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<title>Q3Radiant Editor Manual: Appendix D</title>
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<link rel = "stylesheet" type = "text/css" href = "../styles/q3rad.css">
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<h1 class = "MsoTitle">Q3Radiant Editor Manual</h1>
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<hr>
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<h1>Appendix D: Tricks, Tips, and Tutorials</h1>
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<h2><a name = "deathsnd">Making the death fall sound…</a></h2>
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The death yell that occurs when a player or bot falls into the
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void or fog of death is triggered by the falling character passing
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through a trigger multiple (should be no less than 32 units thick)
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that is targeted on a target_speaker. If you look at q3DM17
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and find a target speaker, you will see that it plays the falling
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to death sound of the player who activates the trigger. Put
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that sound in your own target_speaker.
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<h2><a name = "mirror">Making a Mirror …</a></h2>
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Apply a mirror texture to brush (it will only work on brushes,
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not curve patches). Next, place a misc_portal_surface entity within
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64 units of the mirror and at roughly eye level for the character.
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Because a mirror shows all that it can "see" the mapmaker needs to
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take special care that his mirror doesn't see so much of the map
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that it affects game performance.
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<ul><b>Rules</b>: A mirror should not be able to see another
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mirror or portal surface. This means no mirror mazes or
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mirror facing each other to produce infinite reflections.</ul>
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<h2><a name = "jumppad">Making a Jump Pad</a></h2>
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<ol><li>Make the brush that contains your pulsing pad texture. It can be
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set in the floor or raised up on separate brush.
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<li>Make a trigger_push brush entity that is smaller than the pad
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(the id triggers are usually octagonal).
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<li>Create a target_position entity and move it to the height and
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location you want. The target position is both the aiming point for
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the trigger_push and the highest point (apex) of the assisted
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jump.
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<li>Hi-light the trigger first, then the target_position (order is
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important).
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<li>Press CTRL + k to connect the two entities (pointing the first
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at the second).
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<li>Compile and test it. The first compile needs to be a full or
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fast vis. If you need to make adjustments to the target_position,
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you only need to use an entities compile.</ol>
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<p><div class = "subheading">Lining Up the Pad Texture</div>
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The combination of shader keys that make the jump pad pulsing
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texture work can be tricky to line up. Try the following methods if
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your own attempts bring no joy.
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<ol><li>Make the brush that will be your pad (128x128 units).
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<li>Apply the pad texture. If it doesn't line up, turn off the lock
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texture feature and move the pad until it lines up perfectly.
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<li>Lock the texture and move the brush into position.</ol>
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<p>If that doesn't work:
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<ol><li>Build your brush in place.
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<li>Apply the pad texture so that several corners of the pad circle
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are visible.
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<li>Compile a regioned area with the jump pad in it.
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<li>At least one of the pad circles should have a pulsing circle in
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it.
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<li>Back in the editor, slide the pad circle with the active pulse
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so it fills the pad.
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<li>Recompile. It <i>should</i> work now.</ol>
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<h2><a name = "launchpad">Making a Launch Pad</a></h2>
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Target the trigger_push that you put above the pad at a
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target_position. The player will accelerate until he reaches the
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target. Physics does the rest.
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<p><b>Note:</b> The center point of the target must be <i>
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higher</i> than the center point of the trigger_push.
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<h2><a name="RA3">Making a "Rocket Arena" style map</a></h2>
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<ol><li>Create all the entities you want the player to spawn with when
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he enters the arena, and make sure they are somewhere within the
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enclosed space of the map.
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<li>Add a "target_give" entity somewhere in the world.
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<li>Create all the spawn spots you want to be in your map.
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<li>Select the "target_give" entity.
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<li>Select one of the "give on spawn in" entities.
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<li>Hit Ctrl-K in the editor to link the two items together.
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<li>Repeat steps 4 through 6 until the target_give is linked to
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all
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the entities you wish the player to spawn into the world with.
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<li>Select a spawn spot
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<li>Select the target_give entity
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<li>Hit Ctrl-K in the editor to link the two entities together.
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<li>Repeat steps 8 through 10 until all the spawn spots are linked
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to
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the target_give entity.
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<li>Compile the map
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<li>Set g_gametype to tournament mode and set fraglimit of 1.
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<li>Get a bunch of your friends to connect into your server and
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have
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fun playing a "Rocket Arena" style game =)</ol>
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<p>An alternate use of target_give is how I used it in q3dm10 to
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create the
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"power tube" that gives you health and armour. The tube has a
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trigger_multiple with a wait of 0.5, linked to a target_give which
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is linked
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to a small health and an armour shard.
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<h2><a name = "envbox">Making an Environment Box …</a></h2>
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This is the shader script taken from the sky.shader that I used
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to make a test sky box months and months ago.
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<p>In baseq3, make an 'env' folder.
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<p>Put your skybox art in here and use this naming
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convention:
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<p>[skyname]_lf.tga
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<br>[skyname]_rt.tga
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<br>[skyname]_ft.tga
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<br>[skyname]_bk.tga
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<br>[skyname]_up.tga
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<br>[skyname]_dn.tga
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<ul><li>Make a directory in your quake3 folder with the following path:
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<ul><span class = "type">quake3/baseq3/textures/[mymapname]</span></ul>
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<li>Make a directory in your quake3 folder with the following path:
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<ul><span class = "type">quake3/baseq3/scripts</span></ul>
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<li>Make a script document called [mymapname].shader
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<li>Make a script document called shaderlist.txt</ul>
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<p>In shaderlist.txt put [mymapname] on the first line and close
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the document.
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<p><pre style = "font-size: 10pt">
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//*******************************************************
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//* Sample environment box shader
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//*******************************************************
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textures/[mymapname]/[skyname]01
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{
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qer_editorimage textures/[mymapname]/[skyname]
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surfaceparm noimpact
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surfaceparm nolightmap
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surfaceparm sky
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q3map_sun 0.933333 0.541176 03.13725 60 160 11
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q3map_surfacelight 100 //lots of diffuse light
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skyparms - 512 -
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sky env/[skyname]
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// the following stuff lays clouds over the skybox map which you may not want with a city skyline
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//{
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// map textures/skies/dimclouds.tga
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//
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// tcMod turb 0 0.001 0.5 0.001
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// tcMod scale 3 3
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// tcMod scroll 0.01 0.01
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// blendFunc GL_ONE GL_ONE_MINUS_SRC_COLOR
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// depthWrite
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//}
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//{
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// map textures/skies/pjbasesky.tga
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// blendfunc GL_ONE GL_ONE
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// tcMod scroll -0.01 -0.01
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// tcMod scale 5 5
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//}
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//}</pre>
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<h2><a name = "shooter">Making a Shooter</a></h2>
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The shooters; shooter_rocket, shooter_grenade, and
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shooter_plasma all fire a single projectile when they are triggered
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by an event.
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<ul><li>Make a shooter entity (rocket, grenade or plasma)
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<li>Give it a facing (1 to 360 degrees), or,
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<li>Target it at a target_position.
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<li>Give it a random value (potential degrees off target)
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<li>Create an Activator. Make a trigger multiple or target an entity
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at the shooter. When the trigger is entered or the entity is taken,
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the, shooter is activated.
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<li>If you want a shooter to fire multiple times, target the
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activator on two or more target_delays. Set the delay time to a
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different value for each (if using a trigger multiple, the WAIT
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value on the trigger should be greater than the longest delay on
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the target_delay). Target each target_delay on the shooter.</ul>
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<p align = "center"><a href = "appn_c.htm">Back</a> | <a href = "../index.htm">Home</a> | <a href = "appn_e.htm">Next</a>
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