Requests.
Moderator: Core Staff
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- Core Staff
- Posts: 13313
- Joined: April 13th, 2005, 8:22 pm
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Requests.
What would you like tutorialised (real word ).
I am willing to do Mapping and Scripting, and Video tutorials for more advanced mapping.
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Requests:
- ?
Upcoming:
- Advanced Terrain Editing and Alpha-blending [Video]
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Please keep this spam free, all unrelevant posts deleted, all stupid tutorials suggestions denied.
I am willing to do Mapping and Scripting, and Video tutorials for more advanced mapping.
----------------------------------------------------------------------
Requests:
- ?
Upcoming:
- Advanced Terrain Editing and Alpha-blending [Video]
----------------------------------------------------------------------
Please keep this spam free, all unrelevant posts deleted, all stupid tutorials suggestions denied.
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- CJ Worshipper
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to make a wall u got 2 options:
1: u need to make a script and make the wall script_Brushmodel and a targetname, then put in the script notsolid (u can add a time it solid again ) to make it,
2: rightclick on 2d field [ grids field ] and press "non-collinding" while still selecting the brush
1: u need to make a script and make the wall script_Brushmodel and a targetname, then put in the script notsolid (u can add a time it solid again ) to make it,
2: rightclick on 2d field [ grids field ] and press "non-collinding" while still selecting the brush
Cod 1 Mapper&Modder&Moddeler
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- Core Staff
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There is an easier way to make "non solid" walls. Its called "non-coliding" and its an option in the editor.
Select the brush, right-click the 2D window and select "Make non-coliding".
As for the music in a set room there are two ways you can do this...
1 would be to simply make the csv file play music in a small area, this area being the same size as the room.
the second way would be to monitor people in the room, and if they are in the room then play the music...
Select the brush, right-click the 2D window and select "Make non-coliding".
As for the music in a set room there are two ways you can do this...
1 would be to simply make the csv file play music in a small area, this area being the same size as the room.
the second way would be to monitor people in the room, and if they are in the room then play the music...
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could you make a tutorial? because I don't know how to make a csv file..Drofder2004 wrote: As for the music in a set room there are two ways you can do this...
1 would be to simply make the csv file play music in a small area, this area being the same size as the room.
the second way would be to monitor people in the room, and if they are in the room then play the music...
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- CJ Worshipper
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wow wtf ? i was thinking it didnt posted cause i had a error
o well i will delete 2 [if i can]
edit: i cannot delete those 2, fix the forums peds
Code: Select all
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File : emailer.php
edit: i cannot delete those 2, fix the forums peds
Cod 1 Mapper&Modder&Moddeler
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- Core Staff
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Ground textures look as real as the texture itself. The only way of making it any more realistic is to use a terrain patch and manipulate the terrain, obviously this all depends on the terrain...
For example...
Sand. Sand is a very free-flowing terrain, I doubt you will see many sharp edges in a sandy area. This means you need to make a really smooth yet slightly uneven surface...
Grass. Grass is hard to make look realisitic. grass by nature is very 3d, it sticks upwards which a texture cannot do, so many people do a hill approach. Like sand, the ground should be uneven, but usually with more exagerated hills. Basically larger (in width and height). Look at brecourt/bocage.
It also depends on the graphics on the computer. The higher the resolution the better the texture and also the better the texture bit (16/32) the better the quality.
CoD2 uses high-resolution textures to make the ground look more realistic.
For example...
Sand. Sand is a very free-flowing terrain, I doubt you will see many sharp edges in a sandy area. This means you need to make a really smooth yet slightly uneven surface...
Grass. Grass is hard to make look realisitic. grass by nature is very 3d, it sticks upwards which a texture cannot do, so many people do a hill approach. Like sand, the ground should be uneven, but usually with more exagerated hills. Basically larger (in width and height). Look at brecourt/bocage.
It also depends on the graphics on the computer. The higher the resolution the better the texture and also the better the texture bit (16/32) the better the quality.
CoD2 uses high-resolution textures to make the ground look more realistic.
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- Core Staff
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mh could someone give me a clear written little tutorials how i can make an trigger (notsolid) and if you walk through it or touch a wav should be played once
i dunno where to put the trigger to or what to script the tutorials on modsonline,com are confusing
maps\mp\_load::main();
thread intro_sound01();
}
intro_sound01()
{
alert = getent ("trigger_intro_sound1", "targetname");
alert playsound("intro_sound1");
}
i dunno where to put the trigger to or what to script the tutorials on modsonline,com are confusing
maps\mp\_load::main();
thread intro_sound01();
}
intro_sound01()
{
alert = getent ("trigger_intro_sound1", "targetname");
alert playsound("intro_sound1");
}
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- Core Staff
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Lev!athan wrote:mh could someone give me a clear written little tutorials how i can make an trigger (notsolid) and if you walk through it or touch a wav should be played once
i dunno where to put the trigger to or what to script the tutorials on modsonline,com are confusing
maps\mp\_load::main();
thread intro_sound01();
}
intro_sound01()
{
alert = getent ("trigger_intro_sound1", "targetname");
alert waittill("trigger", user);
user playsound("intro_sound1");
}
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