PDA

View Full Version : A few mapping questions...


sdarkshadow
05-08-2002, 05:05 PM
Q1) Are the textures with black backgrounds invisible where the black is?

Q2) How do you make glass and reflective brushes (like very shiny metal or mirrors)?

Q3) Is there anyway to rotate brushes (I want to make a horizontal cylinder as a pipe)

Q4) Should I be able to see map object models or are they supposed to look like a coloured box?

Q5) How do you make the sky look right? (mine looks all tiled and useless, is it supposed to?)

Q5) (Last one!) How do you use animated textures like force fields ie. how do you access them?

and could someone PLEASE tell me, can maps be compiled in WinXP??? and how...

Thanks a lot, SDarkShadow.

:fett:

UniKorn
05-08-2002, 08:35 PM
1. No, that is defined in the alpha channels.

2. Look around, the threads for glass textures are everywhere.

3. Yes, maybe you should actually TRY something in the editor

4. You can change that in the view options.

5. You are using the wrong shader. Only skies that have a white rectangle around them work. In some of the other directories there are skies located as well.

6. Animated textures are shaders. Manual on http://www.qeradiant.com

Maps can be compiled in winxp.

McCloud
05-08-2002, 08:40 PM
Q2) To make glass, make a brush and apply a glass shader. I use the ones under textures/common but there is some glass in textures/tests too. You can either use it as is or make it a glass entity and play around with the options. There is a reflective floor brush in the kejim map that came with radiant but I couldn't figure out how to do it.

Q5) To make a forc field, Make a bush and apply a force feild shader. There are force feild shaders in tests also. I have not tried anything in tests but I looked to see what was there. There are force field textures in many catagories. I can't remember witch one I got mine from. If you want to have it shut off and on, make it a func_wall and give it a targetname key.