Need Some Help With Transparent Textures.
The_Evil_One
Join Date: 2004-09-05 Member: 31392Members
Alright. I've been an ns player for... far too long to say the least. Never really posted in the forums, and never really come here but to get the password to test the new constie released pretests.
I decided to take up mapping a week or so ago, and have been anxiously doing tutorial after tutorial, learning everything there is to about mapping. (plus knowing people helps out a lot <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> )
Anyways, heres a problem I seem to be having. I'm currently working on the final touches of my rr. Took me forever, lots of detail into it and such. The problem I seem to be having is with my {join_spectate, {join_aliens, {join_marines, and so on textures. I basically have text, and an icon on each with the background color as black. When I tell it to make the black colors transparent it only seems to take about a 3 unit section <b>around</b> the text and make it transparent, the rest of the background just stays showing up black. Does anyone know why this could be happening?
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> *textures*
I decided to take up mapping a week or so ago, and have been anxiously doing tutorial after tutorial, learning everything there is to about mapping. (plus knowing people helps out a lot <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> )
Anyways, heres a problem I seem to be having. I'm currently working on the final touches of my rr. Took me forever, lots of detail into it and such. The problem I seem to be having is with my {join_spectate, {join_aliens, {join_marines, and so on textures. I basically have text, and an icon on each with the background color as black. When I tell it to make the black colors transparent it only seems to take about a 3 unit section <b>around</b> the text and make it transparent, the rest of the background just stays showing up black. Does anyone know why this could be happening?
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> *textures*
Comments
By telling it to make the black color transparant You mean you have set the properties like this:
Rendermode: additive
FX amount: 255
if so I dont quite get what the problem is, since it should work, also I don't really understand the last sentance (3 unit section arround the text)...
btw, the next time you post in the wrong forum there is no need to delete the content and start a new thread, the mods can just move it and now we have two threads <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
[edit]
damn I just got outposted <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
oh well lets just welcome you to mapping, any screenshots yet?
But, ill post a semi screenshot, since I need help with something.
Im having a "Bad Surface Extents" error with my "Join Marines" image. Its not just that image, anything I put on that shape seems to be doing it. I deleted the shape, made a new one, put a texture on it, and still same problem.
Heres whats happening:
EDIT: dont yell at me to use batch compiler or something like that, because I tried and just cant get it to work for me <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
<img src='http://www.xomby.com/help.jpg' border='0' alt='user posted image' />
check in here
1) Doors - I tried getting a door to open upwards, rather than sideways... couldnt seem to do it. I have my trigger_presence working fine. Its just, when I trigger_presence the door opens sliding to the left. I want it to slide opening up. I tried rotating the shape 90 degrees CW and that didnt do anything. Any Ideas?
2) Gravity/Fan trick - If you have played co_freefall or co_sava (I think they do it in this map in the rr) they have a trick where if you stand in a spot, co_sava has it on the join random team switch (I think) and I know co_freefall has it in the air vent in the marine base. My random team switch, im trying atleast, to make it like a fan that you step on and fly up into the switch. Any ideas how that works? I tried messing with trigger_gravity
Anyways, thanks in advance if you can help me <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> if you need any more info please just ask. Again, thanks so much.
2) You have to use func_push for that effect set to Up (just like the door), the fan would be a func_rotating. Make sure there's a level difference with the func_push so the player doesn't have to jump to get the boost.
What do you mean about the push for the door? could you explain? im just using a func_door, but I guess thats wrong?
EDIT: also, what is a func_push? ... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
im rather a noob at map making
And with the "just like the door" I meant, that you have to select Up in the angle to push players in that direction.
btw did you get the door working right?
EDIT: I cant seem to get the trigger_push working... does the trigger_push object do it, or do you have to make a separate object that it targets? and what settings are needed? I have speed, name, yaw -> up. Thanks again.
Any Help anyone? <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
EDIT: and a question about r_speeds. I read on <a href='http://nsworld.ns-central.co.uk/mappingguide/MappingGuide.php' target='_blank'>http://nsworld.ns-central.co.uk/mappinggui...appingGuide.php</a> that r_speeds shouldnt exceed 700. I was also reading about using HINT textures to drop the speeds if placed correctly. Anyways, does this still hold true? because im some parts of my rr (and its still not complete) the r_speeds peak 650+. Any thoughts on what I should do, or if the r_speeds dont matter as much since beta 1 when that was written.
As for your trigger_push, did you try removing the name?
700 isn't too bad.
What I mean is, clear the "name" field. I think if you give it a name it will have to be triggered (like a door).
I think I figured out a way I can place walls to fix that though. Really a pain <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
I'm very set on making sure everything in my map up to standards set by the ns team... so I was reading through ALL the guidelines, just cause I was bored. In the combat mapping section, and I quote:
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Make sure you have the latest .fgd which will allow you to place structures in your map. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Is that just something from a while ago? or is that something I need? because... like if that has premade items... im going to be so mad at myself <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
EDIT: also, still cant seem to get the trigger_push to work <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
EDIT 2: I was thinking. Say I was to embed a func_wall inside a func_door, then group them together... I did that by mistake before, and the func_wall moves up when the door does. So, heres my question. I know that the visability matrix of the HL engine makes it so that it renders everything thats through a door even though you cant see it. But say there were to be a wall there too, and it moved with the door. Would the visability matrix not render the things on the other side of the door then? and would that make the wPoly count go down? <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
trigger_push can be a bit tricky - I believe the player has the be moving in the z-direction (up/down) before they wll take effect. In HL single-player, this was done by placing the trigger_push on a small ramp, ensuring they would be triggered properly (see the alien jumppads in c2a5-c2a5e).
<!--QuoteBegin-The Evil One+Sep 10 2004, 09:43 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (The Evil One @ Sep 10 2004, 09:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->EDIT 2: I was thinking. Say I was to embed a func_wall inside a func_door, then group them together... I did that by mistake before, and the func_wall moves up when the door does. So, heres my question. I know that the visability matrix of the HL engine makes it so that it renders everything thats through a door even though you cant see it. But say there were to be a wall there too, and it moved with the door. Would the visability matrix not render the things on the other side of the door then? and would that make the wPoly count go down? <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo--><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
No. If a brush moves, then it must be part of an entity, and entities never block vis. If it were just a static wall (part of the worldspawn), then it would block vis but wouldn't move.