View unanswered posts | View active topics It is currently Thu Dec 26, 2024 9:58 am



Reply to topic  [ 109 posts ]  Go to page 1, 2, 3, 4, 5 ... 8  Next
 Scenes Question Center 
Author Message
User avatar

Joined: Mon Dec 25, 2006 12:04 am
Posts: 336
Reply with quote
Post Scenes Question Center
Post all your questions about scenes in here.

-Caelas

Someone should sticky this.


Sun May 20, 2007 6:16 pm
Profile

Joined: Mon Dec 04, 2006 3:34 am
Posts: 2378
Reply with quote
Post 
Other than that I do believe that anything like this goes in Modding Discussion.


Sun May 20, 2007 6:18 pm
Profile
User avatar

Joined: Mon Dec 25, 2006 12:04 am
Posts: 336
Reply with quote
Post 
Well, I was gonna do one for mods as well.


Sun May 20, 2007 6:47 pm
Profile
DRL Developer
DRL Developer
User avatar

Joined: Wed Dec 13, 2006 5:27 am
Posts: 3138
Location: A little south and a lot west of Moscow
Reply with quote
Post 
Stickied, this makes life easier for mods who have to move and merge topics.
We can have questions for each section involving mods, Scenes is very popular for that right now.


Sun May 20, 2007 7:11 pm
Profile WWW
User avatar

Joined: Mon May 21, 2007 11:24 am
Posts: 2
Reply with quote
Post Bunker object.. help!!!
Hi i am making bunker map and i created bunker with existing wall textures... i created FG BG and Mat bmp but the thing is i fall throu floor and walls like its made of sand... how can i change thickness
like its made of concrete?

Thanx!


Tue May 22, 2007 12:51 pm
Profile WWW
User avatar

Joined: Wed Dec 27, 2006 9:52 pm
Posts: 688
Location: California
Reply with quote
Post 
Has something to do with mass I think, I'm clueless at maps.


Tue May 22, 2007 7:56 pm
Profile
User avatar

Joined: Sun Mar 18, 2007 12:31 am
Posts: 218
Location: Somewhere over the Rainbow.
Reply with quote
Post 
Parts of Acrid Canyon do that to me...
Uh... Purple? Grif?


Tue May 22, 2007 8:47 pm
Profile WWW
User avatar

Joined: Tue Mar 27, 2007 11:02 pm
Posts: 32
Reply with quote
Post 
Are you sure you've set the "material" for that area to be concrete?
Also, make sure gravity isn't set too high. If it is, things will probably sink through like a knife through hot, buttery toast.


Tue May 22, 2007 9:10 pm
Profile WWW
User avatar

Joined: Fri Apr 06, 2007 12:27 pm
Posts: 181
Location: Ireland du nord
Reply with quote
Post 
I may set out on making a map soon. But how do you know where things(objects) will be placed... just play around with contuers and stuff?


Tue May 22, 2007 9:52 pm
Profile
REAL AMERICAN HERO
User avatar

Joined: Sat Jan 27, 2007 10:25 pm
Posts: 5655
Reply with quote
Post 
Whizzard wrote:
Hi i am making bunker map and i created bunker with existing wall textures... i created FG BG and Mat bmp but the thing is i fall throu floor and walls like its made of sand... how can i change thickness
like its made of concrete?

Thanx!


Does the MAT file use the color of concrete used in the BrainVaultMAT images?

Here for the mods. wrote:
Parts of Acrid Canyon do that to me...
Uh... Purple? Grif?


That was a feature, not a flaw, actually. Purple's idea, some platforms are booby-trapped. Unless your problem is not with the platforms?

aracanid wrote:
I may set out on making a map soon. But how do you know where things(objects) will be placed... just play around with contuers and stuff?


Contours, so long as they are the size of the map, which they have to be, are automatically placed.
MAT based objects are placed in an aspect of Scene.ini coding:
Code:
AddTerrainObject = TerrainObject
   InstanceName = Rocket Silo
   // Foreground color bitmap
   FGColorFile = ContentFile
      Path = Base.rte/Scene/Objects/RocketSiloFG.bmp
   // Material bitmap
   MaterialFile = ContentFile
      Path = Base.rte/Scene/Objects/RocketSiloMat.bmp
   // Background color bitmap
   BGColorFile = ContentFile
      Path = Base.rte/Scene/Objects/RocketSiloBG.bmp
      PlaceTerrainObject = TerrainObject
         CopyOf = Rocket Silo
         Location = Vector
            X = 1357   <-- THIS
            Y = 693 <-- THIS


And actors are placed based on another part of scene coding:

Code:
PlaceMovableObject = Actor
      CopyOf = Mother Brain
      Position = Vector
         X = 1920 <-- THIS
         Y = 835 <-- THIS
      Team = 0


I now declare myself Master of Scenes.


Wed May 23, 2007 12:01 am
Profile
User avatar

Joined: Sun Mar 18, 2007 12:31 am
Posts: 218
Location: Somewhere over the Rainbow.
Reply with quote
Post 
No, no, I meant the platforms.


Wed May 23, 2007 1:31 am
Profile WWW
REAL AMERICAN HERO
User avatar

Joined: Sat Jan 27, 2007 10:25 pm
Posts: 5655
Reply with quote
Post 
Here for the mods. wrote:
No, no, I meant the platforms.


Alright, good, then. The platforms are made like that.


Wed May 23, 2007 1:41 am
Profile
User avatar

Joined: Mon Dec 25, 2006 12:04 am
Posts: 336
Reply with quote
Post 
Glad to see this thread is useful. :grin:

- Happy Caelas


Wed May 23, 2007 3:09 am
Profile
User avatar

Joined: Mon May 21, 2007 11:24 am
Posts: 2
Reply with quote
Post 
Ok here are pics of my map

i also dont know how to make caves/emty space in terrain.. when i make contour with dirt and empty space in terrain then it is filled in game..

Image

Image

Image

see that hole there... why its filled in game?


Wed May 23, 2007 10:58 am
Profile WWW
REAL AMERICAN HERO
User avatar

Joined: Sat Jan 27, 2007 10:25 pm
Posts: 5655
Reply with quote
Post 
Because contours can't have nagative space. I'd recommend just making the area above the, I assume, brainvault solid concrete, to simplify things.


Wed May 23, 2007 11:13 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 109 posts ]  Go to page 1, 2, 3, 4, 5 ... 8  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.056s | 14 Queries | GZIP : Off ]