<div class="IPBDescription">help?</div> i put a deal in the map but it never appears? help <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
When you run the map, open your console and (if using the OpenGL) type in gl_polyoffset -0.1 Try also with 0.1, 0, 1... Something should work. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Open your map, go to Map -> Map properties and in environment map (cl_skyname), type something like day, night, desert, space... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
OMG you rock, and another thing (gawd im just full of questions <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> ) im trying to get a dead scientest to float like he would be in zero G, but i dont quite know how.. thanks!
Make a cube that the scientist will 'float' on. Texture it with the BLUE texture and tie it to an func_illusionary. Set the FX render to 'solid' and FX amount to 255. Also set the contents to empty. Now make a copy of this brush (but it mustn't be an entity) and texture it with the CLIP texture. Place a monster_scientist_dead (or whatever it's called, I forgot <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> ) on that cube and voila. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
thanks abunches <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> and one more thing, how do i get mp3s to play?
In NS, you just use the target_mp3audio entity and place it where you want, then type in, which mp3 you want it to play. Good luck! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<!--QuoteBegin--Kage+Sep 14 2003, 03:47 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kage @ Sep 14 2003, 03:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What's the point of using the func_illusionary? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> The func_illusionary has all the properties of the func_wall entity, except for the fact that it is non-solid. This enables a number of unique uses. Here are the three shown in the example map.
Gratings When making a grating or fence using masked textures, you will probably want to be able to shoot through the object while still blocking player movement. This can be accomplished by making the grate a func_illusionary and setting its Render Mode (rendermode) to Solid (4) and its FX Amount (renderamt) to 255. Now, make a clip brush (a normal brush with the CLIP texture) that covers the exact same area as the func_illusionary. What you now have is an object you can shoot through but not walk through.
Non-snagging Details In the example map, the knee-height light fixtures would cause the player to get snagged when walking close to the wall. By turning the fixtures into func_illusionary entities, this problem is avoided.
One-way Walls This works generally on the same principle as the grating technique, above. First, you create the brush structure. Now, to any part of it that you want to see through, apply the {BLUE texture. Turn the whole thing into a func_illusionary, and set the render properties as in the grating technique.
taken from verc <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Probably so that you cant hit the block. But, you could just make a tiiiny cube (say, 1x1x1 units) and put it under the model, and give it the clip texture. Still, you have a chance of hitting the cube, or even floating on the dead guy (But you would want that anyway, right?).
That's another idea, put a cube under the dead-model, (1u high, and x by x length/width, however long/wide the model is) to make it 'seem' solid...
Comments
Try also with 0.1, 0, 1... Something should work. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
thanks!
Make a cube that the scientist will 'float' on. Texture it with the BLUE texture and tie it to an func_illusionary. Set the FX render to 'solid' and FX amount to 255. Also set the contents to empty. Now make a copy of this brush (but it mustn't be an entity) and texture it with the CLIP texture. Place a monster_scientist_dead (or whatever it's called, I forgot <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> ) on that cube and voila. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
EDIT: Corrected the monster name.
The func_illusionary has all the properties of the func_wall entity, except for the fact that it is non-solid. This enables a number of unique uses. Here are the three shown in the example map.
Gratings
When making a grating or fence using masked textures, you will probably want to be able to shoot through the object while still blocking player movement. This can be accomplished by making the grate a func_illusionary and setting its Render Mode (rendermode) to Solid (4) and its FX Amount (renderamt) to 255. Now, make a clip brush (a normal brush with the CLIP texture) that covers the exact same area as the func_illusionary. What you now have is an object you can shoot through but not walk through.
Non-snagging Details
In the example map, the knee-height light fixtures would cause the player to get snagged when walking close to the wall. By turning the fixtures into func_illusionary entities, this problem is avoided.
One-way Walls
This works generally on the same principle as the grating technique, above. First, you create the brush structure. Now, to any part of it that you want to see through, apply the {BLUE texture. Turn the whole thing into a func_illusionary, and set the render properties as in the grating technique.
taken from verc <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
That's another idea, put a cube under the dead-model, (1u high, and x by x length/width, however long/wide the model is) to make it 'seem' solid...