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Of skyboxes and trigger troubles. Aside from the title, I could use some assistance with Mapping. The trigger_changelevel crashes the game when activated. Can it be fixed? and I have no idea how to use skyboxes, so anyone got tutorials? Advice? I'm such a n00b. :p P.S. I am sorry if I should have used my other thread for these questions. |
Re: Of skyboxes and trigger troubles. A skybox is basically just a shader. First you need your six images - up, down, left, right, forward, backwards - then a shader file tying them together. The shader file's contents are pretty much this: Quote:
The explanation of each line: Quote:
As for your trigger issue, are you mapping for SP or MP? As far as I'm aware, changelevel triggers don't function properly in MP. |
Re: Of skyboxes and trigger troubles. The above works for EF1, I don't know if EF2 has it (I think it does). But EF2 also supports sky portals, which are a little more advanced. Unfortunately all the tutorials for it seem to have disappeared, the only remnant is a small example map that still might be useful: Sky Portal Example Map, Elite Force 2 Downloads, Elite Force 2 Tutorials From what I remember, no scripting is needed in the .scr file for simple sky portals (i.e. just one sky portal, nothing fancy etc). So you can stick to using just entities in your map to pull of the sky. (no shaders required either). 7 |
Re: Of skyboxes and trigger troubles. Thank you, I will be sure to try those today.:) As for your question Kouen, SP, I would like to make MP too, but for now, I'm sticking to single player. Thank you all, Deepfreeze32 |
Re: Of skyboxes and trigger troubles. Sorry about the double post, but I just remembered, How do you put a skybox on a map? I mean, physically put a sky box on a map? do you put over the map? on top of it? In between? I am confused.:confused: Again, sorry about the double post, it wouldn't let me edit the original. |
Re: Of skyboxes and trigger troubles. Any part of the level that you wish to be seen as sky should be textured with Common > [skyportal]. The box itself should be seperate from the map. Index of Tutorials - Ritualistic Forums (A nice list of tutorials). |
Re: Of skyboxes and trigger troubles. Thank you. I think I'll extrapolate on my trigger problem. I have placed a trigger_changelevel in the map, and have done nothing else. (No scripting, no linking, nothing. I just dropped it on the map)I think I need to script it, but I know nothing about scripting, and the documentation included with radiant is no help at all. I would like to know just what I need to do. I know about calling the map name in the script and so-forth, but what do I use in it's place to return to the main menu?:confused::confused::confused: |
Re: Of skyboxes and trigger troubles. 1 Attachment(s) You need to supply the trigger with a valid map value: http://forums.filefront.com/attachme...ad_nextmap.gif If you don't load a next map you better use a script solution. Place a trigger_once somewhere where the player needs to walk over/in/at to get to the next level or finish the current mission. Set the key thread at this trigger_once with the value levelEnd, this trigger will then start the thread in the script asa the player steps into it. PHP Code: |
Re: Of skyboxes and trigger troubles. Thank you!:) Is there anything I need to replace in that code? |
Re: Of skyboxes and trigger troubles. You need to replace ? :confused: |
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