<div class="IPBDescription">By KungFuSquirrel</div> You can find out how KFS achieved the electrical arc effect at <a href='http://ns.valve-erc.com' target='_blank'>Selective Design</a>.
I still find it hard to believe that someone found a use for that 'coretexture' texture. I only made it to test something out.
Anyhow, I originally discovered this effect when I was working on a TFC CTF level during Summer last year. I had strips of electrcity running down the sides of the corridors, with that funky electrical effect on it. It looked very Quake3.
Actually, here's a screen: <img src='http://www.btinternet.com/~p.d.chapman/merkaba/maps/pics/space21.jpg' border='0' alt='user posted image'>
The level never got finished, though. (I plan on giving it another shot some time.)
KungFuSquirrelBasher of MuttonsJoin Date: 2002-01-26Member: 103Members, NS1 Playtester, Contributor
Yeah, originally they were all one func_conveyor, but I split them into individual ones after I cut some other entities so I could randomize the angles and offsets a bit more... In the process, I neglected to hit those flags. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--> That will be fixed in the next client build, hehe. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> Horrible horrible mistake, and I didn't even find out about it until 2-3 days after release.
Nice tutorials KFS. Within the next month I will be making my own NS Mapping Guides for NS v1.0. I will also be bringing a few tutorials to Natural Selection such as Matching Texture themes, Vent making to catch the players eye. Hive setups, Hallway compatibility with vertex manipulation (too much near big rooms makes bad r_speeds!) Plus more <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Comments
Anyhow, I originally discovered this effect when I was working on a TFC CTF level during Summer last year. I had strips of electrcity running down the sides of the corridors, with that funky electrical effect on it. It looked very Quake3.
Actually, here's a screen:
<img src='http://www.btinternet.com/~p.d.chapman/merkaba/maps/pics/space21.jpg' border='0' alt='user posted image'>
The level never got finished, though. (I plan on giving it another shot some time.)