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Messages - Misch

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Whatever / need some testers for a jump map wip
« on: August 08, 2012, 08:07:28 PM »
So yeah, I'm making a map and I need some jumpers that can complete harder jumps and can give me feedback on anything. Anybody like testing maps?

Kinda related, how do I create a skip jump? All I can think of is a trigger brush that activates a teleport brush after 0.5 seconds through outputs. But that would teleport multiple people if they skip at the same time.

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Mapping Tutorials / Re: Easy solid walls that don't explode rockets
« on: August 08, 2012, 04:19:48 PM »
wait up....

not a very good idea to place them on the exact same spot/size, would be better if you put the illusionary on the inside and the skybox one on the outside (is how i do it), that way you prevent any problems with it

Why? In my map there are no noticeable problems yet. The skybox doesn't cast light through the illusionary even though they share the same space. Honestly I'm really new so I would love it if someone could tell me why you're not supposed to do this. I talked to drexen and he didn't come up with anything so it should be fine. ^.^

Also func_illusionary is pretty much just a more specific version of func_brush, says so in the wiki entity description here https://developer.valvesoftware.com/wiki/Func_brush

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Mapping Tutorials / Re: Easy solid walls that don't explode rockets
« on: August 07, 2012, 06:07:02 AM »
It's skybox because I've been told func_illusionary leaks if you don't have anything behind it. Skybox sharing the same space blocks that leak and includes a playerclip along with making any projectiles disappear. They go well together. I'm working on my first map, just found this out and thought it would be useful to others.

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Mapping Tutorials / Easy solid walls that don't explode rockets
« on: August 07, 2012, 05:14:19 AM »
You can copy and select brushes that utilize a certain texture in tools -> replace texture. What you want to do is build a map with a reserved texture for walls you don't want projectiles to explode on. Then you select this texture using the replace texture tool, copy it, replace the texture with skybox. Reselect your old texture brushes make them func_illusionary and then drag your skybox copy back over to overlay on top of all your illusionary textures. The method could be expensive if you use a lot of these walls, I like the convenience though.

Note: It has bugged out on my a couple times and all randomly gone to skybox instead of walls in compile. You just have to go to an autosave. Not sure as to why. Right now I have it working without leaks in my map though.

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