Wolfenstien 3D --Map--


(daz2007) #1

I am Creating a Map based on the First Floor of Wolfenstien 3D

I cants Seem to get my Lamps to Work, as you see they show as Orange and Black, the texture can be seen in Radiant, the shader is included in the shader list.

The Lamps are Transparent TGA

Here is the shader, i am not sure if this is the correct way to write it for alpha textures

textures/wolf3d/lamp
{
qer_editorimage textures/wolf3d/lamp.tga
{
map textures/wolf3d/lamp.tga
blendfunc blend
rgbGen identity
alphaFunc GT0
}
}

Another Question…
How do i create 2.5D Sprites, for example in Wolf3D you could walk around sprites and they look the same in every direction. I know this effect is used for the flame-thrower and explosion, how do i use it in my map.


(Destroy666) #2

[QUOTE=daz2007;267049]
Another Question…
How do i create 2.5D Sprites, for example in Wolf3D you could walk around sprites and they look the same in every direction. I know this effect is used for the flame-thrower and explosion, how do i use it in my map.[/QUOTE]

Use DeformVertexes autosprite2
http://www.heppler.com/shader/


(stealth6) #3

textures/wolf3d/lamp
{	
	cull disable
	implicitMask -
}

That should work I think if you set up the alpha layer correctly


(daz2007) #4

textures/wolf3d/lampy
{
qer_editorimage textures/wolf3d/lampy.tga

{
map textures/wolf3d/lampy.tga
blendFunc GL_SRC_ALPHA
deformVertexes autosprite
cull disable
implicitMask -
}
}

This is the Shader

In the Game i get this error message

works fine in gtkradiant, and the texture is in the right location

image not power of 2 scaled: textures/wolf3d/lampy.tga
warning r_findimagefile could not find textures/lampy.tga in shader
‘textures/wolf3d/lampy’
shader textures/wolf3d/lampy has a stage with no image

I changed lamp to lampy has i thought it clashed with another lamp.tga but still no luck


(Nail) #5

image not power of 2


(daz2007) #6

Its all working.

Another Questions

How do i make Brushes in GTKRadiant in which the player can walk through, i created chickens and deadbodies as brushes, but it blocks the players movement,


(stealth6) #7

add surfaceparm nonsolid to the shader or make them script_movers


(Loffy) #8

Cool map. Keep it up!
:stroggtapir:


(daz2007) #9

What i want to do with this map is make it as similar to the wolf3d map as possible, and keep the size of the map below 1mb.

Objectives

The Allies Must Steal all the Gold before the Time runs out
The Axis Must Defend the Gold

All the Gold is hidden in the same spots as the original Wolf 3D.


(shagileo) #10

Yea it looks very cool !
Good luck with it


(daz2007) #11

update


(Shanks) #12

I think something along the lines of this (http://www.youtube.com/watch?v=oXTGYp_vwZk) would be far more interesting than just a 1:1 carbon copy.

Though it is a good idea and done rather well. My only objection would be how low the ceiling is.


(daz2007) #13

i have a problem, all the texture are ok in GTKradiants, but in Game, Some Textures are completely Black and i can see right through them.


(daz2007) #14

[QUOTE=-bacon-;267376]
Though it is a good idea and done rather well. My only objection would be how low the ceiling is.[/QUOTE]

Just enough for a little jump


(shagileo) #15

Try brush cleanup

But be sure to save first :slight_smile:


(daz2007) #16

[QUOTE=shagileo;267657]Try brush cleanup

But be sure to save first :)[/QUOTE]

i tried this, no luck,i even rebuilt the wall with a new brush.


(stealth6) #17

maybe too many structural brushes?


(daz2007) #18

The Entire Map is Structural,what should be detail


(stealth6) #19

stuff like deadbodies on the floor, lights, pictures on the wall etc…


(daz2007) #20

it made no difference, i still have ugly black walls and cielings