2 here. http://shaderlab.com/q3map2/2.3/

Do not use hollow to make levles. ONly for quick testing rooms. Its a very bad way to make levels. I gave the instructions on jump pads before.

Use Trigger push and target a target push. thats it..........




cheathunter

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#9 15 years ago

i said it doesnt work i cant make target pushes




omnix32

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#10 15 years ago

Whats up with you Cheathunter???? Why can't you make a target push????

(Make one in your Editor by right clicking and selecting it in the 2d window!!!)

You may be young, but you need to be able to read in order to map. there are two entities in RTCW that you can use ontop of a info_notnull.

the entity trigger_push is what gets the whole thing rolling..... Very simple

then there is a Target_push. this is used so that the trigger_push has a place to send the player. (in the direction of the Target_push)

So, Think of (bounce pad) that throws a player in a certain direction that is defined by the mapper. The direction will be where the target_push is located or info_notnull. both do something a little different concerning trajectory. OK, I know your young, but please understand the position of those trying to help you. You said you CAN'T make a target_push. What did you try to make it work, What did the editor tell you when trying to create it?? Could there be a problem with the editor your using?? GTKRadiant 1.2.11 is the current editor. you don't give enough information...

So, I will go through this step by step.

1) create a brush that will represent your trigger area for the place where the player is going to be pushed.

2) next, hightlight the brush you defined as the trigger area and (select it) in the 2d window select trigger_push

3) the brush should turn invisible.

4) create some reference point in the trigger area so the player knows that there is a push there or make it a supprise. up to you. The trigger itself will be invisible when the game is run. some use a bounce pad object made using a model or brushes.

5) now you need a direction for the player to be pushed in. this is where the target_push comes in.

6) right click on the 2d window and create a target_push and place it in the direction where the player is going to fly to.

7) now just like teleporters you need to have the trigger_push TARGET the target_push. you can do this by entering these key values or what ever you want for the value.

Classname: trigger_push Key: target value: pushdirection

classname: target_push Key: targetname Value: pushdirection

or if you are Lazy like me. you can select the trigger_push and while holding the shift key also select the target_push in that order. now there both select. then hit Ctrl+K you will now see a line connecting the two like above with generic values for the target.

I would go here and read all the tutorials and pratice them. http://www.planetquake.com/bubba/




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