Your First Eternal Silence Level/Old: Difference between revisions
No edit summary |
Thunder4ik (talk | contribs) m (→top: Unicodifying, replaced: [[Image: → [[File: (28)) |
||
Line 6: | Line 6: | ||
! width="100%"|Description | ! width="100%"|Description | ||
|- | |- | ||
| [[ | | [[File:Es1.jpg|thumb|left]] | ||
| Place a reference model so you can align your hangar bay door. The proper models will have a _scaled or _infantry at the end of the model name. | | Place a reference model so you can align your hangar bay door. The proper models will have a _scaled or _infantry at the end of the model name. | ||
This destroyer model is ''models/capships/gm_destroyer_test_infantry.mdl'' | This destroyer model is ''models/capships/gm_destroyer_test_infantry.mdl'' | ||
|- | |- | ||
| [[ | | [[File:Es2.jpg|thumb|left]] | ||
| Build a approximate hangar inside the model. Be sure to align it to the grid. The hangar pictured here is 2048*1024*896 hollowed outward 32 units. | | Build a approximate hangar inside the model. Be sure to align it to the grid. The hangar pictured here is 2048*1024*896 hollowed outward 32 units. | ||
|- | |- | ||
| [[ | | [[File:Es3.jpg|thumb|left]] | ||
| Keeping the reference on the grid, align it so the edge doesn't enter the model. | | Keeping the reference on the grid, align it so the edge doesn't enter the model. | ||
|- | |- | ||
| [[ | | [[File:Es4.jpg|thumb|left]] | ||
| Make a front wall, so the edge of the bay ends inside the wall. | | Make a front wall, so the edge of the bay ends inside the wall. | ||
|- | |- | ||
| [[ | | [[File:Es5.jpg|thumb|left]] | ||
| Use the clipping tool to cut out the door of the hangar. Ensure to clip past the model, so there are no gaps. | | Use the clipping tool to cut out the door of the hangar. Ensure to clip past the model, so there are no gaps. | ||
|- | |- | ||
| [[ | | [[File:Es6.jpg|thumb|left]] | ||
| Select the model, and place it in a visgroup called reference. | | Select the model, and place it in a visgroup called reference. | ||
|- | |- | ||
| [[ | | [[File:Es7.jpg|thumb|left]] | ||
| Texture the outside and center of the wall with ''esmod/genericblacktexture''. | | Texture the outside and center of the wall with ''esmod/genericblacktexture''. | ||
Make the wall a ''func_detail'', so it will not mess up visibility. | Make the wall a ''func_detail'', so it will not mess up visibility. | ||
|- | |- | ||
| [[ | | [[File:Es8.jpg|thumb|left]] | ||
| Hide the reference, and build a skybox around the hangar entrance. | | Hide the reference, and build a skybox around the hangar entrance. | ||
Make sure there is plenty of room for a gunship to clear the hangar in every direction. | Make sure there is plenty of room for a gunship to clear the hangar in every direction. | ||
|- | |- | ||
| [[ | | [[File:Es9.jpg|thumb|left]] | ||
| Hide func_details, and cut a hole in the skybox wall around the hangar. Make sure there are no leaks. | | Hide func_details, and cut a hole in the skybox wall around the hangar. Make sure there are no leaks. | ||
|- | |- | ||
| [[ | | [[File:Es10.jpg|thumb|left]] | ||
| Create a brush the size of the opening ''tools/toolsnodraw''. | | Create a brush the size of the opening ''tools/toolsnodraw''. | ||
Tie it to the entity ''func_spaceteleport'' | Tie it to the entity ''func_spaceteleport'' | ||
Line 43: | Line 43: | ||
''Note: The teleport brush should only be large enough to clear the collision model of the reference.'' | ''Note: The teleport brush should only be large enough to clear the collision model of the reference.'' | ||
|- | |- | ||
| [[ | | [[File:Es11.jpg|thumb|left]] | ||
| Texture the inside wall with ''esmod/ngm_hangarshield'' or ''esmod/utf_hangarshield''. | | Texture the inside wall with ''esmod/ngm_hangarshield'' or ''esmod/utf_hangarshield''. | ||
Change the texture scale to 1. | Change the texture scale to 1. | ||
|- | |- | ||
| [[ | | [[File:Es12.jpg|thumb|left]] | ||
| Place a ''space_camera'' entity near the teleport. | | Place a ''space_camera'' entity near the teleport. | ||
|- | |- | ||
| [[ | | [[File:Es13.jpg|thumb|left]] | ||
| Place a ''info_vehicle_spawn'' in the hangar. (This will help test the transition) | | Place a ''info_vehicle_spawn'' in the hangar. (This will help test the transition) | ||
Change the ship class to ''utf_interceptor'', as it is the most maneuverable. | Change the ship class to ''utf_interceptor'', as it is the most maneuverable. | ||
|- | |- | ||
| [[ | | [[File:Es14.jpg|thumb|left]] | ||
| Create a trigger brush, and tie it to the entity ''func_subsystem''. Call it ''ngm_sub''; set it's initial team to NGM, and it's parent capship to ''ngm''. | | Create a trigger brush, and tie it to the entity ''func_subsystem''. Call it ''ngm_sub''; set it's initial team to NGM, and it's parent capship to ''ngm''. | ||
Place a ''info_es_spawn'' near it. Set it's parent subsystem to ''ngm_sub'' | Place a ''info_es_spawn'' near it. Set it's parent subsystem to ''ngm_sub'' | ||
Line 60: | Line 60: | ||
Repeat this for the UTF. | Repeat this for the UTF. | ||
|- | |- | ||
| [[ | | [[File:Es15.jpg|thumb|left]] | ||
| The spacebox and skybox are placed near the origin. Move the map over to make room for it. | | The spacebox and skybox are placed near the origin. Move the map over to make room for it. | ||
|- | |- | ||
| [[ | | [[File:Es16.jpg|thumb|left]] | ||
| Place two ''space_capships'' near the origin. Make the ships the same orientation as the reference. | | Place two ''space_capships'' near the origin. Make the ships the same orientation as the reference. | ||
Call them ''ngm'' and ''utf'', and set their appropriate initial teams and models. | Call them ''ngm'' and ''utf'', and set their appropriate initial teams and models. | ||
|- | |- | ||
| [[ | | [[File:Es17.jpg|thumb|left]] | ||
| Create a box around the ships, and a smaller one near it. These will be the spacebox and skybox respectively. | | Create a box around the ships, and a smaller one near it. These will be the spacebox and skybox respectively. | ||
Place a ''sky_camera'' in the skybox, with it's scale set to 1000. | Place a ''sky_camera'' in the skybox, with it's scale set to 1000. | ||
Line 73: | Line 73: | ||
''Note: The 3d skybox must extend past the infantry sections. If you notice a hall of mirrors effect, make the 3d skybox boundaries larger, or increase the scale.'' | ''Note: The 3d skybox must extend past the infantry sections. If you notice a hall of mirrors effect, make the 3d skybox boundaries larger, or increase the scale.'' | ||
|- | |- | ||
| [[ | | [[File:Es18.jpg|thumb|left]] | ||
| Going back to the ''space_camera'', name it ''ngm_cam1_in''. | | Going back to the ''space_camera'', name it ''ngm_cam1_in''. | ||
Change it's pitch yaw roll to point out into space. | Change it's pitch yaw roll to point out into space. | ||
Line 81: | Line 81: | ||
Set it's partner capship to ''ngm''. | Set it's partner capship to ''ngm''. | ||
|- | |- | ||
| [[ | | [[File:Es19.jpg|thumb|left]] | ||
| Change the ''func_spaceteleport'''s name to ''ngm_tele1_in'' | | Change the ''func_spaceteleport'''s name to ''ngm_tele1_in'' | ||
Line 90: | Line 90: | ||
Set it to end touch based. | Set it to end touch based. | ||
|- | |- | ||
| [[ | | [[File:Es22.jpg|thumb|left]] | ||
| Enable the reference, and turn on scaling texture lock. Select the reference, the teleport, and the camera. Group these objects | | Enable the reference, and turn on scaling texture lock. Select the reference, the teleport, and the camera. Group these objects | ||
Duplicate them, and scale them by .025. | Duplicate them, and scale them by .025. | ||
|- | |- | ||
| [[ | | [[File:Es23.jpg|thumb|left]] | ||
| Change the copy's reference prop to the scaled down version. | | Change the copy's reference prop to the scaled down version. | ||
|- | |- | ||
| [[ | | [[File:Es24.jpg|thumb|left]] | ||
| Turn off grid alignment, and in the 2d views align the group as best as you can. | | Turn off grid alignment, and in the 2d views align the group as best as you can. | ||
Delete the scaled reference prop. '''or''' Delete the ''space_capship'', and change the ''prop_static'' reference prop to the ''space_capship'' for perfect alignment. | Delete the scaled reference prop. '''or''' Delete the ''space_capship'', and change the ''prop_static'' reference prop to the ''space_capship'' for perfect alignment. | ||
|- | |- | ||
| [[ | | [[File:Es26.jpg|thumb|left]] | ||
| Rename this ''space_camera'' to ''ngm_cam1_out''. | | Rename this ''space_camera'' to ''ngm_cam1_out''. | ||
Change it's partner cam to ''ngm_cam1_in'' | Change it's partner cam to ''ngm_cam1_in'' | ||
Line 109: | Line 109: | ||
Clear the capship value. | Clear the capship value. | ||
|- | |- | ||
| [[ | | [[File:Es27.jpg|thumb|left]] | ||
| Rename the ''func_spaceteleport'' to ''ngm_tele1_out'' | | Rename the ''func_spaceteleport'' to ''ngm_tele1_out'' | ||
Change it's camera to ''ngm_cam1_out'' | Change it's camera to ''ngm_cam1_out'' | ||
Line 115: | Line 115: | ||
Set end touch based to no. | Set end touch based to no. | ||
|- | |- | ||
| [[ | | [[File:Es28.jpg|thumb|left]] | ||
| Fill the transition box with a playerclip. This stops players from exiting the ships outside the bay doors. | | Fill the transition box with a playerclip. This stops players from exiting the ships outside the bay doors. | ||
|- | |- | ||
| [[ | | [[File:Es29.jpg|thumb|left]] | ||
| Hollow out a trigger, and tie it to ''func_desertion''. This turns players around before they crash into the boundaries. | | Hollow out a trigger, and tie it to ''func_desertion''. This turns players around before they crash into the boundaries. | ||
|- | |- | ||
| [[ | | [[File:Es30.jpg|thumb|left]] | ||
| Change the 2d skybox to something interesting. | | Change the 2d skybox to something interesting. | ||
|- | |- | ||
| [[ | | [[File:Es32.jpg|thumb|left]] | ||
| Done! Be sure to compile vis to get the spacebox to work properly | | Done! Be sure to compile vis to get the spacebox to work properly | ||
|} | |} |
Latest revision as of 00:20, 7 January 2024
Image | Description |
---|---|
Place a reference model so you can align your hangar bay door. The proper models will have a _scaled or _infantry at the end of the model name.
This destroyer model is models/capships/gm_destroyer_test_infantry.mdl | |
Build a approximate hangar inside the model. Be sure to align it to the grid. The hangar pictured here is 2048*1024*896 hollowed outward 32 units. | |
Keeping the reference on the grid, align it so the edge doesn't enter the model. | |
Make a front wall, so the edge of the bay ends inside the wall. | |
Use the clipping tool to cut out the door of the hangar. Ensure to clip past the model, so there are no gaps. | |
Select the model, and place it in a visgroup called reference. | |
Texture the outside and center of the wall with esmod/genericblacktexture.
Make the wall a func_detail, so it will not mess up visibility. | |
Hide the reference, and build a skybox around the hangar entrance.
Make sure there is plenty of room for a gunship to clear the hangar in every direction. | |
Hide func_details, and cut a hole in the skybox wall around the hangar. Make sure there are no leaks. | |
Create a brush the size of the opening tools/toolsnodraw.
Tie it to the entity func_spaceteleport Align it in the center of the bay door, as shown. Note: The teleport brush should only be large enough to clear the collision model of the reference. | |
Texture the inside wall with esmod/ngm_hangarshield or esmod/utf_hangarshield.
Change the texture scale to 1. | |
Place a space_camera entity near the teleport. | |
Place a info_vehicle_spawn in the hangar. (This will help test the transition)
Change the ship class to utf_interceptor, as it is the most maneuverable. | |
Create a trigger brush, and tie it to the entity func_subsystem. Call it ngm_sub; set it's initial team to NGM, and it's parent capship to ngm.
Place a info_es_spawn near it. Set it's parent subsystem to ngm_sub Repeat this for the UTF. | |
The spacebox and skybox are placed near the origin. Move the map over to make room for it. | |
Place two space_capships near the origin. Make the ships the same orientation as the reference.
Call them ngm and utf, and set their appropriate initial teams and models. | |
Create a box around the ships, and a smaller one near it. These will be the spacebox and skybox respectively.
Place a sky_camera in the skybox, with it's scale set to 1000. Note: The 3d skybox must extend past the infantry sections. If you notice a hall of mirrors effect, make the 3d skybox boundaries larger, or increase the scale. | |
Going back to the space_camera, name it ngm_cam1_in.
Change it's pitch yaw roll to point out into space. Set it's partner cam to ngm_cam1_out Set it's partner capship to ngm. | |
Change the func_spaceteleport's name to ngm_tele1_in
Change it's angle of normal to the space_camera's angles. Set it's space_camera to ngm_cam1_in. Set it to end touch based. | |
Enable the reference, and turn on scaling texture lock. Select the reference, the teleport, and the camera. Group these objects
Duplicate them, and scale them by .025. | |
Change the copy's reference prop to the scaled down version. | |
Turn off grid alignment, and in the 2d views align the group as best as you can.
Delete the scaled reference prop. or Delete the space_capship, and change the prop_static reference prop to the space_capship for perfect alignment. | |
Rename this space_camera to ngm_cam1_out.
Change it's partner cam to ngm_cam1_in Change it's scale to space. Clear the capship value. | |
Rename the func_spaceteleport to ngm_tele1_out
Change it's camera to ngm_cam1_out Set end touch based to no. | |
Fill the transition box with a playerclip. This stops players from exiting the ships outside the bay doors. | |
Hollow out a trigger, and tie it to func_desertion. This turns players around before they crash into the boundaries. | |
Change the 2d skybox to something interesting. | |
Done! Be sure to compile vis to get the spacebox to work properly |