Readyroom help

DragonflyDragonfly Join Date: 2002-02-07 Member: 176Members
uh. this may sound newbish,
but what entity do you make the brush which you texture with 'join marines' and what properties do you give it..
and what do you do to the other faces of it.....
in fact, how do u make the whole bloody thing. heh

Comments

  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    Dragonfly...it's pretty much all in the mapping guidelines... if you have a look in the mapping forum index there is a sticky at the top which contains the link for it.

    But I'll be nice anyway and help you out

    you want a brush based entity which is the trigger for joining the team - this should span the doorway or whatever you have in mind where the player walks to signify which team - this entity is "info_join_team". you have to set the properties for which team (team one or two) in this entity.

    Then you need a point entity which is the spawn location for that particular team (16 of these actually) called "info_team_start". Again, you have to set which team you want it to be for (one or two)

    Of course, in the readyroom you should have 32 standard "info_player_start" point entities.

    One other thing that you'll need to make the info_join_team and info_team_start entities to work is another point entity called "info_gameplay". You have to set in this what each team is (human alien) and many other misc settings...

    So there, hope this helped..
  • DragonflyDragonfly Join Date: 2002-02-07 Member: 176Members
    why does everyone keep assuming im a moron!
    im sorry to say, but no that didnt help, infact it was quite insulting to my inteligence
    i already knew all of what you said
    what im talking about is the brush with the texture of the big green text saying 'join marines' or 'spectate' or whatever

    i know how to make the brush walkthroughable, i just dont know how to make the black completely invisible with the green text still there, like the blue does with textures of wires and stuff with the blue backdrop
    maybe you dont know what im talking about
    but i can sure as hell tell you it aint in the mapping guidelines, cause ive read em 100 times over! ive even got the damn thing bookmarked!

    dont take my sense of humour the wrong way, im not angry
    thanks for trying to help anyway..
    but i dont think you understand my dilema

    hey wait a minute, maybe you use the same brush as the team join entity aswell as texturing it with the appropriate join whatever texture, and the properties of that special NS entity do to the black what usually hapens to the blue!
    or maybe not! ill go try it anyway.
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    set the render of this brush to additive
  • DragonflyDragonfly Join Date: 2002-02-07 Member: 176Members
    thankyou and goodnight.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    info_team_join is always invisible, so I use a func_illusionary with rendermode set to additive to display the sign.
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    /me stares blankly at Dragonfly...coughs "Valve-erc"...

    ooh, pardon me, have a bit of a cold <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
  • CrouchingHamsterCrouchingHamster Join Date: 2002-08-17 Member: 1181Members
    /me looks then wanders off shaking head and mumbling about "attitude"...
  • DragonflyDragonfly Join Date: 2002-02-07 Member: 176Members
    valve-erc doesnt have a tutorial on how to make the info_team_join entity work >:P

    chrome and asraniel answered my question perfectly. thanks
    i was usin textured render mode with an FX of 255 and so the black still showed up
Sign In or Register to comment.