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Thread: Getting Started

  1. #21
    Senior Member ybl is on a distinguished road ybl's Avatar
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    how to make a window? actually, the textures menu is a slaughterhouse
    Last edited by ybl; 03-30-2013 at 11:28 AM.
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  2. #22
    Senior Member cityy is on a distinguished road
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    Can't check the map right now unfortunately as Im not at home. However, a window is nothing but a hole in a wall normally. So effectively, a wall consisting of 4 brushes forming a hole. Not sure if that's what you mean though?!

  3. #23
    Senior Member MexicanPadre is on a distinguished road
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    Exactly what textures are we allowed to use?

    Also, ybl is probably asking where a glass texture is located, which is also my predicament.
    Last edited by MexicanPadre; 03-26-2013 at 01:16 PM.

  4. #24
    Senior Member ybl is on a distinguished road ybl's Avatar
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    yep, glass window. dunno about textures, u mean the magic white border?
    also is it possible to make a curtain, half transparent and shoot through, smthng

    also what was the babbling about "detail" stuff all the time, didnt get that

    map making is a fun, but at some time u really need a theme or smthing (tell me i am not the first who adds more and more and more stuff and finally delete, yea? ) whatever, i go for WWII
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  5. #25
    Senior Member MexicanPadre is on a distinguished road
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    There is one glass texture in industrial/factory_window_env but it appears a bit thick for what I want it for. I like TaraHadrian's glass better, but I wouldn't use it without his permission.

  6. #26
    Senior Member cityy is on a distinguished road
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    Oh, sorry for getting that wrong.
    There is also ql/flat_glass for glass shaders. For an example on how it looks check out the spectator podiums on Eye To Eye.

    Glass shaders are used like this:
    1) create a new brush with the size of your window
    2) cover the entire brush with the common/nodraw shader
    3) apply your glass shader to ONE of the brush surfaces

    Regarding something that you can see and shoot through but not walk through, you could use a grate (e.g. base_wall/proto_grate4 or base_wall/proto_fence). They are used the same way as glass shaders.
    Regarding detail brushes, just convert anything to detail that does not seal off your map from the void or doesn't form a crucial part of your layout(i.e. anything that does not block lines of sight). Check this thread for more details.

    Sorry for the delayed reply.

  7. #27
    Senior Member ybl is on a distinguished road ybl's Avatar
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    thx for helping out. the detail stuff turned out to be a performance boost


    are there rgb-textures (im using picmip anyway)?
    there was a hint of compiling a map with bright light (no need to ad light) iirc, how was that again?
    iiuc u cant give a brush a physic (calc) and a texture, but when using a 2d-patch u can only give 1?
    any links to sites with maps, textures, skies etc?
    Last edited by ybl; 03-30-2013 at 11:38 AM.
    CA with <16 slots is nothing.

  8. #28
    Banned themuffinman01 is on a distinguished road
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    Quote Originally Posted by ybl View Post
    there was a hint of compiling a map with bright light (no need to ad light) iirc, how was that again?
    Just don't use a light stage. The -vis compile in the build menu should do the trick. As for the rest of your comment, I haven't a clue what you're on about.

  9. #29
    Senior Member ybl is on a distinguished road ybl's Avatar
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    found a trick: when u abort the third window, u can still load the map in wolfcam and its all bright
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  10. #30
    Senior Member ybl is on a distinguished road ybl's Avatar
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    cityy, can u make a drag&drop map? i tried to do it, but i know too little
    need all the stuff, that is possible: dorrs, moving elemts, turning elements, all the different physix, liquids, teleporters, ...
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