Ricochet Level Creation/Pad: Difference between revisions
Jump to navigation
Jump to search
Note:There is no official exhaust color for dual-color pad.
(→Exhaust: life) |
No edit summary |
||
Line 29: | Line 29: | ||
== Exhaust == | == Exhaust == | ||
On ''rc_arena'' there | On ''rc_arena'' there is exhaust under pads. Adding exhaust will make your map more realistic.<br /> | ||
{{Note|There | {{Note|There is no official exhaust color for dual-color pad.}} | ||
To make it, spawn 2 info_targets under the pad. Make first info_target stuck in center of pad. Place second info_target 384" below the pad. | To make it, spawn 2 info_targets under the pad. Make first info_target stuck in the center of pad. Place second info_target 384" below the pad. Create env_beam in random zone with following parameters:<br /> | ||
<br /> | <br /> | ||
Blue: | Blue: |
Revision as of 05:42, 24 April 2010
File:Ricochet pad.jpg
Pad in Hammer
Pad is main gameplay part in Ricochet. Learn how to create it.
Brush
- Create a 256x256x32 cylinder brush with 20 faces.
- Paint faces with textures from table. The textures are:
Color\Face | Upward and downward | Sides |
---|---|---|
Blue | disc_blue1/2/3 | trim_blue1 |
Red | disc_red1/2/3 | trim_red1 |
Dual-color | disc_dual1 | trim_yellow1 |
- Create info_target above pad at its center for jumping to it.
Exhaust
On rc_arena there is exhaust under pads. Adding exhaust will make your map more realistic.

To make it, spawn 2 info_targets under the pad. Make first info_target stuck in the center of pad. Place second info_target 384" below the pad. Create env_beam in random zone with following parameters:
Blue:
- Start entity = first info_target
- Ending entity = second info_target
- Render FX = Normal
- Brightness = 100
- Beam color = 0 120 255
- Radius = 256
- Life = 1
- Width of beam = 255
- Amount of noise = 20
- Sprite name = sprites/laserbeam.spr
- Texture Scroll Rate = 35
- Frames per 10 seconds = 0
- Starting frame = 0
- Strike again time = 1
- Damage = 0
Red:
- Start entity = first info_target
- Ending entity = second info_target
- Render FX = Normal
- Brightness = 100
- Beam color = 255 0 0
- Radius = 256
- Life = 1
- Width of beam = 255
- Amount of noise = 20
- Sprite name = sprites/laserbeam.spr
- Texture Scroll Rate = 35
- Frames per 10 seconds = 0
- Starting frame = 0
- Strike again time = 1
- Damage = 0
Checked flags:
- Start On
- Shade End
The pad is ready. Attach jump arrows to it.