Ant, I have tried everything with this one... and although you're not very keen on teleporters.
I think it's the only solution here.
Unless we forget about the sky box for the planetarium room.
One more thing, i still can't make the planets rotate constantly into one direction...
[Map] DM-Geometry
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- 1337 Haxor
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I've tested these kinds of movers online, and found out that they don't function fairly well. They do rotate and everything, but whenever they're encroached by a pawn, they'll spin out of control.Nelsoncarmo26 wrote:One more thing, i still can't make the planets rotate constantly into one direction...
I guess you'll have use the TexPanner method if you don't want your planets to be spinning at 90 rpms.
Doesn't sound like you're being too flexible with your map. Reposition your room (giving yourself the space). Then try the buffer zone method. I think that one is one you're capable of doing.Nelsoncarmo26 wrote:Ant, I have tried everything with this one... and although you're not very keen on teleporters.
I think it's the only solution here.
Always remember to save an extra copy of your map whenever making significant changes like this one.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
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- 1337 Haxor
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Ok this is how you make a texture pan...To create a tex panner.
1. Create a new texture (file ---> new). Package: mylevel and group and name can be set by your choice. Set Material Class equal to TexPanner.
2. The texture properties should open up when you hit new. Minimize this window and find the texture you want to use, and select it.
3. Go back to your new texture properties, and select the Modifier section in the upper right hand corner where the texture tree is located.
4. When that is selected, look at the bottom section of the texture properties. Go to the Material property, and hit use.
5. That is all that is needed, but then of course you may change the direction and speed of the scrolling by modifying the PanDirection and Pan Rate properties.
[s]But I never done this...[/s]Then try the buffer zone method
EDIT:
[s]Oh wait, I know... it's the distance where items can be visible from... What section on the properties was that under again?[/s]
EDIT EDIT:
It's not, is it?
I'm lost...
Buffering does not apply to walls though, does it?
Seems I've got some work to do with this one.
I meant by buffer zone is the zone between the space room and its neighboring rooms. Then you'll need to zone out the hallway into its own zone.

Note: Your hallway does not need to be crooked, just telling you the how to make a hallway its own zone.
Another Note: Image from Angel Mapper
The reason for this is that you will see the floor of the hallway while in the space room, and when you see one piece of that surface, you'll see the entire zone. By making the hallway its own zone, you'll only have to worry about concealing a small part.
Concealing it is easy, just build some building structure (looking like the players came from somewhere).
If you still can't get it...
I'm not too fond with the teleporter method. But if it's alright with the others, I'll stand aside.

Note: Your hallway does not need to be crooked, just telling you the how to make a hallway its own zone.
Another Note: Image from Angel Mapper
The reason for this is that you will see the floor of the hallway while in the space room, and when you see one piece of that surface, you'll see the entire zone. By making the hallway its own zone, you'll only have to worry about concealing a small part.
Concealing it is easy, just build some building structure (looking like the players came from somewhere).
If you still can't get it...
I'm not too fond with the teleporter method. But if it's alright with the others, I'll stand aside.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
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- 1337 Haxor
- Posts: 395
- Joined: Tue Sep 08, 2009 1:21 pm
- Xfire: QuantumEquilibrium
- Location: Portugal
- Contact:
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- 1337 Haxor
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- Xfire: QuantumEquilibrium
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Sorry to be a pain, but the texture panner on the earth and moon don't work.
As soon as I exit the properties, nothing happens, and the texture is back to it's original state.
I still can't get the skybox to work properly neither. The other rooms are still visible from the planet room.
As soon as I exit the properties, nothing happens, and the texture is back to it's original state.
I still can't get the skybox to work properly neither. The other rooms are still visible from the planet room.
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- 1337 Haxor
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I will persevere with this, and just start fresh.
I will have to delete the current planets and place fresh meshes and then will have to make every individual texture for them using the the first method.
As for the see-through walls, I will have to really think about what to do here.
I will have to delete the current planets and place fresh meshes and then will have to make every individual texture for them using the the first method.
As for the see-through walls, I will have to really think about what to do here.
Closing the properties window doesn't delete your texture. It automatically saves that copy to the package you created in (assuming in mylevel). You sure you can't find it?Nelsoncarmo26 wrote:Sorry to be a pain, but the texture panner on the earth and moon don't work.
As soon as I exit the properties, nothing happens, and the texture is back to it's original state.
I still can't get the skybox to work properly neither. The other rooms are still visible from the planet room.
As for skybox, you can always go to the last resort teleportation frenzy. Always have a couple teleporters in case one breaks.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
-
- 1337 Haxor
- Posts: 395
- Joined: Tue Sep 08, 2009 1:21 pm
- Xfire: QuantumEquilibrium
- Location: Portugal
- Contact:
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- 1337 Haxor
- Posts: 395
- Joined: Tue Sep 08, 2009 1:21 pm
- Xfire: QuantumEquilibrium
- Location: Portugal
- Contact:
Well, I placed 3 teleporters, one in each of the other rooms, and 3 in the planetarium which lead to the other 3 rooms respectively.
I've done the planets using the first method, and also imported the proper planet's texture maps, so they look more realistic.
some planets may not look like they are moving from a distance, but that's because that's their real texture, and there is nothing I can do about that... when you get close, or/and are on top of them, you can see them moving.
Ok, I hope that's it, and this map is finally ready for the server.
Download here:
http://www.filefront.com/17155934/DM-GeometryV3.zip
I've done the planets using the first method, and also imported the proper planet's texture maps, so they look more realistic.
some planets may not look like they are moving from a distance, but that's because that's their real texture, and there is nothing I can do about that... when you get close, or/and are on top of them, you can see them moving.
Ok, I hope that's it, and this map is finally ready for the server.
Download here:
http://www.filefront.com/17155934/DM-GeometryV3.zip