[Seawaves tutorial!]

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[Seawaves tutorial!]

Postby DusteR » Sat Jul 04, 2009 3:16 pm

hey since I'm able to make seawaves in my maps I wanted to share it with you guys! :D

I made a tutorial~ You need to thank the Gzmap-member Rocko for this cause he teached me how to =]

The whole tutorial is in a .Rar file, so download now :O!

Download: http://www.filefront.com/13966259/Seawaves-files-from-your-good-buddy-DusteR-.rar/

Good luck!
- DusteR

[ADD on]
An extra water effect for your map: Watersplash when you shoot in the water.

Example:
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How to get the splash, do the following things:
1) Every object file is named after the Island map. To get the water effect, you'll have to rename the .elu file to your map-name.
2) For example grab the file: "Island_obj_sea_01.elu"
3) Change the file-name in to your map name: "YOURMAP_obj_sea_01.elu"
4) Do this with every 'island' object to make it work.

^ Credits on this small tut: Nick

Good luck!
-DusteR

Do this with every file that has the name 'island'.
Last edited by DusteR on Fri Nov 05, 2010 12:27 am, edited 2 times in total.
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Postby ManyBlackPpl » Sat Jul 04, 2009 7:37 pm

question, does this tutorial work with FBF water or does it only work with the normal water?
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Postby Ryant12 » Sat Jul 04, 2009 8:26 pm

Thanks.
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Postby DusteR » Sun Jul 05, 2009 11:09 pm

ManyBlackPpl wrote:question, does this tutorial work with FBF water or does it only work with the normal water?

You will only get the seawaves :P like my sunrise map. If you want the waves like that you've to follow this :P ;)
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Postby shadowpatat » Wed Aug 05, 2009 5:25 pm

Thanks really much it worked really well for me.

i mostly put the sun dummy a lil up dont like it to be so low lolz i get blinded too much by it.

ah well im not really too good in mapping but id like to ask how you did the sky box ?

and the light entities what are the numbers for the colour?(from ur sunrise map)(if u want please share them ^^))
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Postby DusteR » Thu Aug 06, 2009 6:44 am

shadowpatat wrote:Thanks really much it worked really well for me.

i mostly put the sun dummy a lil up dont like it to be so low lolz i get blinded too much by it.

ah well im not really too good in mapping but id like to ask how you did the sky box ?

and the light entities what are the numbers for the colour?(from ur sunrise map)(if u want please share them ^^))

working sea, nice!

Adding a skybox is pretty the same as adding seawaves. Decompile an original map which do have a skybox, like the map Island.
1> Decompile Island
2> Copy the "...sky" animation and .elu files > paste them in 'your-map'-folder
3> open 'Island.RS' XML file. Copy from the objectlist the '..sky' script. Copy also the '..sky' dummy script and past those script into your 'yourmap.RS' XML file. Save the notepad
4> Compile the folder into a MRS file and you're done

--------------------
For adding lights press Rightmouse> Light.
> Lightradius I use per Light is 6000
> Select the light, press letter "K", now you can choose the light color, than press OK
--------------------

How to get the right color numbers;; Open a professional drawing programm like Photoshop.
Click on the button where you can choose your color, select the brightness/color you want. Photoshop shows what the numbers: R,B,G are.

GL!
-DusteR
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Postby shadowpatat » Thu Aug 06, 2009 3:07 pm

ah thanks really much i think i will figure it out and i also got photoshop and kinda know how to use it so that will be no problem

but as for the skybox for example the one in your sunrise map it has an whole different color as the original map skyboxes have how did u get that?
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Postby DusteR » Thu Aug 06, 2009 6:27 pm

shadowpatat wrote:ah thanks really much i think i will figure it out and i also got photoshop and kinda know how to use it so that will be no problem

but as for the skybox for example the one in your sunrise map it has an whole different color as the original map skyboxes have how did u get that?

no haha, it's the skybox of an original maiet map Factory! but if you want a custom skybox, just open the texture-file in photoshop edit it with colors ect. and save it under the same name ;)
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Postby shadowpatat » Fri Aug 07, 2009 7:45 pm

oh like that thanks :D
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Postby ManyBlackPpl » Thu Aug 13, 2009 9:49 pm

In case you don't have a program like photoshop, here's a small hex colour code chart
http://www.build-a-website.net/hex-color-codes.png
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Postby shadowpatat » Thu Aug 13, 2009 10:31 pm

i got photoshop and now how it works,but thanks anyways

and i also now this simple and free program called paint.net(thats also the site or u should google it)(if any new mappers see this that dont have photoshop :P)

also i just figured the "K" key out in gtk(select a color)
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Postby DusteR » Fri Aug 14, 2009 11:55 am

ManyBlackPpl wrote:In case you don't have a program like photoshop, here's a small hex colour code chart
http://www.build-a-website.net/hex-color-codes.png

I don't know if you can use those codes for colors. In photoshop you get the color in 3 numers R(red): #, B(blue): #, G(green): #.
Those 3 numbers R,B,G, can you find back in the Fogg script
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Postby Ryant12 » Fri Aug 14, 2009 7:46 pm

I didn't want to waste a topic so I thought I'd post it here:

A really quick and noob question:

When making team_deathmatch spawns, do I only need one, or can I place multiple spawns?

If I place two team_deathmatch spawns for each team, does that mean their whole team will always randomly spawn in one of the two spawns or does that mean you can only have a 2vs2?
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Postby HellSniper » Fri Aug 14, 2009 11:26 pm

Infinite number (caus u can change the max players for every room)
They will randomly spawn at those points, yes.
But is kind of stupid, caus they will auto elevator on game start lol
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Postby ManyBlackPpl » Sun Aug 16, 2009 5:38 am

DusteR wrote:
ManyBlackPpl wrote:In case you don't have a program like photoshop, here's a small hex colour code chart
http://www.build-a-website.net/hex-color-codes.png

I don't know if you can use those codes for colors. In photoshop you get the color in 3 numers R(red): #, B(blue): #, G(green): #.
Those 3 numbers R,B,G, can you find back in the Fogg script


ohh it uses RGB. My bad, thought it used hex (the first 2 numbers stand for red, the next 2 stand for green, and the last two stand for blue in hex). Oh well guess i posted a stupid chart >.<.
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