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RichDiesal
06-14-2002, 07:09 AM
I have just finished uploading General Concepts 101 to my JK2Radiant tutorial page. These are comprehensive tutorials designed with the complete newb in mind - although each progressive Lesson does assume you learned everything in each previous lesson.

Check it out. http://richdiesal.jedioutcastmaps.com/tutorials/

yrean
06-14-2002, 01:29 PM
lol rich... if only the NOOB's would read this first before asking questions.... Good job man....by the way when is everything besides basic concepts gonna be done...lol


edit: I did notice a problem with your file links......

Luvac Zantor
06-21-2002, 01:47 AM
this deserves a bump ya know

RichDiesal
06-21-2002, 02:34 AM
Ah, it does, doesn't it. File links have been fixed since then.. GC101-102 are both done and Brushes 201 should be up within the next day or so (trying to get switch animations to work so that I can write up how I did it :D)

winner_rex
06-21-2002, 02:51 AM
Rich I got one dilly of a pickle for ya...
Whenever I try to make a smart_train (they look so easy to make!) I press enter when I'm done pathing, but it doesnt do anything...why?

RichDiesal
06-21-2002, 06:49 AM
I dunno, I haven't used smart trains. :p

Update! Brushes 201 soon to be released, consisting of Liquids, Fogs, func_push, trigger_hurt, func_door, func_train, func_plat, trigger_multiple, func_usable, func_glass, and func_breakable!

Should be uploaded within the hour...

Xcom
06-21-2002, 07:03 AM
Rich is a busy bee. :p

(afaik, smart trains don't work and I haven't used them either)

(they look so easy to make!)


To the dark side leads that path :p

RichDiesal
06-21-2002, 07:05 AM
To the dark side leads that path
Mmm, I bet he uses GTK Radiant too...

Xcom
06-21-2002, 07:09 AM
Nono, don't confuse things. Force is with GTK. ;)

winner_rex
06-21-2002, 07:11 AM
ok thanks guys....that's disappointing, however...I wanted to make a map with LOTS of trains and smart_trains could really speed things up. Oh well

Not to hijack, but how would I go about making a conveyor belt?

RichDiesal
06-21-2002, 07:12 AM
Ah no no no, the Force is with JK2R... you see, GTKR seems easier to use and more friendly, but it all a ruse so that it can suck you up in its dark grip and drain your soul... JK2R takes more patience and a calm heart to master... and is truly the more powerful...

Xcom
06-21-2002, 07:20 AM
I see clearly now that your jedi training is incomplete. Dark side has clouded your mind. GTKR requires as much patience as JK2R and new options are just welcome addition to the program which you don't have to use if you don't wanna. In other words, I can do everything in GTKR as I did in JK2R but not vice versa. ;)

RichDiesal
06-21-2002, 07:28 AM
Exactly... with the Dark Side flowing through you, you have many more options for destruction, many more ways to manipulate people for your evil ways... ah but JK2... that is the way of purity...

Plus you can see the distance your lights shine. :p

Xcom
06-21-2002, 07:34 AM
Originally posted by RichDiesal
Plus you can see the distance your lights shine. :p

which is totally inaccurate, btw. ;)

Grets Sirob
06-21-2002, 07:55 AM
I see you got your tut's up now. But can I ask a question? Say I wanted some water, but I want it to be seen from all sides, not just the top or bottom. How would I do this?




:wookiee: Raaarwwaag!

RichDiesal
06-21-2002, 08:21 AM
Then you would just texture it on whichever sides you want seen. :D

which is totally inaccurate, btw.
And no, it's not. :p It's not as accurate as it could be, but it is in fact a good reference point.

You just don't want to admit you feel to the Dark Side yourself. :p

Xcom
06-21-2002, 08:38 AM
*see no evil hear no evil*

*repeats*

:D

normal
06-21-2002, 12:42 PM
Hmm..

ranting time!

I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders. I hate shaders.

end rant.

:X

Takeoffyouhoser
06-21-2002, 01:23 PM
Hey rich,

your door tutorial should help me with my main doors on my At-St hangar, however..... I want normal imperial doors in my level, not sliding doors. how would i go about making doors that go up and not sideways ?


Also about fog. By using volumetric fog in a narrowly winding canyon only up to kyle's shins cause massive fremerate problems?


Also Also wik.....I want to use rain in my outer area. I am not sure if i remember hearing thunder in Yavin swamp with the rain. Would it be possible to have a small, looped sound file of thunder set up with a sound effects or music trigger?

RichDiesal
06-21-2002, 01:37 PM
My my my, so many questions... :)

You set the angle for doors that go up the same way as sideways... except you press the up button. :)

As for the canyon... it might. If you architecture is complex, it definately will. I would suggest putting in "fog layers" if the canyon winds up and down, where the player actually passes through individual layers of volumetric fog instead of filling the whole canyon with it. Not sure if that effect is an option for you, but it's an idea.

And you can implement thunder just like I implemented thunder in duel_kamino. Just trigger it with a target_speaker and check GLOBAL to make a loud thunderclap whenever it triggers. Set it to LOOPED-ON to be continues and assign it a wait and (I think) random value. Details on all those are in the little entity help box.

You will likely need to do scripting to turn that target_speaker off when you go indoors, though... Might be able to do it with clever use of trigger_multiples, but I'm not sure, haven't tried.

Xcom
06-22-2002, 02:54 AM
Rich, I wonder, do you test the stuff you mention in your tutorials? Well, I decided to build water like you are suggesting in your tut and I must say it didn't work as expected. (Needless to say, I knew it wouldn't work well but I thought what the hell.. ;) )
Anyway, I didn't do it exactly as you suggested meaning I didn't build the tunnel, I just built this:

http://home.planet.nl/~xcom/art/water.jpg

As you can see the water part consists of 4 brushes which kinda surround the "monument" in the center. For the rest, I did everything as you instructed. The 4 water brushes were caulked, then I applied bespin/water2 texture to upper surfaces and the bottom surfaces of the water brushes (as you suggested).
Results were as follows:

- 2 of the water brushes appeared solid in the game. I could walk on them.
- rest 2 were like normal (non-solid) water but when I went in, I got HOM effect.
- If you look at water from the top, you can clearly see the planes, say the places where water brushes touch each other.

Do you have any idea why this might be so? :D

RichDiesal
06-22-2002, 02:55 AM
That... is just bizarre. I actually do everything I instruct in the tutorial - I include the MAP I made everything in on the Conclusion page to each lesson, so you can take a look at that if you think it'll help...

And I'm not sure... send me that MAP. :D

Xcom
06-22-2002, 03:09 AM
Here:
Map (http://home.planet.nl/~xcom/downloads/test3.zip)

RichDiesal
06-22-2002, 03:50 AM
Here:
Fixed (http://richdiesal.jedioutcastmaps.com/tutorials/test3update.zip)

:p

Xcom
06-22-2002, 04:03 AM
So, what was wrong with it?

RichDiesal
06-22-2002, 04:27 AM
Well, quite frankly, I don't know. :) I just went on visual cues in JK2R. Since two of your water brushes were transparent in Radiant and two weren't, I deleted the two that weren't... then selected the two (correct) brushes, copied and rotated them, and put them into place.

I then just made sure to line up the textures on top so that there weren't any lines between where the shaders hit each other (remember that it's still just a texture like any other texture - it hasta line up perfectly with all the textures next to it, or it will look weird)

That's it.

:)

Wes Marrakesh
06-22-2002, 04:56 AM
ok... i made bevels, caulking the area behing them like you instructed, but one keeps getting a leak through it. What should i do?

Xcom
06-22-2002, 05:16 AM
You agree that this is kind of weird and not supposed to happen, eh?

But anyway, I'd say apply water texture to ALL sides of a water brush. The sides of a water brushes which touch each other should be covered with nodraw texture, not caulk. This is how Ravenites do it too, IIRC. (Caulk is solid + caulk casts shadows = expect weirdness).

RichDiesal
06-22-2002, 05:19 AM
You didn't Make Detail the brushes behind the curves, did you? That would cause a leak. Always make sure the brushes touching the void are Structural or you will get leaks (press CTRL+D to hide Detail brushes - you should see no gaps to the void from within your level with all detail brushes hidden)

Wes Marrakesh
06-22-2002, 06:04 AM
thanks rich, i think that's what happened....
any ideas on making a curved landing platform?

RelFexive
06-23-2002, 05:21 AM
Hey Rich....

I followed the tutorial for switches and used it to make changing switches for a func_door lift. Everything is set as in the tutorial (except there's only one door that goes up and down) but the switches only change when the 'door' reaches the top. It does not change back when it returns to the bottom.

To be specific: switch A at beginning; activate - 'door' goes up; 'door' reaches top - switch changes to B; 'door' goes down; 'door' reaches bottom - does not change, still on B. Stays on B till 'door' activated and reaches top again, where it changes to A.

Can you offer any suggestions as to why this is the case?

Thanks.

RichDiesal
06-23-2002, 01:16 PM
I ran into that too when trying to make a single door. Oddly enough, the only way I got it to work was to make a nonvisible door out of caulk, add it to the door's team, and link it to that.

It's really much easier to do all of it with scripting, but that's more complex to learn... Maybe Xcom will guide you if you want to do that? :p

As for a curved platform, you just need to learn curves and then play around with them. :) Take Curves 201 on my site if you're confused as to how they work - the only way to learn how curves react to Radiant is by making things and seeing how it works. Make all the examples I went over and you should have a better handle over how they work.

And Xcom, my caulk never cast shadows... what caulk are you using? :p Perhaps it would be better to use caulk_nonsolid on water though... I hadn't thought of that. Although nodraw_nonsolid would work just as well... eh, whatever. :p

RelFexive
06-23-2002, 09:38 PM
Maybe Xcom will guide you if you want to do that?

Well, Xcom, got any suggestions?

I'm trying to do it in MP, if that makes any difference....

RichDiesal
06-23-2002, 11:29 PM
Ah, nevermind then. Scripting doesn't work in MP, so you hafta do it with triggers.

Try making a nodraw (nonsolid) brush somewhere in your level, make it a func_door, and give it the same team name as the door you're trying to get to work. Assign the target codes for the switch to that door.

Should work, I think.

Xcom
06-24-2002, 12:34 AM
Originally posted by RichDiesal
And Xcom, my caulk never cast shadows... what caulk are you using? :p Perhaps it would be better to use caulk_nonsolid on water though... I hadn't thought of that. Although nodraw_nonsolid would work just as well... eh, whatever. :p

Oh really? :D
Then how do you explain THIS (http://home.planet.nl/~xcom/art/shot0020.jpg)?

You can clearly see where I placed caulked brush. ;)

Btw, there are nodraw and nodraw_solid.
So nodraw itself is nonsolid.

RelFexive
06-24-2002, 02:24 AM
Ah well, that's scripting out, then :( Never mind, saves me learning something else new and complicated! :)

I'll try the 'hidden other door' trick and let you know how it goes.

Wes Marrakesh
06-24-2002, 03:01 AM
ok... i ask again...
how do you do landing platforms like the one in Bespin Streets for MP?
you know, the platform that has the rocket launcher?

Darth Knight
06-24-2002, 05:05 AM
hey dude i have been reading your tutorials are they are very good but i have a quesstion. none of my textures are in that textures menu i don't know why, can you help me?

VIO
06-24-2002, 05:31 AM
GTK is saten it meses up patches...i do like the undo feature though

RichDiesal
06-24-2002, 09:09 AM
ok... i ask again...
how do you do landing platforms like the one in Bespin Streets for MP?
And I answer again.
As for a curved platform, you just need to learn curves and then play around with them. Take Curves 201 on my site if you're confused as to how they work - the only way to learn how curves react to Radiant is by making things and seeing how it works. Make all the examples I went over and you should have a better handle over how they work.

I'm not going to lead you step by step through exactly how to make it, because that would be basically making your map for you. Read tutorials. Learn curves. Experiment with vertices.

*waves hand* "You will learn something on your own." :p

Wes Marrakesh
06-24-2002, 10:12 AM
:o :D oops... LOL Sorry.
Next up: The case of the Dissapearing Textures.
Dun dun DUN!
One day, I was happily mapping in JK2Radiant when,
*gasp*
:eek:
:confused: wtf?
The areaportal texture just isn't there!
Oh My Gosh!
guess i'll deal with it later...

NEXT DAY...

I'm kind of happily mapping in JK2Radiant when,
*gasp*
:eek:
:confused: wtf?
:mad: Not again!
The trigger texture has dissapeard too!
If someone doesn't help soon, the next to go will be caulk!
*read- help me get back areaportal and trigger textures*
the end...
or is it?
Only you decide....

Wes Marrakesh
06-24-2002, 10:13 AM
:D :o OK..i just had to get it out of my system!

Ah Boon
06-24-2002, 10:50 AM
wes, check my thread about cant find system/caulk

Derisor
06-26-2002, 09:34 AM
Dude, you should really add this to the FAQ thread. I found it on page three unfortunately.

Ah Boon
06-26-2002, 10:50 AM
ima ewok! :eek: :eek: :eek: :eek: