spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Aug 21, 2010 17:37:47 GMT -5
As with all my other maps, the tele and spawn pads on the map I'm currently working on are lowered into the ground 10 quake units. This makes all of them disappear, except the ones on the lowest level of my map. There is one misc_tele and one info_player_deathmatch on the lowest level. While you can't directly see them of course (they are in the groud as I said), you can see their shadow or something like that. The ugly yellow shit that shows up for teleporters in Quake 2 is also there ( screenshot), though a bit hard to see in that image. It does not show up for the second tele in the map... Anybody got any idea what to do about this? (I already selected everything and moved the whole map up because only stuff on the lowest level was affected but it didn't change anything. The idea may seem stupid but I had one of my Quake 1 maps crash servers and it turned out that it was because (0,0,0) was inside the map. Some things are stupid.)
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Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
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Post by Mikemc on Aug 24, 2010 17:20:15 GMT -5
Somewhere on here are directions to connect your telepads and spawn pads with info_null (or notnull, I can't remember) and use them as destination points. They are completely invisible thus do not show effects or models. I used this method in the last mapping contest with my tiny lava room.
- Mike
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Nov 3, 2010 19:37:03 GMT -5
How far are you away from the teleporters when you are looking at them? I know that it seems the larger the map, the more likely it was for me to see where mine were embeded, and especially so when you are about 1024 units above where they are (that is half of the draw distance of the vanilla engine). BTW, is that a Jiggy from Banjo-Kazooie as your avatar?
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Nov 4, 2010 4:12:08 GMT -5
Not far away, it's a pretty tight place. I just ignored the bug and you can see it at the lower tele near HB on spirit2dm6. On my avatar: I have no idea what a Jiggy from Banjo-Kazooie is tbh. It's a ghost or a spirit imo. (It's a user identification image from the login manager of KDE, a desktop environment for Linux.)
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Post by Wixen1 [Q2C] on Nov 4, 2010 4:41:13 GMT -5
On my avatar: I have no idea what a Jiggy from Banjo-Kazooie is tbh. It's a ghost or a spirit imo. (It's a user identification image from the login manager of KDE, a desktop environment for Linux.) I think it looks like a figure from the old game Packman.. -W1
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Nov 4, 2010 8:23:10 GMT -5
Not far away, it's a pretty tight place. I just ignored the bug and you can see it at the lower tele near HB on spirit2dm6. On my avatar: I have no idea what a Jiggy from Banjo-Kazooie is tbh. It's a ghost or a spirit imo. (It's a user identification image from the login manager of KDE, a desktop environment for Linux.) Check out the pic...particularly what Banjo (the bear) has in his hand:
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Post by Wixen1 [Q2C] on Nov 4, 2010 8:32:57 GMT -5
Not far away, it's a pretty tight place. I just ignored the bug and you can see it at the lower tele near HB on spirit2dm6. On my avatar: I have no idea what a Jiggy from Banjo-Kazooie is tbh. It's a ghost or a spirit imo. (It's a user identification image from the login manager of KDE, a desktop environment for Linux.) Check out the pic...particularly what Banjo (the bear) has in his hand: Image dos not show?? -W1
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Nov 4, 2010 8:59:02 GMT -5
That's funny...it showed when I first created that post. Maybe the site is down right now, but Banjo the bear carries a jigsaw puzzle piece that looks exactly like the one in the avatar. Coincidence? We can try this one:
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Post by Wixen1 [Q2C] on Nov 4, 2010 9:16:35 GMT -5
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