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Messages - dnadna

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1
Bugs, Feature Requests, and Feedback / Re: Bug: func_door_rotating
« on: September 16, 2008, 06:21:22 PM »
Not anymore.
thats not nice but still lol

2
Bugs, Feature Requests, and Feedback / Re: Bug: func_door_rotating
« on: September 14, 2008, 02:25:18 PM »
does ANYONE here WANT TO HELP?!?!??!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?1?1?1?!/1/1?!?!?!!?!?!?!?!?!?!?!?

3
Mapping / Re: help with rotate
« on: September 14, 2008, 02:20:33 PM »
i am fixing it. well i fixed the xfire problem but im still trying to fix my half life 2 and i have homework to do.  and did u know i have a life AWAY from my cpu?

and this is only my second week of school and i already have 2 projects and soon i might have 4

4
Mapping / Re: help with model
« on: September 14, 2008, 02:16:22 PM »
You don't put in leaf02. You put the path to leaf02

Hence "model" "models/path/to/model.skm"

Go to your pball/models folder and find where the .skm file that you want is.

ya it says that in the help menu when u press the little ?

5
Mapping / Re: help with model
« on: September 14, 2008, 02:13:26 PM »
lets see here...i see, in world spawn u need to add the reqired files key.  press the little ? for how to use the required file key.  this applys for sound and models.  the grey thing means u dont have the model or the map cant find it

6
Bugs, Feature Requests, and Feedback / Bug: func_door_rotating
« on: September 08, 2008, 04:49:02 PM »
so i made this map to test my ideas b4 i made the reall map and i made this thing that pulls u up and when u get to the top it crushes ur head(ya i know it doesnt sound very nice) and the crushing part is a func_rotating_door with dmg set to 100 each(there r 2 crushers) and it worked for the first few compiles.  then this bug appeared.  after the doors/crusher closes, it starts to rise FOREVER and i made a leak on PURPOSE so i could track where it went.  it appears to go to the top and then teleport back to the bottom and rise again and it goes through the map...  if u want the map so u can see it u can dload it.

the crusher is the metal thing in the sky and go under it(ull feel the trigger_push but it a little messed) and jump and when u get to the top ull get crushed and ull see the crusher rise forever

7
Mapping / Re: triger multiple help
« on: September 07, 2008, 08:29:09 AM »
k layzer read what i posted about xfire in ur func_rotating topic it explaint y i wasnt on

8
Bugs, Feature Requests, and Feedback / Re: Green team.
« on: September 02, 2008, 06:14:07 AM »
well green is a good colour BUT its harder to see when their on grass

9
Official Feature Votes / feature: target_blaster(re-implement)
« on: September 01, 2008, 02:32:39 PM »
target blaster like in q2 BUT fires pballs or paintgrenades.  can be team specific so if its yellow it will say thisperson was eleminated by the yellow team. and if it is white (eleiminates anyone) it says thisperson was eliminated.  and maybe u could add a track flag so it can follow players like in the lazarus mod.

10
Official Feature Votes / feature: move with key
« on: September 01, 2008, 08:35:43 AM »
u can have a entitie move with another entitie like the movewith key in the q2 lazarus mod.

u could make a train and it could have buttons and doors that move on it

11
Mapping / Re: triger multiple help
« on: September 01, 2008, 06:45:04 AM »
(sigh)  layzer do u always forget wat i teach u??

i already told u this twice but ill tell u again add \n\n between ur lines

ex:  this is a\n\ntest of the\n\ntriggermultipule\n\n entitie

and make an experemental map so u can put ALL ur ur ideas in it so u can test them

12
Mapping / Re: help with rotate
« on: September 01, 2008, 06:39:56 AM »
hey layzer

well first make the object(s) that u want to rotate and make an origion brush where u want ur object to rotate around.  the origion brush will act like the axis of ur object but it will be invisable in the game.  now select ur object(s) AND the origion brush and make it a func_rotating entitie.  if u want it to rotate around the z axis ur done if u want it to rotate around the y or x axis u need to check off the y-axis or x-axis spanflag.  i know u dont know the basics of mapping, and i know u shouldnt start mapping but so i dont confuse u layzer the x axis goes up and down so ur object(s) will be rotating like a rotating door.  x and y axis are side ways.

sorry i havent been on xfire to help u but my cpu crashed and my xfire wont run.

13
Mapping / Re: sky and leak check problem
« on: August 28, 2008, 04:27:02 PM »
Hmm, it should work if you do what i said. Select the right face of the brush, select the sky texture ant hit alt + f.
Also, that will look pretty ugly, why don't you just make a normal wall there?


but then u can see wats IN the room!!!

14
Mapping / Re: sky and leak check problem
« on: August 28, 2008, 01:53:22 PM »
Try selecting the walls you can see through the sky and apply the sky texture, I did something like that once when I had the same problem.

but wont those walls become a sky? and will i be able to see the normal textures when im in the room?

15
Mapping / sky and leak check problem
« on: August 28, 2008, 01:30:12 PM »
these r 2 different problems

sky:

i make a sky and i put a room behind the sky and u can see the room behind the sky but i dont want to see the room behind the sky. i tryed making the sky solid and still nothing.  i can still see through the sky when its leak free.  i tryed puting a hint brush infront of the room still nothin

leak check:

I HATE leaks like all mappers but i want to use leak check cus it saves time but when i load the .lin it draws a line but then bsp freezes and i have to close bsp so i have to check leaks manually.

my 2 other friends have the same problem with the sky

plz help

16
Help and Support / Re: Kicked 4 clan tag and tried funname
« on: August 21, 2008, 08:08:09 PM »
YAY ty knack

17
Help and Support / Re: Kicked 4 clan tag and tried funname
« on: August 21, 2008, 05:18:17 PM »
Well, go through your config, find where you name is, can't remember where it is on the list, change it, SAVE IT and then load and play the game.  Otherwise you are probably wearing the tag wrong OR you are not in the clan (can't be bothered checking).

didnt work and im in the clan

18
Help and Support / Re: Kicked 4 clan tag and tried funname
« on: August 21, 2008, 11:20:04 AM »
my clan is NaDe

and login id? well my user id is 68070

19
Help and Support / Re: Kicked 4 clan tag and tried funname
« on: August 21, 2008, 11:13:46 AM »
TY Byz!!!! I SAID DONT SAY ANYTHING BOUT FUNNAME AND COLOURS CUS I TRIED!!!!!!

knack i said i  used a PLAIN name and there r only 16 charactors

thats y i posted on the forums duh cus this problem hasent been posted b4 (i search)

20
Bugs, Feature Requests, and Feedback / Re: switchable lights?!?!??!?!
« on: August 21, 2008, 07:13:52 AM »
ty knack 4 moving the poll here

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