pendulum?

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HavoC
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pendulum?

Post by HavoC » November 8th, 2006, 12:13 am

when i create a pendulum and try out my map it works but like 10 secs after it kickes me out and error is


Code: Select all

Reached_BinaryMover: bad MoverState
ty

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Soviet
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Post by Soviet » November 8th, 2006, 12:32 am

wrong forum

/moved

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Nightmare
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Post by Nightmare » November 8th, 2006, 12:55 am

what did you use in your script? can you post the GSC?
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Post by Drofder2004 » November 8th, 2006, 1:25 am

func_pendulum is not available in CoD, it was only in the editor because the editor was using a "core" from Quake.
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HavoC
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pendulum

Post by HavoC » November 8th, 2006, 2:22 am

well yah i used func_pendulum.... ty

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pendulum?

Post by HavoC » November 9th, 2006, 4:00 am

would u guyz also happen to know why when i try and add a texture to my maps i can see it under textures tabbut when i open it its just a blue and blakc squar itdont show my texture?

im using paint to make my textures

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Soviet
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Post by Soviet » November 9th, 2006, 5:05 am

did you make your file into .dds format with all the right settings, did you implement it into the editor properly using the folder, is the image's dimensions to the power of 2? If you dont know what im asking by all this, then ur making them completely wrong :P

heres a quick tut:

Thanks to Sqt. Bastard who originally posted it here.

1. Choose a texture. Save it as a Jpeg in a format that contains a power of 2.(1024x512, 128x128, 256x64...)

2. Open it in Photoshop or any other program that has a DDS-Plugin(the texture format that CoD uses). You can find the plugin for Photoshop in our downloads section here and here.

3. Save it as DDS. A dialog will open where you can set many different things. Don’t wory about it. o­nly make sure, that “Generate Mip-Maps” is activated and you’re using either DXT 1 (RGB No-Alpha) or DXT1 (ARGB 1-bit Alpha)

ARGB is o­nly used for see-through textures. For havin those, you’ll need a fourth channel called Alpha. Paint the visible parts of your texture white and the see-through parts black. Then save.

4. To get the textures into Radiant, make a textures subfolder in your main folder of CoD, and in that o­ne another subfolder. I always call this o­ne the name of the map I use the texture in, saves me from trouble.

5. Now you can either write a texturename.shader file for the texture and place it in in the folder main/scripts or rename the texture to surface@texturename.dds. The surfaces you can use are in the shadertypes/world subfolder of the pak4.pk3 zip file. They have the extension .stype. You can see textures using these in the pak0.pk3 and pak1.pk3. For example i made a lid for my sewer entrance which i gave the name metal@sewerlid.dds. It made the texture behave like metal when you shoot it or walk over it.

If you use a texture with alpha channel, there are some special shadertypes you can use, which usually contain "_masked". I did a cablewire texture which i called metal_masked@wireframe.dds. Works great for me.


Now happy texturing.

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pendulum

Post by HavoC » November 12th, 2006, 1:09 am

thx

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