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Post by Yun on Nov 6, 2004 20:56:06 GMT -5
Is it possible to make a misc_teleport without using the entity?
I know you can use a path_corner (or something like that) as a destination, but what about the inital teleporter...
I could be wrong, but it looks like Jester did that in one of his maps... I dunno though
Yun
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Post by Stah on Nov 6, 2004 21:23:34 GMT -5
probobly not it is the thing thut hutrs me a lot! q1 and q3 have a brush shaped teleporters so ypu cane carve them a you want. q2 requires some gumnastics
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Post by Miniwood on Nov 7, 2004 1:36:28 GMT -5
If you just want to get rid of the teleporter model and particles all you have to do is bury it 9 units in the floor, the teleporter 'field' will still be there and work.
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Post by Stah on Nov 7, 2004 4:53:58 GMT -5
unfortunately ie. if you'd like to make as jumppad that blows you upwards into teleporting area it cannot be done with q2 tele-pads wich S.U.C.K. bigtime!
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zorius
Quake 2 Mapping Club
Posts: 103
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Post by zorius on Nov 7, 2004 5:16:34 GMT -5
unfortunately ie. if you'd like to make as jumppad that blows you upwards into teleporting area it cannot be done with q2 tele-pads wich S.U.C.K. bigtime! No, You can make it. Jester proved it first time I think in their new map-series, Neal&Bob. Check out these teleporters, which are working the way You described, a jumppad blows You in it. You don't have to make an exact viewable floor to hide the entity in, there are invisible brushes here: quake2.abs.net/pub/maps/q2/NandB_02.zip
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Post by grieve[Q2C] on Nov 7, 2004 5:37:10 GMT -5
yeah, but the jumppad can not throw you from below into the teleport, as Stah said. Emphasis on "from below". The "field" of the teleport entity is only active above the pad model, wherever it is. I guess. So this is a real limitation. On the other side, I have never seen a jumppad that throws you from below into a teleporter, not even in the wackiest Quake 3 Arena maps.
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Post by Stah on Nov 7, 2004 8:55:13 GMT -5
that is because i don't map for q3 ;D other limitation is height of teleporting area, it is hard to make a teleporter that you can not jump over. you can place many teleporters one next to another, but not one over another there is a possibility of creating a special entity working as q1 or q3 teleporter, but it would work only in the mod that you implement it in. other sad limitation not concerning teleports are models. the only way of placing a custom model in map (my friend did it in a conversion of q3's "the lost world") is to replace it in players baseq2 folder or in map's pak. i think it could be solved in the sdame way as i mentioned above, in a custom mod
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Post by Maric on Nov 7, 2004 14:41:44 GMT -5
other sad limitation not concerning teleports are models. the only way of placing a custom model in map (my friend did it in a conversion of q3's "the lost world") is to replace it in players baseq2 folder or in map's pak. i think it could be solved in the sdame way as i mentioned above, in a custom mod I am with you 100% here. Oh I wish I wish we could add a model like the Q1 "flames/wall torches" to Q2. I doubt I'd light most of my maps any other way.
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Post by Le Ray [Q2C] on Nov 9, 2004 6:01:15 GMT -5
You guys sure know your stuff....
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Post by Yun on Nov 9, 2004 17:04:00 GMT -5
You'd know what I think would be cool for a group mapping project?
Future, Past, and Present
We all come up with a template to work with, and then we could make a contempery q2 textured map, a hyperage style, and then an age of old map, each with different quirks, and then put it all together
Cool teleporter fx to make it all fit together smoothly.
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Post by Le Ray [Q2C] on Nov 10, 2004 5:44:37 GMT -5
We all come up with a template to work with, and then we could make a contempery q2 textured map This seems like a good idea Yun, but it never seems to work. I'm kind of busy with my contest map, so I wouldn't have time.
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