What's the code again?

Questions and answers about the how and why of making maps.
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DJ Atomica
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What's the code again?

Post by DJ Atomica »

Hi! I am making a new map and need some help! Since it's my first map ever, I read through the man and wiki pages carefully and still don't get or can't find how to do some stuff. What I need help with is...
  • Lava floor which kills you (texture)
  • Texturing just sides of the box and just the top of the box (one is floor and one it wall)
  • Whether or not to tile the texture or not on a 300x300x20 box with the textures from Teppic
  • What to change in BZFS to make a "no shoot" area
Thanks in advanced!
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Teppic
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Post by Teppic »

1)

Code: Select all

textureMatrix
        name WaterMaterial
        shift 0.0 0.1
end
physics
	name Killer
	death Too hot for tanks!
end
material
        name WaterMaterial_2
        diffuse 1.0 0.6586 0.0 0.8883
        shininess 25.0
        texture http://homepage.ntlworld.com/a.foster47/textures/lava.png
        texmat WaterMaterial
        emission 1.0 0.5 0.0 1.0
        notexcolor
        noradar
end
mesh
	name lava
	vertex 400 400 0.0
	vertex 400 -400 0.0
	vertex -400 -400 0.0
	vertex -400 400 0.0
	normal 0.0 0.0 1.0
	texcoord -4.5 5.5
	texcoord -4.5 -4.5
	texcoord 5.5 -4.5
	texcoord 5.5 5.5
	face
		vertices 0 3 2 1
		normals 0 0 0 0
		texcoords 0 1 2 3
		matref WaterMaterial_2
		phydrv Killer
	endface
	size 1.0 1.0 1.0
	shift 0.0 0.0 8.0 ##height here
end
2) erm, outside matref MaterialName I think.
maybe also startside endside inside
Easier is

Code: Select all

 matref a
top matref b
bottom matref b
3) yes, Id say 15 times in x and y, then it'll match the walls (at 20 high)

4) Whaa, erm, Thumper did it I belive, by patching the source, some time ago.
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DJ Atomica
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Post by DJ Atomica »

Thanks much Teppic! But I have a few Questions about that...

1) That makes no sense at all! Why the nesting?

2) I know top matref gets top, get does bottom metref get the sides or bottom? I want the sides and the top (the side one texture and the top another).

3) Uhh... HELP! That doesn't make sense? I think I'm just stupid today but I don't know the code to put in. (Example would be nice.)

Also, how do I link to your textures and which size?
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Spazzy McGee
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Post by Spazzy McGee »

top matref is the top, bottom matref is the bottom, outside is the sides, startside is the first inside side if you define an angle function, endside is the other side for the angle function.

to simply define them all, use matref on it's own.
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Teppic
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Post by Teppic »

Code: Select all

textureMatrix
        name WaterMaterial
        shift 0.0 0.1
end
physics
   name Killer
   death Too hot for tanks!
end
material
        name GroundMaterial
        diffuse 1.0 0.6586 0.0 0.8883
        shininess 25.0
        texture http://homepage.ntlworld.com/a.foster47/textures/lava.png
        texmat WaterMaterial
        emission 1.0 0.5 0.0 1.0
        notexcolor
        noradar
end
Will texture the floor, but you can't add a physics driver to it, so you are better off putting the original code (st the top) at 0 0 0.01 to make it look like the floor, make an all spawn zone 400x400x20 at 0 0 0.01 and having -sb in the options.
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