Please help a newb out.

kaparkapar Join Date: 2002-03-04 Member: 266Members
<div class="IPBDescription">Need helps on texturing and particle</div>very new to worldcraft.  I tried the worldcraft forum, but nobody seemed to be able to help me. So I turn to u guys for helps.  

I have two problems:

1) I have a problem with applying texture over a brush (I do not mean texturing a brush, I know how to do it). I mean apply a texture on top of a already textured brush. For example  a join alien sign on top a door way or a art work on a wall (u know to give it all detail).  I tried the "apply decal" button (the one with the target sign on it) but once I applied the texture, I couldn't resize or move it.  Can someone give me a hint as how to resize or move once I applied the texture? Do I need a separate brush for it?

2) I want to create an env_particle_custom effect that look like hundred of glowing tiny sphere (like fire flies) flying at different direction within a specified space, but I don't know how to do it.  Anyone knows how?

thanks

Comments

  • MuuMuu Join Date: 2002-01-24 Member: 23Members
    Hello kapar.

    1) You cant do that Im afraid, you can only have one texture per face so you would have to create another brush and cut it in to the wall to creat things like pictures.

    2) I could make them fly in random directions but I couldn't keep them in one place or make them swarm - which is what you want I think?
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    1. Try making a func_illusionary with only one side with the texture, make it... oh... four or eight or so units thick, and have only one unit sticking through the wall. Make the other sides {blue or {invisible or whatever.

    Not sure if it'll work, since there's this bug in the HL engine that makes func_illusionary's that are less than a certain width disappear when you get too close to them, but that four-eight units thick trick with most of it inside the wall -should- solve that. I hope. The reason why you have one unit outside the wall is so the texture won't flicker. You can try making it flush with the wall, but I doubt it will work.

    2. Can't do that yet. Nice thing to add though. You can simulate this, however (I think.) This example uses the shape of a box, but I believe that this could be adapted to any shape. Make six source brushes (that'll be func_illusionary's I believe) for each side of the box. Don't make the box hollow, make each brush overlap, so that you've basically making the box three times, but each time the joining plane is in a different axis. Make all the particle systems go 'inward' (read: Toward the func_illusionary opposite them, but not necessarily towards the geometric center of the cube (what would be the 'origin' point on the 3d axis you've created with the join-planes). Make their lifetime a second or two. Make the generation shape.... probably a 'blob'. That should do it right there. No clue if it'll work.

    If you ask -really- nicely, I might make an example map tomorrow. But I've got four classes and a doctor's appointment tomorrow. No chance of me making one till the evening, and you're going to have to ask <i>really</i> nicely.
  • kaparkapar Join Date: 2002-03-04 Member: 266Members
    damn,  <!--emo&:angry:--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/mad.gif" border="0" valign="absmiddle" alt=':angry:'><!--endemo--> trying to look for a lazy way to create a detail technical room is out of the question.  

    but thanks for the suggestions.  I'll try them out once I have time.
  • JedisarJedisar Join Date: 2002-03-03 Member: 264Awaiting Authorization
    Oh how Humbled I am..I don't think mapping is for me.
  • Shuvit_ViperShuvit_Viper Join Date: 2002-01-25 Member: 62Members
    kapar, if you need help, counter-map.counterstrike.net adn valve-erc.com are good tutor sites about basic mapping....
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