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Re: Mapping Tutorial: Building first Map

Posted: Tue Dec 15, 2009 1:10 pm
by JulianKingOfNothing
DW_Ant wrote:Is there enough space on the other end of the teleporter for the player to teleport?
Are the collisions of the teleporters set to default values?
Enough space you say, eh? :geek:
Yeah, I placed a mesh at the other side near the teleporter to see where I would end up.. That probably stopped me from teleporting. I'll try again thx !

Oh yea and everything is left as default

Re: Mapping Tutorial: Building first Map

Posted: Tue Dec 15, 2009 9:55 pm
by DW_Apok@lypse
Hello everybody,
im still working on maps, because i will make it better then my first map. :sbigsmile:

I can help you Julian, if you upload the map to filefront, i will look what is wrong with that teleporter. :idea: :ssmile:

Send me private message for download link.

I will send your map to filefront and then i send you a private message for download link to download the fixed map.

After that i erase the map from my filefront account.

Best desires

Apo :sbigsmile:

Re: Mapping Tutorial: Building first Map

Posted: Wed Dec 16, 2009 9:05 am
by JulianKingOfNothing
Do you mind if I send it to your yahoo? Because I don't have a filefront account ;)

Re: Mapping Tutorial: Building first Map

Posted: Wed Dec 16, 2009 7:35 pm
by DW_Apok@lypse
Ok, with yahoo messenger :ssmile: .
In the evening im online.

Cya then at yahoo :sbigsmile:

Julian i make teleporters :cheers:

Teleporter 1 is in center of bigroom and teleporter 2 is in secret (red room). You can teleport from teleporter 1 to teleporter 2 and and same from teleporter 2 to teleporter 1.

Look at teleporter properties, Ant post it, how you can modify the teleporters :ssmile: .



Ant your map DM-Absolute-Hell-beta4 is very cool it´s my favorite map :ssmile:


Apo :sbigsmile:

PS: Energy-Plant-XS gets a new style cya on vent Ant :ssmile:

Re: Mapping Tutorial: Building first Map

Posted: Wed Jan 19, 2011 1:23 am
by {LE}Leon
yo all, its been a while hasnt it?? :P
how r you??
eeehm i have oone question about maps again xD
eeehm antone who may be able to answer this one:
how can i add text to my objects??

Re: Mapping Tutorial: Building first Map

Posted: Wed Jan 19, 2011 3:30 pm
by DW_Ant
Outside of manually pasting your text in the texture itself, you can try using projectors.

First create a texture using photoshop or paint with the text you want on it.

In the editor, place a projector actor in your map. It can be found in the actor class browser ---> Projector

Angle the projector at an angle you want the text to project on your surface(s). Open the projector properties.
Go to the projector properties. Use your myleveled texture for your ProjTexture property.
Also you'll need to modify other properties like Trace Range (distance the projector projects the image), what kind of surfaces will display the projector, etc...

Re: Mapping Tutorial: Building first Map

Posted: Wed Jan 19, 2011 4:44 pm
by warhead2
also could try just making a small flat actor with the text texture on it and then you could place an instance of that text actor on any object you want, in other words, it's like making a Sign you can put anywhere.

Re: Mapping Tutorial: Building first Map

Posted: Thu Jan 20, 2011 11:37 am
by {LE}Leon
hmmm that sounds like it can be a good idea though i do not really know what u mean ant,
warhead can you explain me how to do that in detail? i think that might work

Re: Mapping Tutorial: Building first Map

Posted: Thu Jan 20, 2011 1:55 pm
by DW_Ant
A projector is an actor that projects an image on any surface (like a real life projector).

All you have to do, is place the projector, set the material you want the projector to project, and modify the properties like the range of the image, etc...

Warhead is talking about making a sheet sign over your surface. Simply customize your texture with the text, and add a sheet brush in front of the surface where you want the text to be displayed.

Re: Mapping Tutorial: Building first Map

Posted: Thu Jan 20, 2011 3:53 pm
by warhead2
actually i was thinking more of a separate actor based on a mesh, but what Ant says about the brush sounds much better and easier. the projector idea sounds pretty easy too. i havn't done anything in the 2004 editor in a long time so i don't remember exact details, but there are lots of tutorials out there on these kind of things. if you wanted to go the way of making a sign mesh you would just have to create a new flat mesh in editor and apply the texture to it. you have to lay out the vertices and all that but it's pretty easy with a more or less flat surface. a new actor justs gives you an independant actor you can quickly throw anywhere, but the advanatage of ant's project/brush is that it would more seemlessly integrate with the target object surface, so for example if object had some curve to it, the project should bend the texture over it, and etc. my mappings concepts are pretty rusty so all i can do is throw out ideas, if you need more help on details Ant s/b able to or you can find tutorials, all hail Google.