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09-19-2006, 02:45 AM #136
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.
-MomYer 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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09-19-2006, 02:46 AM #137
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?
|TG-6th|Ferris Bueller
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09-19-2006, 03:00 AM #138
- Join Date
- Oct 2005
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- 132
Re: TGNS Map Making Team
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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09-19-2006, 12:53 PM #139
Re: TGNS Map Making Team
I haveith a readyroomish design. Needs texturing and finishing first
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09-19-2006, 01:35 PM #140
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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Darkilla: In short, NS is pretty much really fast chess. With guns. Apophis: I haven't seen anyone say that SM's are better than non-SMs. Nordbomber: This is THE first server I've seen where either side can comeback from out of seemingly nowhere with the right teamwork. en4rcment: I have NEVER experienced the type of gameplay that I have found here. Nightly I am amazed at the personalities and gaming talent. Zephyr: Apophis is clearly a highly sophisticated self-aware AI construct that runs on a highly modified toaster oven in Wyzcrak's basement.
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09-19-2006, 02:31 PM #141
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- Mar 2006
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Re: TGNS Map Making Team
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09-19-2006, 02:49 PM #142
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09-19-2006, 04:12 PM #143
- Join Date
- Mar 2006
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- 40
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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09-19-2006, 09:57 PM #144
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09-19-2006, 10:05 PM #145
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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09-19-2006, 10:15 PM #146
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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09-20-2006, 01:48 AM #147
- Join Date
- Oct 2005
- Posts
- 132
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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09-20-2006, 03:00 AM #148
Re: TGNS Map Making Team
First result on a google search for "halflife.wad":
http://www.cstrike-planet.com/wads/320
Helpful?
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09-20-2006, 08:56 AM #149
Re: TGNS Map Making Team
Yep that works, yay for google. (and thank you kormendi)
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09-20-2006, 01:42 PM #150
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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