Hi I've done some mappin for TFC and i would like to try NS and was wondering if the entitys etc are the same and if not is there any info on them also any helpful tips.
You have probably answered this loads so im sorry if its a hassle
Excellent, someone who actually reads the webbed posts!! Oh yeah, you'll get along just fine here. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
In fact, I like your map already!! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
he can read! this guy has leadership potential! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
one thing, unless you have a real good use for it, avoid the particle engine for your first map(s), or you may lose some hair......
ok, here are a few more i have collected: -Func_Door, plats: In normal HL these detect the presence of players and open automatically, not so in NS. If NS you have tor trigger your doors using some other entitiy. trigger_presence entity (new) is very good for this.
-There are many guaranteed bugs with marine buildings if the buildings are standing on: z-height-level 0. so try not to map on the z=0 plane.
-If a func_seethrough is NOT opaque (i.e. rendered to an amount of 255 to the ground players) then it can be shot though.
-gravity, teleports, cameras do not work at all, yet.
- 2 very useful testing cheats for the human side are: "give weapon_welder", and "give item_jetpack"
-put the marine spawn at the "south" end of the map so that when marines leave their spawn area, "left" and "right" from the marine (first person) view matches "left and right" from the comm view. as an example, eclipse unfortunately is backwards so if you say "need a turret at left entrance" the commander will put it on the RIGHT side from the first person view. this is subtle but helps the marines communicate effectively.
-You can kill a marine resource tower with a trigger_hurt that does 10,000 damage, and an alien resource tower with only 7,000
-compile everytime with the -chart options. NS "pegs the limit" fast, so watch them!
Thanks for those tips Tommeh i shall bear them in mind <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
As for the 'He' comment..erm i think you better try again on that one <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Oh on another note i was reading forum FAQ lastnight and noticed something about fog ..I thought you couldn't make fog with the HL engine or have the NS boys thouht up a new way to do it ?
It's a texture I believe, that resemables fog, and if you make a brush set to func_illusionary (the one they make the holograms with) that people can walk through, and texture it with something resembling fog (possibly an animated texture, I haven't tried it myself), then it gives the appearance. I know at least one person has used it in their ns map, someone doing an egyptian dig site theme.
The ground fog in Helios is only a func_illusionary with a whitish texture and rendermode texture.
I think Akasha is refereing to the env_fog entity that was dropped before NS 1.0 was released. It was OpenGL mode only and not visible from the outside of the brush.
- include the -hullfile into EVERY of the 4 compile steps because NS uses special hulls.
- There is a problem with the onos because the view of an onos is above the onos hull. Same happens when you turn into Fade in some Vents (height 16*3 units) -> Your eyes are in the void for short time!!! "Perfect" ceeling heights are: 16*4 (crounching fade) 16*5 (crounching onos) 16*6 (crounching onos) 16*12 (walking onos) (and larger) Avoid anything smaller than 16*4 (fade view in void when evolved in vent) and 16*7 , 16*8 ... 16*11 (onos sees in void everytime) Seing the void for short time is no big problem but if you have a path with a height of 16*8 (wich gives perfect texture scale+sharpness) you will see the void all the time as onos.
Ollj, why "include the -hullfile into EVERY of the 4 compile steps", because only BSP works with hulls? i am cunfuzed.....right now i only have BSP do the NS hullfile, and it seems to work ok?
Actually, the hullfile only needs to be added in the CSG compile stage. None of the other tools even have a -hullfile switch, so it's just an ignored paramater if you do add it to BSP, VIS, or RAD.
I take it you all use Quarks to compile ? I guess i'll have to shelf Q2beaver unless it will work with this Also any compile setup walk throughs/FAQ's would be supa dupa <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
oh yea i was refering to any fog ..i know you could do brush based fog but not entity based fog.
Comments
but if anyone has tips they would be welcome
In fact, I like your map already!! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
one thing, unless you have a real good use for it, avoid the particle engine for your first map(s), or you may lose some hair......
ok, here are a few more i have collected:
-Func_Door, plats: In normal HL these detect the presence of players and open automatically, not so in NS. If NS you have tor trigger your doors using some other entitiy. trigger_presence entity (new) is very good for this.
-There are many guaranteed bugs with marine buildings if the buildings are standing on: z-height-level 0. so try not to map on the z=0 plane.
-If a func_seethrough is NOT opaque (i.e. rendered to an amount of 255 to the ground players) then it can be shot though.
-gravity, teleports, cameras do not work at all, yet.
- 2 very useful testing cheats for the human side are: "give weapon_welder", and "give item_jetpack"
-put the marine spawn at the "south" end of the map so that when marines leave their spawn area, "left" and "right" from the marine (first person) view matches "left and right" from the comm view. as an example, eclipse unfortunately is backwards so if you say "need a turret at left entrance" the commander will put it on the RIGHT side from the first person view. this is subtle but helps the marines communicate effectively.
-You can kill a marine resource tower with a trigger_hurt that does 10,000 damage, and an alien resource tower with only 7,000
-compile everytime with the -chart options. NS "pegs the limit" fast, so watch them!
As for the 'He' comment..erm i think you better try again on that one <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I think Akasha is refereing to the env_fog entity that was dropped before NS 1.0 was released. It was OpenGL mode only and not visible from the outside of the brush.
- There is a problem with the onos because the view of an onos is above the onos hull. Same happens when you turn into Fade in some Vents (height 16*3 units)
-> Your eyes are in the void for short time!!!
"Perfect" ceeling heights are:
16*4 (crounching fade)
16*5 (crounching onos)
16*6 (crounching onos)
16*12 (walking onos) (and larger)
Avoid anything smaller than 16*4 (fade view in void when evolved in vent) and 16*7 , 16*8 ... 16*11 (onos sees in void everytime)
Seing the void for short time is no big problem but if you have a path with a height of 16*8 (wich gives perfect texture scale+sharpness) you will see the void all the time as onos.
I guess i'll have to shelf Q2beaver unless it will work with this
Also any compile setup walk throughs/FAQ's would be supa dupa <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
oh yea i was refering to any fog ..i know you could do brush based fog but not entity based fog.