[DM/TDM] Stormkeep with warpzones - Printable Version +- Xonotic Forums (https://forums.xonotic.org) +-- Forum: Creating & Contributing (https://forums.xonotic.org/forumdisplay.php?fid=10) +--- Forum: Xonotic - Map Releases & Reviews (https://forums.xonotic.org/forumdisplay.php?fid=13) +--- Thread: [DM/TDM] Stormkeep with warpzones (/showthread.php?tid=556) Pages:
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RE: [DM/TDM] Stormkeep with warpzones - DiaboliK - 06-08-2010 Ooops my bad RE: [DM/TDM] Stormkeep with warpzones - Rage_ATWM - 06-09-2010 YES for me. It looks nice AND it might open some new strategic aspects. (06-08-2010, 06:30 AM)kojn^ Wrote: Does that mean you'll be able to shoot someone at the armour from the electro warpzone?Related question: what about the player physic when going through a warpzone? It seems from the movie that the player dynamic remains unaltered (unlike when you pass into a classical teleporter)? Using warpzones, I feel that some questions about damage through walls also arise... RE: [DM/TDM] Stormkeep with warpzones - pcfreak1997 - 11-06-2011 How is the effect done for the warp zones? I can't seem to replicate it, no matter how much I study the design in the map. I can make a warpzone, but I can't make it so that you can see the other side; its completely black RE: [DM/TDM] Stormkeep with warpzones - kuniu the frogg - 11-07-2011 maybe this might help: http://dev.xonotic.org/projects/xonotic/wiki/WarpZones RE: [DM/TDM] Stormkeep with warpzones - pcfreak1997 - 11-08-2011 It didn't... RE: [DM/TDM] Stormkeep with warpzones - CuBe0wL - 11-09-2011 Though this is not the apropriate thread for this discussion, I'll answere nevertheless. To make a warpzone, there are some rules you have to follow: -warpzones MUST be made from brushes -ALL SIDES except one MUST be common/trigger -the other one MUST be a warpzone-type shader -Both warpzone brushes (in-out) MUST be the same size on the sides, where the warpzone shader is placed. -the trigger_warpzones must be connected to eachother with target-targetname. You only have to connect them once (you don't have to backlink). -Warpzones MUST be in pairs. You can't have a warpzone without a target, and you can't have a warpzone with multiple targets, and you can't have a warpzone targetted by more than one other. -for reflections, here's the tricky part: common/warpzone is a reflective one, that's for sure. The other shaders in effects/warpzone are NOT all reflective: Code: textures/effects_warpzone/wavy This is a reflective warpzone shader, and it's wavy. The crucial key for reflection is dp_camera (wavy thing is done by dp_refract). The other of is the commented out surfaceparm nonsolid. It HAS to be solid, as the comment says too; note however, that "solid" is not "solid as concrete", but collision detection. I can't describe this better, sorry. So on the other hand: Code: textures/effects_warpzone/blueedge These are all the technical details, that you need to understand to make a warpzone. If you've done all the above, and you still can't see the reflections, and you're 100% sure that you have reflection enabled in Settings menu: effects, I can only suspect your graphics card not able to render reflections at all - though that must be so old (eg. GeForce4 series), that it wouldn't be able to run Xonotic at all, so I think we can exclude that possibility. The best would be if you'd post somewhere your .map (not the compiled bsp), so we could take a look, and possibly fix the problem, telling you the solution. RE: [DM/TDM] Stormkeep with warpzones - pcfreak1997 - 11-24-2011 I will find it. Thanks. It has been driving me crazy. |