why doesn't the null texture in ns.wad work? is there a way to test the map (like being able to drop stuff as comm) without actually having 2 people in the game?
<!--QuoteBegin--RPGreg2600+Apr 16 2003, 12:22 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RPGreg2600 @ Apr 16 2003, 12:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> bump <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> 1. Use Merl's tools 1.7 or later or my customizations of Merl's tools in the webbed thread above. 2. Set sv_cheats to 1 in the console and the game will let you play without a second person.
The name of the texture must start with "null" AND your compile tools must support this compiling feature. I suggest to read the webbed threads and especially the"new mapping guidelines" wich will answere lots of questions you woud ask sooner or later.
Using merls ZHLT 1.7 tools to compile your map is recomended in the mapping guidelines.
I already have the zoner's tools version that supports null texture though, so I don't get why it doesn't work...
Also, how do you get a func_door to open? I have it so it's targetedby a func_button, but instead of opening, it just moves forward a little bit instead of up...
In the func_door's properties, set the angle to 'Up' Also make sure you have a positive lip value otherwise your door will open too far and disapear into the ceiling.
Are you absolutely, positively, 100% sure you're using the right compile tools?
Download them from <a href='http://merkury.orcon.net.nz/nsmapping/zhlt253-17.zip' target='_blank'>here</a> and overwrite what you have at the moment, just in case <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I'm possitive because I just compiled a DoD map yesterday in which I used the null texture.
And I just checked, my fuc_door's propertys doesn't have an "angle" option..... I probably would have noticed that if it was there. and it's definitely not in there. Is there a new FGD or something? Should I be using func_seethroughdoor?
<!--QuoteBegin--The Real Quasar+Apr 16 2003, 02:24 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (The Real Quasar @ Apr 16 2003, 02:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> its teh compass in the top right. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> its left of the compas.
LOL, now I feel stupid <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I'm more used to using func_door_rotatings <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> thanks for the help
Comments
1. Use Merl's tools 1.7 or later or my customizations of Merl's tools in the webbed thread above.
2. Set sv_cheats to 1 in the console and the game will let you play without a second person.
I suggest to read the webbed threads and especially the"new mapping guidelines" wich will answere lots of questions you woud ask sooner or later.
Using merls ZHLT 1.7 tools to compile your map is recomended in the mapping guidelines.
Also, how do you get a func_door to open? I have it so it's targetedby a func_button, but instead of opening, it just moves forward a little bit instead of up...
Download them from <a href='http://merkury.orcon.net.nz/nsmapping/zhlt253-17.zip' target='_blank'>here</a> and overwrite what you have at the moment, just in case <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
And I just checked, my fuc_door's propertys doesn't have an "angle" option..... I probably would have noticed that if it was there. and it's definitely not in there. Is there a new FGD or something? Should I be using func_seethroughdoor?
its left of the compas.
I'm more used to using func_door_rotatings <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> thanks for the help