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Topics - reckfullies

Seriously no matter what settings I use inside the surface inspector it doesn't line up with the other textures and has seams, if I middle click the texture one side of the patch gets all stretched. I have been trying to figure this out for like 40 minutes and am getting annoyed lol

Texture Not Lining Up:


Texture Stretched:


7 years ago
How do you make a glowing material? What I would want to use this for is a sort of glowing path, nothing fancy just a texture that glows that I can place in specific spots on the ground.
7 years ago
NOTE: This is a somewhat intermediate tutorial, if you don't know how to use radiant pretty well you might find this hard since I won't be explaining basic stuff to you. It will be helpful if you somewhat know how to edit parts of the script since you will be doing that as well as adding stuff to zone and your map.gsc file.

This script can really be used to move anything(model, brush, trigger etc.) but in this tutorial I used it for a rising brush that is textured as water.

Step 1 - Setup Radiant
Spoiler: click to open...
Go into radiant and draw out the brush you want to move.

Then go into the entity browser with the brush selected then go into script/brush and double click it.

Next press N and go into the entity info then change the value for "targetname" to "rising_brush".

Now just position it and save radiant.

Step 2 - Scripting
Spoiler: click to open...
Make a new script called rising_water.gsc and open it.

Paste this code into it and follow the instructions I put as comments:
Spoiler: click to open...
Code Snippet
Plaintext
function init()
{
level thread raise_water();
}

function raise_water()
{
rising_water = GetEnt("rising_brush", "targetname");

original_origin = rising_water.origin;

while(1)
{
//IPrintLn("Water is rising!"); // Remove the comment lines at the beginning of this line to make it announce when the water is rising.
water_barrier MoveTo(water_barrier.origin + (0, 0, 15), 5); // Change 15 to the amount of units you want the water to move up. Change 5 to the amount of time you want it to take to move in seconds.
wait(8); // Change this to the amount of time you want to wait between water rising stages plus the number you changed 5 to. So if you changed 5 to 7 and you wanted to wait 3 seconds between you would make this 10.

if(rising_water.origin == original_origin + (0, 0, 50)) // Change 50 to the amount of units you want it to stop at.
{
break;
}
}
}

Go into root/usermaps/zm_mapname/scripts/zm/zm_mapname.gsc and add this into the #using section:
Code Snippet
Plaintext
#using scripts\rising_water;
then add this to the main function:
Code Snippet
Plaintext
thread rising_water::init();

Finally, enter your zone file and add this:
Code Snippet
Plaintext
scriptparsetree,scripts/rising_water.gsc

I might remake this tutorial with pictures and everything to help people who a clueless about some stuff I'm telling you to do but I'm way too lazy right now.
7 years ago
I wanted to use a probe inside a cave I created with rock models but this is how it looks after building lighting:


I have not changed any probe settings and have no idea what is wrong with it
7 years ago
I was using rock models that were supposed to be desert themes as said in the name of the model but they have this white stuff all over them which doesn't really belong there.

Is this how they are supposed to look? I tried adding a weather grime volume but that is normally a red texture so I doubt that is the problem.

7 years ago
I just started making a rising water script for my map, its fairly simple so i was wondering if people would actually want some simple tutorials like these that aren't too hard to understand and can be applied to other things as well.

An example would be applying the rising water would be like maybe a rising death barrier to block off areas or something like that.

Here is a video of what I finished in about 20 minutes of messing around with it:
:(
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7 years ago
I have a drop off for a cliff on my map and wanted a layer of fog that you are not able to see though.

I looked through all the fx and none of the fog is big or thick enough to use, I also tried the world fog entity but couldn't get it to work.

Lit fog also seems to not be thick enough.
8 years ago
I've been unable to solve a weird lighting problem inside my building.

No matter what I do the inside looks like this:


I'm not sure what could be causing it but it looks really bad so I need to fix it.
8 years ago
I was porting a model from revelations into ape but then when adding one of the images I notices it was suffixed with _m while others like color images and ao images are _c and _o.

What type of image is _m? I just need to know what kind of images to make it and where to put it in the material in ape.

EDIT:
Also, is there any way to know what texture goes into what material? The textures don't have the same names as the materials so I don't really know where to put them.
8 years ago
I have an area in the map that allows the player to mantle over a barrier, I want the zombies to be able to also mantle over like they do with windows.

Is there a special way to do this? I've tried adding the traverse texture around it but that doesn't seem to do anything.
8 years ago
I have 2 seperate parts of my map each with a different skybox.

What I wanted to do was have these 2 different parts with one outside, however when I'm in the part that is outside I can see some of the stuff from the other part floating off in the distance which I don't want the player to be able to see.

Is there a brush that is invisible but blocks stuff from being rendered behind it?
8 years ago
How would I go about spawning a powerup at a certain position in my script?

I've been looking through the _zm_powerups.gsc file and can't figure out which function spawns a specific powerup.
8 years ago
When looking around on my map I notice black outlines stick on the screen of the objects I was looking at, is there any way to fix this?

All the published custom maps ive seen don't really have this problem and it really annoys me.
8 years ago
I've been trying to figure out how to do weather without FX, currently with FX I was trying to make it look like it was snowing however a lot of the time I got the FX clipping into some of my buildings and it was snowing inside.

Is there like a brush to make weather specifically snow so i can make it more accurate where it happens?
8 years ago
Been working on a new map titled "Downtown".

I'm going for a old New York street style street that has been taken over by future government forces.

Won't be done for a long time but I wanted to see if anyone had some ideas on cool stuff to add.
Just make sure it fits either the futurist government environment or the old style New York environment since there will be two separate parts of the map which are very different.

Video:
Spoiler: click to open...
:(
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If you have suggestions for map design please post them here!
8 years ago
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