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Messages - EllsinoreOutlaw

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1
Other Stuff / Re: Should weed be legal
« on: May 04, 2007, 10:28:46 PM »
Yes, I support NORML.

2
Map Graveyard / Re: Tml2 Labyrinth, in the works.
« on: April 19, 2007, 10:51:22 AM »
I wanted it to be a dark place to play. Kinda like old underground mine. It fun playing with little light. Its makes it alittle spooky. hehe


Does anyone know how to make the lights flash, like its shorting out?

3
Map Graveyard / Tml2 Labyrinth, in the works.
« on: April 18, 2007, 11:29:54 PM »
Well I got another map in the works. This has mazes and other cool things. I must say this my best work yet.

Well I finally took some screen shots tonight. The map not done yet, i must say its really fun to play.  :D


Here is blue and yellow base with touch of color lights i made.







This is path from the base that leads to ladders.




Going up! lol 64 steps on this ladder leading to next room up.





Well in this room from the ladder below leads to the Maze with Red lights.





Now for the maze that i really love, yes you can get lost in there. If you don't know where to go! hehe




This is a secret place small hallway that leads to a room which I'm not done yet. This is just a bonus place! lol :lol:





Here is the secret room with TML on the wall. Plus with cool blues lights! Which I will add less blue in it I think.





Well thats it so far guys. Let me know what you guys think?

4
Mapping / Re: Color Lights
« on: April 18, 2007, 08:43:12 PM »
How you figure those numbers are RED? I like to try diffrent colors. :)

If this helps... this is an OpenGL color list... the values should be the same (minus the f at the end for floats) but I would think this would be the same color theory if you need it to figure out colors.

http://www-cryst.bioc.cam.ac.uk/~marko/xray/o_colors.html


Cheers,
y00tz


Cool thanks, this is very help. :)

5
Mapping / Re: Color Lights
« on: April 16, 2007, 09:12:59 PM »
check you messages

key   _color 
value   1.000000 0.000000 0.000000

 =100% red



SWEET!, that works! Thanks bro. ;)


How you figure those numbers are RED? I like to try diffrent colors. :)

6
Mapping / Re: What does these mean in BSP?
« on: April 16, 2007, 08:30:01 PM »
Cool, thanks man.  ;)

7
Mapping / Re: Color Lights
« on: April 16, 2007, 08:27:31 PM »
Make a box.
Hit "e" to bring up the entity window.
Find "light" on the drop-down list and select it.
Hit "make entity"
Click on the little "+" button.
In the first box type "light" and in the second type in 3 sets of numbers ("1 0 0" would be 100% red)
Hit "ok"

Hope that helped.


I done what you said, but its still white not red. :(

8
Mapping / Color Lights
« on: April 16, 2007, 06:17:41 PM »
What is the best way to make those colors lights? I have seen some RED, but I forgot what map it was.

9
Mapping / Re: What does these mean in BSP?
« on: April 16, 2007, 06:03:59 PM »
Thanks guys. ;)

10
Mapping / Re: What does these mean in BSP?
« on: April 16, 2007, 10:30:40 AM »
Hint is used to tell the compiler where to split the map up.  It's useful for improving r_speeds after running vis because you can give the compiler hints as to where you want each section (called a portal) to be.  I'd suggest googling around for some tutorials.

Origin is used for rotating entities (such as func_door_rotating).  It tells the game what point to rotate at.

Skip does weird stuff.  I haven't really found a use for it.


Cool, thanks. What do I look for in Google? Do I look for "Quake2 map tutorials?"

11
Mapping / Re: Different texture on each side?
« on: April 16, 2007, 10:25:16 AM »
Cool, thanks you guys are very helpful. Thanks again. Sorry about the newbie questions. ;)

12
Mapping / Re: Different texture on each side?
« on: April 15, 2007, 04:45:24 PM »
Cool, thanks guys. :)

13
Mapping / Different texture on each side?
« on: April 15, 2007, 02:28:40 PM »
I like to make my map a bit detail, like some of you guys map. I was wondering how can I do this, for example.

If I have 4 side cube, and I like to have different texture on each side. How can I apply this?



Thanks

14
Map Graveyard / Re: NewMap: DDay Paintball Style
« on: April 15, 2007, 02:15:04 PM »
This map is still a work in progress and will be for a long while.
I was given this idea by .StaRz.Superman, thanks superman.

Here are some screenshots of it so far.





Wow, I love it! B)

15
Mapping / Re: What does these mean in BSP?
« on: April 15, 2007, 02:08:34 PM »
K, thanks. But what about Hint, Origin, and Skip?

16
General Development / Has anyone try this code?
« on: April 15, 2007, 11:06:19 AM »
I was wondering if anyone here has tried this code yet? Because I have logo I made and like to put it in my maps. But it only use wal.files. With this code I can use targa.files which it gives better color and I can use my logo in my maps.

Anyone use this code yet?

TGA textures code


Thanks

17
Server Discussion / .:TML2:. Server
« on: April 15, 2007, 10:42:55 AM »
Come and join my server guys. All is welcome on my server. More info about my server for Dp2. Go here. >>CLICK<<  8)

18
Mapping / What does these mean in BSP?
« on: April 15, 2007, 10:36:10 AM »
I was wondering what does these do, and how do I use them on my map? I already know what Clip for its for ladders. But these others for?

Hint, Origin, Skip, and Trigger.

How can I use these, and is there any Tuts on how to do's for these?


Thanks

19
Thanks for all the help guys. I just start over and make it bit smaller. Thanks again. ;)

20
Map Graveyard / Re: TML2 Frag Maze Map "In the Works."
« on: April 12, 2007, 10:59:52 PM »
This engine doesn't handle large, open areas very well.  The compile times on that map are going to be very high (if you can even get it to compile), and the r_speeds (polygon count) will be crazy and make the map basically unplayable for a lot of people.  Not to mention with the map being large and open, it will cause a lot of network lag since there is nothing to block players and other items from each other's view, so all the entity data will be sent to everybody playing.

stigma: Using func_wall won't help.  It'll convert the world polygons to entity polygons, but they still have to be rendered.

Edit: Can't help but think "TML" stands for "Too much lag". ;D


TML2 means, The Modder Lounge 2. lol. ;) 


Yeah, I trash this map. I'll make better one and smaller. For sure we don't want any lag for sure.

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