- 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
What's the code again?
- DJ Atomica
- Private First Class
- Posts: 145
- Joined: Thu May 12, 2005 8:55 pm
- Location: PA - USA
What's the code again?
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...
DJ Atomica.........Scratching the records!
Skype me! Skype name is "dj.atomica"!
Skype me! Skype name is "dj.atomica"!
1)
2) erm, outside matref MaterialName I think.
maybe also startside endside inside
Easier is
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.
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
maybe also startside endside inside
Easier is
Code: Select all
matref a
top matref b
bottom matref b
4) Whaa, erm, Thumper did it I belive, by patching the source, some time ago.
- DJ Atomica
- Private First Class
- Posts: 145
- Joined: Thu May 12, 2005 8:55 pm
- Location: PA - USA
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?
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?
DJ Atomica.........Scratching the records!
Skype me! Skype name is "dj.atomica"!
Skype me! Skype name is "dj.atomica"!
- Spazzy McGee
- Sergeant Major
- Posts: 1405
- Joined: Mon Mar 21, 2005 4:59 pm
- Location: Planet MoFo, Sheffield Division; United Kingdom
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.
to simply define them all, use matref on it's own.
"Life is what happens to you while you're busy making other plans." - John Lennon
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