Ricochet Level Creation/Jump arrow: Difference between revisions
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Players in Ricochet can only jump using jump arrows and jump pads. | Players in Ricochet can only jump using jump arrows and jump pads. | ||
== Jump arrow == | == Jump arrow == | ||
# Cut | # Cut the area where you what to attach jump arrow at off pad using the Clipping Tool or the Vertex Tool. | ||
# Create 80x32x32 block. | # Create 80x32x32 block and make it <code>[[func_wall]]</code>. | ||
# Make pyramid off new block using Vertex Tool. It will be better if you make pyramid in 3D view because you may move vertexes from back side of block and it will cause invalid brush structure. | # Make pyramid off new block using the Vertex Tool. It will be better if you make pyramid in 3D view because you may move vertexes from back side of block and it will cause invalid brush structure. | ||
# Remove top half of pyramid using Clipping Tool. | # Remove top half of pyramid using Clipping Tool. | ||
# Paint top and bottom sides with <tt>+0ARROW1</tt> texture. Rotate texture to same direction as brush, then click Fit on texture application window. Paint left and right sides with <tt>+0SQUARE1</tt> texture with 180° rotation and Fit button clicked. | # Paint top and bottom sides with <tt>+0ARROW1</tt> texture. Rotate texture to same direction as brush, then click Fit on texture application window. Paint left and right sides with <tt>+0SQUARE1</tt> texture with 180° rotation and Fit button clicked. | ||
# Place <tt>trigger_jump</tt> brush entity above jump arrow. Set <tt>info_target</tt> from target pad or target pyramidal jump arrow as Target keyvalue, and set Height of jump arc to the height difference between two pads, normally 128". | # Place <tt>trigger_jump</tt> brush entity above jump arrow. Set <tt>info_target</tt> from target pad or target pyramidal jump arrow as Target keyvalue, and set Height of jump arc to the height difference between two pads, normally 128". | ||
# Rotate the arrow and trigger and attach them to pad. | # Rotate the arrow and trigger and attach them to pad. | ||
<gallery> | <gallery> | ||
Image:JumpArrow1.png|Stage 1 | Image:JumpArrow1.png|Stage 1 | ||
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Image:JumpArrow5.jpg|Stage 5 | Image:JumpArrow5.jpg|Stage 5 | ||
Image:JumpArrow6.jpg|Stage 6 | Image:JumpArrow6.jpg|Stage 6 | ||
</gallery> | </gallery> | ||
Revision as of 10:03, 4 April 2012
Players in Ricochet can only jump using jump arrows and jump pads.
Jump arrow
- Cut the area where you what to attach jump arrow at off pad using the Clipping Tool or the Vertex Tool.
- Create 80x32x32 block and make it
func_wall
. - Make pyramid off new block using the Vertex Tool. It will be better if you make pyramid in 3D view because you may move vertexes from back side of block and it will cause invalid brush structure.
- Remove top half of pyramid using Clipping Tool.
- Paint top and bottom sides with +0ARROW1 texture. Rotate texture to same direction as brush, then click Fit on texture application window. Paint left and right sides with +0SQUARE1 texture with 180° rotation and Fit button clicked.
- Place trigger_jump brush entity above jump arrow. Set info_target from target pad or target pyramidal jump arrow as Target keyvalue, and set Height of jump arc to the height difference between two pads, normally 128".
- Rotate the arrow and trigger and attach them to pad.
Jump pad
- Create 112x32x96 block. Place it 96" above platform.
- Make a pyramid off the block.
- Paint pyramid sides with +0ARROW1 texture, back side with BLACK texture.
- Put info_target and trigger_jump at the spike. Set info_target from target pad as trigger_jump's Target keyvalue.
- Rotate the arrow and trigger.