gtkradiant/docs/manual/Q3Rad_Manual/appndx/appn_d.htm
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<title>Q3Radiant Editor Manual: Appendix D</title>
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<h1 class = "MsoTitle">Q3Radiant Editor Manual</h1>
<hr>
<h1>Appendix D: Tricks, Tips, and Tutorials</h1>
<h2><a name = "deathsnd">Making the death fall sound&hellip;</a></h2>
The death yell that occurs when a player or bot falls into the
void or fog of death is triggered by the falling character passing
through a trigger multiple (should be no less than 32 units thick)
that is targeted on a target_speaker. If you look at q3DM17
and find a target speaker, you will see that it plays the falling
to death sound of the player who activates the trigger. Put
that sound in your own target_speaker.
<h2><a name = "mirror">Making a Mirror &hellip;</a></h2>
Apply a mirror texture to brush (it will only work on brushes,
not curve patches). Next, place a misc_portal_surface entity within
64 units of the mirror and at roughly eye level for the character.
Because a mirror shows all that it can "see" the mapmaker needs to
take special care that his mirror doesn't see so much of the map
that it affects game performance.
<ul><b>Rules</b>: A mirror should not be able to see another
mirror or portal surface. This means no mirror mazes or
mirror facing each other to produce infinite reflections.</ul>
<h2><a name = "jumppad">Making a Jump Pad</a></h2>
<ol><li>Make the brush that contains your pulsing pad texture. It can be
set in the floor or raised up on separate brush.
<li>Make a trigger_push brush entity that is smaller than the pad
(the id triggers are usually octagonal).
<li>Create a target_position entity and move it to the height and
location you want. The target position is both the aiming point for
the trigger_push and the highest point (apex) of the assisted
jump.
<li>Hi-light the trigger first, then the target_position (order is
important).
<li>Press CTRL + k to connect the two entities (pointing the first
at the second).
<li>Compile and test it. The first compile needs to be a full or
fast vis. If you need to make adjustments to the target_position,
you only need to use an entities compile.</ol>
<p><div class = "subheading">Lining Up the Pad Texture</div>
The combination of shader keys that make the jump pad pulsing
texture work can be tricky to line up. Try the following methods if
your own attempts bring no joy.
<ol><li>Make the brush that will be your pad (128x128 units).
<li>Apply the pad texture. If it doesn't line up, turn off the lock
texture feature and move the pad until it lines up perfectly.
<li>Lock the texture and move the brush into position.</ol>
<p>If that doesn't work:
<ol><li>Build your brush in place.
<li>Apply the pad texture so that several corners of the pad circle
are visible.
<li>Compile a regioned area with the jump pad in it.
<li>At least one of the pad circles should have a pulsing circle in
it.
<li>Back in the editor, slide the pad circle with the active pulse
so it fills the pad.
<li>Recompile. It <i>should</i> work now.</ol>
<h2><a name = "launchpad">Making a Launch Pad</a></h2>
Target the trigger_push that you put above the pad at a
target_position. The player will accelerate until he reaches the
target. Physics does the rest.
<p><b>Note:</b> The center point of the target must be <i>
higher</i> than the center point of the trigger_push.
<h2><a name="RA3">Making a "Rocket Arena" style map</a></h2>
<ol><li>Create all the entities you want the player to spawn with when
he enters the arena, and make sure they are somewhere within the
enclosed space of the map.
<li>Add a "target_give" entity somewhere in the world.
<li>Create all the spawn spots you want to be in your map.
<li>Select the "target_give" entity.
<li>Select one of the "give on spawn in" entities.
<li>Hit Ctrl-K in the editor to link the two items together.
<li>Repeat steps 4 through 6 until the target_give is linked to
all
the entities you wish the player to spawn into the world with.
<li>Select a spawn spot
<li>Select the target_give entity
<li>Hit Ctrl-K in the editor to link the two entities together.
<li>Repeat steps 8 through 10 until all the spawn spots are linked
to
the target_give entity.
<li>Compile the map
<li>Set g_gametype to tournament mode and set fraglimit of 1.
<li>Get a bunch of your friends to connect into your server and
have
fun playing a "Rocket Arena" style game =)</ol>
<p>An alternate use of target_give is how I used it in q3dm10 to
create the
"power tube" that gives you health and armour. The tube has a
trigger_multiple with a wait of 0.5, linked to a target_give which
is linked
to a small health and an armour shard.
<h2><a name = "envbox">Making an Environment Box &hellip;</a></h2>
This is the shader script taken from the sky.shader that I used
to make a test sky box months and months ago.
<p>In baseq3, make an 'env' folder.
<p>Put your skybox art in here and use this naming
convention:
<p>[skyname]_lf.tga
<br>[skyname]_rt.tga
<br>[skyname]_ft.tga
<br>[skyname]_bk.tga
<br>[skyname]_up.tga
<br>[skyname]_dn.tga
<ul><li>Make a directory in your quake3 folder with the following path:
<ul><span class = "type">quake3/baseq3/textures/[mymapname]</span></ul>
<li>Make a directory in your quake3 folder with the following path:
<ul><span class = "type">quake3/baseq3/scripts</span></ul>
<li>Make a script document called [mymapname].shader
<li>Make a script document called shaderlist.txt</ul>
<p>In shaderlist.txt put [mymapname] on the first line and close
the document.
<p><pre style = "font-size: 10pt">
//*******************************************************
//* Sample environment box shader
//*******************************************************
textures/[mymapname]/[skyname]01
{
qer_editorimage textures/[mymapname]/[skyname]
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm sky
q3map_sun 0.933333 0.541176 03.13725 60 160 11
q3map_surfacelight 100 //lots of diffuse light
skyparms - 512 -
sky env/[skyname]
// the following stuff lays clouds over the skybox map which you may not want with a city skyline
//{
// map textures/skies/dimclouds.tga
//
// tcMod turb 0 0.001 0.5 0.001
// tcMod scale 3 3
// tcMod scroll 0.01 0.01
// blendFunc GL_ONE GL_ONE_MINUS_SRC_COLOR
// depthWrite
//}
//{
// map textures/skies/pjbasesky.tga
// blendfunc GL_ONE GL_ONE
// tcMod scroll -0.01 -0.01
// tcMod scale 5 5
//}
//}</pre>
<h2><a name = "shooter">Making a Shooter</a></h2>
The shooters; shooter_rocket, shooter_grenade, and
shooter_plasma all fire a single projectile when they are triggered
by an event.
<ul><li>Make a shooter entity (rocket, grenade or plasma)
<li>Give it a facing (1 to 360 degrees), or,
<li>Target it at a target_position.
<li>Give it a random value (potential degrees off target)
<li>Create an Activator. Make a trigger multiple or target an entity
at the shooter. When the trigger is entered or the entity is taken,
the, shooter is activated.
<li>If you want a shooter to fire multiple times, target the
activator on two or more target_delays. Set the delay time to a
different value for each (if using a trigger multiple, the WAIT
value on the trigger should be greater than the longest delay on
the target_delay). Target each target_delay on the shooter.</ul>
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