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Messages - Raiin

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226
General Discussion / Re: UPDATED-> ATTENTION: READ ME EXCITING NEWS.
« on: January 06, 2011, 07:00:20 AM »
Alright, as requested from conductor...
Aridia 16 as demo, air pogo the entire jump. It ended up as 7 air pogos. :D

http://www.tf2newbs.com/newbs_upload_vault/raiin8.zip

227
New Maps / Re: jump_junk
« on: January 04, 2011, 03:39:00 AM »
You forgot muffin.
Yes brighter, sure i can see but i wouldn't mind being able to glance and know whats there rather than stare for 5 seconds just trying to see whats in the darkness. add skybox light, after that add an extra 100-200 on any lights you think are fine.

should shake rush around and see what jumps fall out of him, if you're lucky he will give you jump_sunken.  ;)

228
General Discussion / Re: TF2Jump.com Jumping Website Extraordinaire
« on: January 02, 2011, 11:38:37 AM »
the only way i can read the Striked through text is by highlighting it all, whats with all the strike through?
'gg' and 'gj' really mean excellent work klarizzlemanizzlefoshizzleizzle and you will be forever loved by the people who can't keep their feet on the floor. :)

GJ klarizzlemanizzlefoshizzleizzle.

229
General Discussion / Re: Jumping from...
« on: January 02, 2011, 11:21:17 AM »
I'm Raiin...occasionally devils snowdog, Silent or Flood...
I jump from Queensland, Australia and as far as i know I'm the only jumper in Queensland.

230
New Maps / Re: WHO WANT !?
« on: December 31, 2010, 09:39:22 AM »
The thought makes me want to yell "hooorraayyy" but there doesn't seem to be a lot of unique jumps to be made.
I still want cheval2!

Hobo3 would be good too! perhaps we should all poke bob?

231
General Discussion / Re: ATTENTION: READ ME EXCITING NEWS.
« on: December 31, 2010, 09:15:46 AM »
Someone asked if I got demo's from raiin this project would happen, well here ya go :P

lol well it sounds like i have a fan! my first fan!  ;D
i have another 6 demos that i'll send over.

232
Jump IT / JuJump iT / Re: Fucking valve...
« on: December 30, 2010, 11:24:01 AM »
Screw valve...they fixed the maps i fixed! baah how dare they do something good for once!

233
General Discussion / Re: AWSOME
« on: December 30, 2010, 11:12:25 AM »
But replaying the same game is exponentially more fun than working on a site.
That is so very true, can't get enough of that satisfying feeling after beating a hard jump

234
General Discussion / Re: Link/Promoting TF2 Jump on FB
« on: December 30, 2010, 11:09:19 AM »
You mean we can have friends outside tf2? jeez i thought it was 1 or the other! anyway...shits getting too personal for me so I'm not going to join, sorry klarizzle-foshizzle-manizze-rizzle!

235
Mapping Tutorials / Entities - Teleports, regen...
« on: December 29, 2010, 11:51:47 AM »
Entities you will work with...
Yellow text = sub catagory
Teal text = main catagory

ENTITY TYPES!
There are 2 types of entities, the difference between them is simple. If you used the "Entity tool" (SHIFT+E) and put a little green man down, that entity WILL be a "point entity" even after changing the class. The other type of entity is a "brush entity", every block you make is a "brush" and when you use CTRL+T that brush becomes a brush entity. Trigger_hurt, func_regen, trigger_multiple are all brush based entities.

SPAWN POINTS!
in your textured hollow box that is sealed off from the 'void' select the "Entity tool" (SHIFT+E or standing white pillar connected to a white sphere) and click inside the hollow box, if you click the 2d screen a cross hair will appear, you can click on the other 2 screen to be more accurate then hit enter and it will appear in the spot you chose or alternatively you push Z while the mouse is over the 3D screen and then using the mouse and WASD keys fly around to get to where you want, push Z again to get out of the free cam, select the entity tool and click on the 3D screen, a small green man should appear. select the green man with the "Selection tool" (red arrow) and hit ALT+enter, in the object properties window that should pop up, click the "class" drop down box and find info_player_teamspawn then click apply, set the 'team' field to Red / Blue / Any then click apply.

TELEPORTS!
Making teleports is pretty easy, it requires 2 entities, trigger_teleport and info_teleport_destination. first of all get the "Entity tool" (SHIFT+E) and click on the 3D window where you want the player to be teleported to, select the little green man and adjust his placement how you wish, rotate/raise etc. Change the Class drop down to info_teleport_desination and hit apply then name him something nice and simple (eg. dest1, jump1, tele1).

Make a box and texture it with the "trigger" texture (not necessary but recommended to keep things organised), depending on the jump you're making you will need to adjust the size of the box, pogo jumps you should make them 1 unit high (rare event to not stick to the grid!). you can pretty much cover the floor with the trigger boxes, when you're happy with all the boxes, select them all and hit CTRL+T, change the class to trigger_teleport and hit apply. set the remote destination to the name of the info_teleport_destination you set earlier and then go into the flags tab and check "clients", hit apply and close the window.

AMMO/HEALTH REGENERATION! (RESUPPLY)
This is the locker regeneration and not the instant health regen on most maps. make a block where you want people to regenerate ammo/health, texture it with trigger (organisational purposes) and hit CTRL+T, change the class to func_regenerate and click apply. If you don't want the error in the console when the map is loaded you can create a prop_dynamic using the "Entity Tool" (SHIFT+E) and then change the world model by searching for "resupply_locker" and then naming the prop something simple. In the func_regenerate set the "associated model" to the prop_dynamic's name.

INSTANT HEALTH REGENERATION!
This is what makes demo pogo possible in maps without server side help. If you don't have any health specific jumps in your map you can probably just cover the map in it. Make a box with the trigger texture (organisational purposes) and hit CTRL+T. Change the class drop down menu to trigger_hurt and hit apply. change the "Damage" field to "-2000" then hit apply.

BUTTONS FOR DOORS!
These are very controversial but most people say "Button jumps suck", so use them at your own risk!

First you need your door...make a block for the door in an impassable area, hallways etc. CTRL+T and change the class to func_door then hit apply. alter the settings you want (Should be pretty simple) and name the door something like door1, jump1_door etc. You will need to play with this a little, you need to set the "Move direction" just play with the value until it goes where you want in-game and the move distance should be about the same value as the width OR height depending on which way your door moves. Last field to change is the speed at which the door moves, should be obvious...(too lazy to look), the value is in "Hammer Units", Units per second.

1 BUTTON
Make a brush for your button, put it somewhere to shoot, and hit CTRL+T. Change the class to func_button and hit apply. Change the "Button reset" field to the same as the doors reset timer and then go to the outputs tab. Click Add and then in the first box put "OnDamaged", second box "door1" the name of your door, third box "Open" click apply and you're done!

2 OR MORE BUTTONS
Coming soon...


I'll add things here slowly, let me know if you have a request on steam or here.

236
Mapping Tutorials / General mapping - Leaks, views...
« on: December 29, 2010, 11:46:48 AM »
General mapping stuff...

THE 4 VIEWS!
You can change what each view is, ie. Top, Front, Side and 3D, by hovering the mouse over the top left of that window and clicking the word that pops up. on the 3D window, click in the top left corner, then change it to 3D Textured.
 CTRL+A makes all of the windows the same size.

GRID SIZE!
you have to separate the 'void' (outside the map, black if you noclip outside a map) from the playable/see-able area, so you'll need a minimum of 6 blocks, make sure theres a hole inside so you can walk around etc.
Any good mapper will tell you STAY ON THE GRID! you can adjust the grid size using the [ and ] keys.
Drexen and I both recommend a 16x16 grid which you can see on the bottom info panel, "Snap On Grid 16"

MAKING BLOCKS!
first of all, making a 'block' on the left hand tool bar, theres a plain white cube with a shadow called 'Block tool' (SHIFT+B). Click that and then go to 1 of the 2D screens, click and drag the mouse and when you're happy with the size let go of the mouse and hit enter. (players are about 120 units tall, RJs are about 520 units, sticky jump is around 800 maybe a bit more...so keep the scale in mind!)

TEXTURING!
You will want to choose a texture for your block/s on the right side of the screen there should be a picture box and a browse button, browse a general term, for example rock / water / snow / brick / ground / dirt  / dev / metal / wood etc. find a texture you want, select the block/s you want to texture and click the 'Apply current texture' tool (looks like a brown cube). if its a new project dev might be a good choice, that way you don't have to think of what to texture things.

LEAKS!
Leaks are very common and very easy to fix but can cause problems...like crash the server! A leak can only exist when a map has an entity in it, spawn points for example. The easiest way to see if you have a leak is to compile the map with VIS and RAD off but with BSP on, this will do a very fast compile. click the "Map" drop down across the top and click on "Load point file", if it shows a window asking to open a map file, Congratulations you have no leaks! otherwise click Yes and then somewhere in your map a red line will appear. follow that red line to the "void" and seal the opening the red line is following. repeat the compile and load the point file until it asks you to load a file. Make sure you check for leaks before compiling a playable version and to set RAD and VIS back to "Normal" for final/good compiles and "Fast" for tests.

I'll be adding things bit by bit, let me know on steam or here if you have a request.

237
Mapping Tutorials / Re: Getting started...
« on: December 27, 2010, 09:51:25 AM »
mmm thats not a bad idea...but creating  a similar size and scale would be irritating imo, my TF2 to hammer scale in my head is always off and it would really only be blocks, no displacements, detail or lighting unless you were going for that area of mapping.

on the other hand i don't have a screen capture program and don't really plan on getting 1 :/

238
New Maps / Re: Need more DEMOMAN maps
« on: December 26, 2010, 11:22:16 AM »
Ehhh...well ring and nooboon are working on something...possibly together or not, cant remember.
Ive got something for both classes...but its sort of being held back by the 5cp map I'm making, but ill work on it a little just because you put demoman in caps! a few of mikes ideas in there, so far its pretty hard...probably end up as just Dev though...IM LAZY!

239
General Discussion / Re: Favorite jumpmap?
« on: December 22, 2010, 07:52:24 AM »
If i had to pick 1...jump_style

for some reason i just cant get enough of it, maybe its just because its lexers map?
the constant struggle to get less than 4 mins is just great, might try for a flawless soon  :)

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