<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> all bluish could add another kind of light color to mix with thsi blue like white or yellow? could be orange too.
the flat floor with this strucuture look like siege maps
<!--QuoteBegin-BulletHead+Mar 21 2005, 12:22 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BulletHead @ Mar 21 2005, 12:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I've fixed the flat floor- added in a pipe that's broken about 3/4 the way, also plan to make the middle section slightly lower when I have time
it's 12:30 am... I'm off to bed
PS- Carioca- I managed to triple the thickness of the glass
PSS- HOW DO I MAKE THE GLASS INVISIBLE TO THE COMMANDER? It's so annoying... the comm can't drop ANYTHING in the observation deck 0o' <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> turn the glass into a func_seetrough alpha comand 0 for comand drop build and add over the layers a func_nobuild to prevent ppl to build outside or in the roof.
try put the glass in the midle of the layer could give a better look
<span style='font-size:14pt;line-height:100%'>in·spire ( P ) Pronunciation Key (in-spir')</span>
<b>v.</b> in·spired, in·spir·ing, in·spires <b>v. tr.</b> - To affect, guide, or arouse by divine influence. - To fill with enlivening or exalting emotion: hymns that inspire the congregation; an artist who was inspired by Impressionism.
- To stimulate to action; motivate: a sales force that was inspired by the prospect of a bonus. - To affect or touch: The falling leaves inspired her with sadness. - To draw forth; elicit or arouse: a teacher who inspired admiration and respect. - To be the cause or source of; bring about: an invention that inspired many imitations. - To draw in (air) by inhaling.
<i><b>Archaic.</b></i> - To breathe on. - To breathe life into.
<b>v. intr.</b> - To stimulate energies, ideals, or reverence: a leader who inspires by example. - To inhale. --------------------------------------------------------------------------------
[Middle English <i>enspiren</i>, from Old French <i>enspirer</i>, from Latin inspirare : in-, <b>into</b>; see <i>in-</i> + spirare, to breathe.]
in·spired ( P ) Pronunciation Key (in-spird') adj. Of such surpassing brilliance or excellence as to suggest divine inspiration: an inspired musician; an inspired performance.
I just liked the lil archway design, so I used that as a basis, then modified it so it fit a little better <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
BTW- THANKS CARIOCA! But, do you mean make the brush that IS the glass the func seethrough? How do I make it "clear" like glass then? Cause there is no rendermode for it 0o'
<!--QuoteBegin-BulletHead+Mar 21 2005, 05:00 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BulletHead @ Mar 21 2005, 05:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I PM'ed him- he said he had no problem
I just liked the lil archway design, so I used that as a basis, then modified it so it fit a little better <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
BTW- THANKS CARIOCA! But, do you mean make the brush that IS the glass the func seethrough? How do I make it "clear" like glass then? Cause there is no rendermode for it 0o' <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> forgive me i forgot to say func_seethrough<u>door</u> so u can use the render proprietes and mark the flag toglle to dont move the entitie like a door, so thsi entitie will work like a glass and put a name to prevent a emptie trigger trig this entitie.
and i said no problem to use since not are the same, if thsi look so much to mine can u add a little credit?
Tis what it's supposed to be <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
I'm re-working some of the Double Res Node (aka, Observation Deck), namely the alignment of textures and the supports <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
AIght, one hammer shot... tis too late for me to do lighting and compile
This is the decon airlock between the reactor room and the main of the ship <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> gj... wanna i make the warp core for you?
I have an idea now that I've looked at what you did... I think I'll need the center post, 4 corners, and then the electric overlays <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
I need to make the decontamination room work as follows
You push a button, the door opens. Simple
Now, as you walk into the room, you trigger the scan sequence- door closes automaticly (timer), the bright scanner lights come on, steam and sound occurs, ect...
PROBLEM is... I need to make it so the door(s) re-open exactly 10 seconds after the whole thing starts... which means bright lights go off, steam fades away, and doors open to allow exit from the core...
How do I do this? I think I'd need to use a multimanager, but I have NO clue how to use em
I'll post the .rmf if needed... but if someone could just explain it VERY precisely, that'd be best <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
I think I may just scrap that idea... I can't figure, for the life of me, how to get it to work <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> could me alone soul aid you in your project? send to me a layout and source file to me build some rooms. i m not the best entitie maker but i could save your time at brush work.
I need to learn how to use multi-managers and the like, so unless you can explain them in great detail, I'm sorry but you can't <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
I need to learn EVERY function of hammer for myself... can't always depend on others to do something for me <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> <a href='http://twhl.co.za/tutorialbrowse.php?tuttype=1' target='_blank'>http://twhl.co.za/tutorialbrowse.php?tuttype=1</a> all about how to do. <a href='http://twhl.co.za/tutorial.php?id=37' target='_blank'>http://twhl.co.za/tutorial.php?id=37</a>
<!--QuoteBegin-BulletHead+May 28 2005, 09:52 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BulletHead @ May 28 2005, 09:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Walkabout... as I said (I think) that is WITHOUT lighting >_> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> So uh.. why exactly are you showing it already then?
<!--QuoteBegin-Walkabout+May 29 2005, 04:21 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Walkabout @ May 29 2005, 04:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-BulletHead+May 28 2005, 09:52 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BulletHead @ May 28 2005, 09:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Walkabout... as I said (I think) that is WITHOUT lighting >_> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> So uh.. why exactly are you showing it already then? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> to peeve you off.
<!--QuoteBegin-BulletHead+Apr 13 2005, 02:47 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BulletHead @ Apr 13 2005, 02:47 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Aight, I need some help
I need to make the decontamination room work as follows
You push a button, the door opens. Simple
Now, as you walk into the room, you trigger the scan sequence- door closes automaticly (timer), the bright scanner lights come on, steam and sound occurs, ect...
PROBLEM is... I need to make it so the door(s) re-open exactly 10 seconds after the whole thing starts... which means bright lights go off, steam fades away, and doors open to allow exit from the core...
How do I do this? I think I'd need to use a multimanager, but I have NO clue how to use em
I'll post the .rmf if needed... but if someone could just explain it VERY precisely, that'd be best <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> That would be fairly easy to do. I'm busy with other things but I'll try and push you in the right direction.
Ingredients: - Pair of func_doors ( act as doors set to toggle; left CLOSED ) - One func_button ( for the button ) - One trigger_presence ( this triggers your pair of doors to close when you enter ) - A multimanager to trigger your lighting effects and particle system for your steam effect, and closing doors - One env_particle_custom ( for a really nice steam effect- very customizable- used by the multimanager ) - A few target_mp3audio entities ( for sound effects- steam, machine noise.. whatever- use by the multimanager ) - One Light entity for your event specific lighting needs ( used by the multimanager )
1. Doors start closed(default position) They toggle- Fire on close the multimanager 2. entering trigger_presence targets the multimanager, starting the whole shabangabang 3. Multimanager handles the effects. Steam, light, sound, and closing of doors. Opening doors and shutting off all effects can be done by retriggering them(toggle by nature) after a delay of whatever you want 4. After the multimanager finishes player is free to leave. Set the trigger_presence to trigger on exit the doors to close
Thank you ed! I have found a workaround... but depending on HOW well it works I may use this instead! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Oh, and I've lit that room now and made a few minor changes.
that's temporary- trying to find a good one to fit
Anyone know where I can find good floor and ceiling textures? Cause I have plenty of wall sets... just not many good floors for something like a hallway >_>
Comments
could add another kind of light color to mix with thsi blue like white or yellow?
could be orange too.
the flat floor with this strucuture look like siege maps
it's 12:30 am... I'm off to bed
PS- Carioca- I managed to triple the thickness of the glass
PSS- HOW DO I MAKE THE GLASS INVISIBLE TO THE COMMANDER? It's so annoying... the comm can't drop ANYTHING in the observation deck 0o'
it's 12:30 am... I'm off to bed
PS- Carioca- I managed to triple the thickness of the glass
PSS- HOW DO I MAKE THE GLASS INVISIBLE TO THE COMMANDER? It's so annoying... the comm can't drop ANYTHING in the observation deck 0o' <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
turn the glass into a func_seetrough alpha comand 0 for comand drop build and add over the layers a func_nobuild to prevent ppl to build outside or in the roof.
try put the glass in the midle of the layer could give a better look
<b>v.</b>
in·spired, in·spir·ing, in·spires
<b>v. tr.</b>
- To affect, guide, or arouse by divine influence.
- To fill with enlivening or exalting emotion: hymns that inspire the congregation; an artist who was inspired by Impressionism.
- To stimulate to action; motivate: a sales force that was inspired by the prospect of a bonus.
- To affect or touch: The falling leaves inspired her with sadness.
- To draw forth; elicit or arouse: a teacher who inspired admiration and respect.
- To be the cause or source of; bring about: an invention that inspired many imitations.
- To draw in (air) by inhaling.
<i><b>Archaic.</b></i>
- To breathe on.
- To breathe life into.
<b>v. intr.</b>
- To stimulate energies, ideals, or reverence: a leader who inspires by example.
- To inhale.
--------------------------------------------------------------------------------
[Middle English <i>enspiren</i>, from Old French <i>enspirer</i>, from Latin inspirare : in-, <b>into</b>; see <i>in-</i> + spirare, to breathe.]
--------------------------------------------------------------------------------
in·spired ( P ) Pronunciation Key (in-spird')
adj.
Of such surpassing brilliance or excellence as to suggest divine inspiration: an inspired musician; an inspired performance.
--------------------------------------------------------------------------------
I wouldn't be too happy if sections of my map were breathed into your work, but I suppose if the author OK'd it then there's no real problem.
I just liked the lil archway design, so I used that as a basis, then modified it so it fit a little better <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
BTW- THANKS CARIOCA! But, do you mean make the brush that IS the glass the func seethrough? How do I make it "clear" like glass then? Cause there is no rendermode for it 0o'
I just liked the lil archway design, so I used that as a basis, then modified it so it fit a little better <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
BTW- THANKS CARIOCA! But, do you mean make the brush that IS the glass the func seethrough? How do I make it "clear" like glass then? Cause there is no rendermode for it 0o' <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> forgive me i forgot to say func_seethrough<u>door</u> so u can use the render proprietes and mark the flag toglle to dont move the entitie like a door, so thsi entitie will work like a glass and put a name to prevent a emptie trigger trig this entitie.
and i said no problem to use since not are the same, if thsi look so much to mine can u add a little credit?
I'm re-working some of the Double Res Node (aka, Observation Deck), namely the alignment of textures and the supports <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
This is the decon airlock between the reactor room and the main of the ship <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
wanna i make the warp core for you?
I need to make the decontamination room work as follows
You push a button, the door opens. Simple
Now, as you walk into the room, you trigger the scan sequence- door closes automaticly (timer), the bright scanner lights come on, steam and sound occurs, ect...
PROBLEM is... I need to make it so the door(s) re-open exactly 10 seconds after the whole thing starts... which means bright lights go off, steam fades away, and doors open to allow exit from the core...
How do I do this? I think I'd need to use a multimanager, but I have NO clue how to use em
I'll post the .rmf if needed... but if someone could just explain it VERY precisely, that'd be best <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
could me alone soul aid you in your project?
send to me a layout and source file to me build some rooms.
i m not the best entitie maker but i could save your time at brush work.
I need to learn EVERY function of hammer for myself... can't always depend on others to do something for me <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
<a href='http://twhl.co.za/tutorialbrowse.php?tuttype=1' target='_blank'>http://twhl.co.za/tutorialbrowse.php?tuttype=1</a>
all about how to do.
<a href='http://twhl.co.za/tutorial.php?id=37' target='_blank'>http://twhl.co.za/tutorial.php?id=37</a>
about 75% finished with this small room- worked on more but I gotta get up at 5 so I can't finish troubleshooting a few other bugs
nice start
So uh.. why exactly are you showing it already then?
So uh.. why exactly are you showing it already then? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
to peeve you off.
I need to make the decontamination room work as follows
You push a button, the door opens. Simple
Now, as you walk into the room, you trigger the scan sequence- door closes automaticly (timer), the bright scanner lights come on, steam and sound occurs, ect...
PROBLEM is... I need to make it so the door(s) re-open exactly 10 seconds after the whole thing starts... which means bright lights go off, steam fades away, and doors open to allow exit from the core...
How do I do this? I think I'd need to use a multimanager, but I have NO clue how to use em
I'll post the .rmf if needed... but if someone could just explain it VERY precisely, that'd be best <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
That would be fairly easy to do. I'm busy with other things but I'll try and push you in the right direction.
Ingredients:
- Pair of func_doors ( act as doors set to toggle; left CLOSED )
- One func_button ( for the button )
- One trigger_presence ( this triggers your pair of doors to close when you enter )
- A multimanager to trigger your lighting effects and particle system for your steam effect, and closing doors
- One env_particle_custom ( for a really nice steam effect- very customizable- used by the multimanager )
- A few target_mp3audio entities ( for sound effects- steam, machine noise.. whatever- use by the multimanager )
- One Light entity for your event specific lighting needs ( used by the multimanager )
1. Doors start closed(default position) They toggle- Fire on close the multimanager
2. entering trigger_presence targets the multimanager, starting the whole shabangabang
3. Multimanager handles the effects. Steam, light, sound, and closing of doors. Opening doors and shutting off all effects can be done by retriggering them(toggle by nature) after a delay of whatever you want
4. After the multimanager finishes player is free to leave. Set the trigger_presence to trigger on exit the doors to close
That is my rough sketch of what you want.
Oh, and I've lit that room now and made a few minor changes.
Anyone know where I can find good floor and ceiling textures? Cause I have plenty of wall sets... just not many good floors for something like a hallway >_>