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Discussion: Natural Selection / Natural Selection - Map Development - TGNS Map Making Team - I did Irish, the hive looks wonderful from what I can see. I'm only just
  1. #136

    Yer Mom's Avatar

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    Re: TGNS Map Making Team

    I did Irish, the hive looks wonderful from what I can see. I'm only just beginning, but I'm glad everyone approves.

    The music we will have to see about. I've put in about a total of 30 hours so far, so I'm well ahead of you on time, heh.

    I started school today, and I'm doing PLC's. The course I'm in I've already taken, so I don't have to do the basic cirriculum or anyone, just the PLC's and Instrumentation (new part of the course), so my workload isn't that heavy. I've still got my off time. I'm putting in as much as I can, but it's so hard to look at this damned program for more than an hour at a time, lol.

    More to come though. Everyone be ready to have your boots knocked off ya.

    -Mom
    Yer Mom /O>

    To all but me is the look given but never received. My heart sinks faster and faster every time I look into them, yet I do not understand their controling power on my soul. - W11114m W45h1n670n

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  3. #137

    Ferris Bueller's Avatar

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    Re: TGNS Map Making Team

    thats some awesome looking stuff guys. Now my question which i've never really seen done in NS is would it be possible to rotate the RT nozzles (and thus the RTs themselves) to be on walls or ceilings a la OC's in 1.04? How cool would it be if you had an RT sticking out of a wall or a ceiling in a hallway?

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  5. #138


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    Re: TGNS Map Making Team

    Quote Originally Posted by Irish Pirate View Post
    xtcmen, try func_illusionary with the parameters "render mode = solid" and "render amount 255" then create a brush covering the same area as the railing but use the "clip" texture.

    Yeah don't laugh but I dont get the whole create a brush convering the area... part. So I just made it func_illusionary, solid, and the render amount to 255 and it became see through. But Its not like three demensional and you can walk throug it.

    If your around tommorow teach me how to do the rest of that part.

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  7. #139

    Donat's Avatar

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    Re: TGNS Map Making Team

    I haveith a readyroomish design. Needs texturing and finishing first

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  9. #140

    Wyzcrak's Avatar

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    Re: TGNS Map Making Team

    OCs didn't stick out of walls and ceilings in 1.04 stock maps or gameplay. I'm sure that whatever mod (or mapping trick) enabled that in 1.04 is no less capable of enabling it in today's version.
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  11. #141


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    Re: TGNS Map Making Team

    Quote Originally Posted by xtcmen View Post
    Yeah don't laugh but I dont get the whole create a brush convering the area... part. So I just made it func_illusionary, solid, and the render amount to 255 and it became see through. But Its not like three demensional and you can walk throug it.

    If your around tommorow teach me how to do the rest of that part.
    Do it a func_wall, then set Render mode to Solid and FX Amount to 255. Worked for me anyways, you can check it in the images I posted a few days back.

    I don't know if it can be made three dimensional though, but at least you won't be able to walk through it.

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  13. #142

    Irish Pirate's Avatar

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    Re: TGNS Map Making Team

    func_walls with invisible parts tend to look ugly when people shoot them. You get bullet marks hanging in the air, all sorts of stuff like that. clip brush is the way to go.

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  15. #143


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    Re: TGNS Map Making Team

    The problem with clip is that you need the half-life.wad texture, which isn't easily available since Steam came out. Speaking of it, do you know where can I download it or something to extract it from the HL files ?

    And xtcmen, it isn't really hard. As far as I remember, the clip texture is not visible in-game but prevents players from walking through it. So to make it the way Irish told you (which is actually the way its meant to be done) you make the rail illusionary so that players can see through it and over it you make another solid with the "clip" texture, which will prevent players from walking through it and decals to be drawn in it.

    Basically you just copy the rail and paste it over itself but with the "clip" texture.

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  17. #144

    Irish Pirate's Avatar

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    Re: TGNS Map Making Team

    You don't want the clip wall to be a func illusionary... well I guess I don't know if it would work or not.

    I have half-life.wad, if someone wants to host it I can e-mail it.

    EDIT: if you have your half-life cd or wan installation you can find it in half-life\valve I think

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  19. #145

    Donat's Avatar

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    Re: TGNS Map Making Team

    I could use that clip texture, some one please host the halflife.wad

    If not i'll take one via email some time, we'll see.

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  21. #146

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    Re: TGNS Map Making Team

    Hey xtcman I think I know a better solution to your problem. I'm not 100% sure, but it might help none the less...

    Right above the Apply Texture tool is a Texture Application tool. If you've already selected an object then it might offer a Hide Mask option with the skin. Do so and it should hide it. You can also click face, to make sure it faces the direction you're looking at it. Alos fit automatically resizes it and scales it to the current Objects dimensions.

    If you want me to go in to more detail just ask...

    Also, I'm gonna work on a hallway for you guys, I know big woop, but it seems you have a lack of hallways except for the work from YerMom. I was thinking of incorperation vents underneath a cat walk, but I haven't seen anyone else incorperating vents. Should I go ahead and put them in anyways?

    -Sirusblk

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  23. #147


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    Re: TGNS Map Making Team

    I need the halflife.wad email -> ih8skool20@yahoo.com

    And irish or sirus or anyone can help me out on teamspeak later I got some questions on a hallway I am going to make.

    (does the halflife.wad contain the prefab textures?)

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  25. #148

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    Re: TGNS Map Making Team

    Quote Originally Posted by xtcmen View Post
    I need the halflife.wad
    First result on a google search for "halflife.wad":
    http://www.cstrike-planet.com/wads/320

    Helpful?

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  27. #149

    Donat's Avatar

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    Re: TGNS Map Making Team

    Yep that works, yay for google. (and thank you kormendi)

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  29. #150

    Irish Pirate's Avatar

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    Re: TGNS Map Making Team

    Fair enough, I was just preparing to send it out to people -.-

    Another good wad is liquids.wad if you intend to use water like things in your map. Water doesn't show up all the time in NS but I'm using it in my section (water treatment). Xeno.wad will probably not resemble alien stuff as much as the ns wads and decal.wad isn't something to worry about before you get used to applying decals.

    Yer mom, by any chance do you know someone who is handy with picture editing software? The more I think about your fog idea the more I think it would need a custom texture, but would look really cool if pulled off.

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