Help A Newb?

kasracerkasracer Join Date: 2003-01-19 Member: 12464Members
<div class="IPBDescription">Ned help making map[s</div> I used to make alot of maps for TFC, so i'm new to this NS map making. I've looked at the FAQ thing and I got a basic understanding. My questions are the following:

1. How do you make a door and then make it work? I never figured this out in TFC, I just could never get it to work right.

2. Can you put the Ready Room under the entire map? Or are you supposed to? I just don't want comm to be able to see it (no real reason, just don't think they shoud) unless it automaticly doesn't show if its defined as a ready room. Haven't played with it much.

3. How do you make a background image? Like in 1 of the maps there is glass and when you look through it, the out edge of the map is just 1 big background image instead of black. how do you do that? I also never figured that out, I just enclosed all of my TFC maps so I never had a reason to figure it out.

4. How do you make see-thru glass?

Ok thats all. Thanks in advanced for any help. Also expect many maps from me <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

Comments

  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    edited January 2003
    1)If you can't figure this out in TFC i'm not even going to try an explain. This is basic HL stuff.

    2) Put your readyroom ABOVE the commander's view hieght so he won't see it.

    3) It's called a skybox. The half-life SKY texture is replaced by the sky specified in the map properties. Again this is basic HL stuff.

    4) Make the brush func_wall or func_breakable, set the rendermode to texture and use the render amount to specify the transparency of the glass. Again this is basic HL stuff.

    Read my quickstart guide ( <a href='http://nsworld.ns-central.co.uk/mappingguide/MappingGuide.php' target='_blank'>http://nsworld.ns-central.co.uk/mappinggui...appingGuide.php</a> ) you may learn something.
  • kasracerkasracer Join Date: 2003-01-19 Member: 12464Members
    edited January 2003
    <!--QuoteBegin--ChromeAngel+Jan 19 2003, 05:12 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ChromeAngel @ Jan 19 2003, 05:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->1)If you can't figure this out in TFC i'm not even going to try an explain.  This is basic HL stuff.

    2) Put your readyroom ABOVE the commander's view hieght so he won't see it.

    3) It's called a skybox.  The half-life SKY texture is replaced by the sky specified in the map properties.  Again this is basic HL stuff.

    4)  Make the brush func_wall or func_breakable, set the rendermode to texture and use the render amount to specify the transparency of the glass.  Again this is basic HL stuff.

    Read my quickstart guide ( <a href='http://nsworld.ns-central.co.uk/mappingguide/MappingGuide.php' target='_blank'>http://nsworld.ns-central.co.uk/mappinggui...appingGuide.php</a> ) you may learn something.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Ok thanks!

    But what about the door <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->

    I've attached func_door to it, messed with options, ect and it just would't work. I'm sure I am just not doing it right but i've googled for tutorials, and other helpful things and can't find ****

    EDIT: Nevermind, miezekatze helped me <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • ImaTargetImaTarget Join Date: 2002-11-01 Member: 3415Members
    kasracer, func_doors dont work in NS normally, you need to trigger them either by a func_button or trigger_multiple.
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