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Heres a tut on making a realistic mortar hole in Multiplayer
Wanna know wot it is ur exactly making?, then View the video Here
Ok so first off we need to create the land and mortar whole in radiant So step 1: create a brush thats 500 x 500 units wide ![]() Step2: we now need to turn the brush into terrain, so select the brush and go to Patch/Simple Terrain Patch. And give it a density of 10 x 10, then give it a texture, i used grass ![]() Step3: Now we need to make the terrain a whole, so start of by setting up the terrain editor, Press Y and give it the options on the picture below ![]() Ok now u need to hover ur mouse over the terrain, hold alt and right click on ur terrain, with the buttons heald down move ur mouse a but to make the terrain go down. u dont need the terrain to go down to far because we make the whole deeper on the next setting. Now u have done that, give ur terrain editor these settings and finishe the whole off. ![]() This is how my whole turned out, it did'nt look as good as i wanted it to, but if u play around with the settings u can make it look really nice. ![]() Step 5: Ok now we have our whole we need to add a realistic looking decal. So start off by copying and pasting ur crater hole. Edit/ Copy , Edit/ Paste Then once its done u need to add a decal texture, i use: - Textures/Surface Ttype/Dirt/egypt_roughdirt_crater_night Now once ur texture is applyed u need to fit it, so press S to bring up the Surface Inspector and press Fit. It should look somthing like this ![]() Step 6: Now we need to turn the crater into a brushmodel, So press escape to de select any peices of terrain u got selected and then select the craters both peices of terrain. Now right click and go script/brushmodel Then all u gotta do now is give them a targetname of botlayer ![]() Step 6: Ok now create some terrain around the outside of ur mortar hole ![]() Step 7: Now u need to cover up the motar hole, so create a peice of terrain and place it over the whole. Then make it a brush model, right click/brushmodel ![]() Now all u gotta do is give it a targetname of toplayer ![]() Step 8: Right click and go Script/ Script origin, then place the origin in the center of ur mortar hole, and give it a targetname of action ![]() Step 9: Now for the trigger, start of by creating a big brush around the outside of ur hole and giving it the trigger texture which is located in textures/tools Once thats done, with the trigger selected right click and go to Trigger/Once ![]() Then give the trigger a targetname of morttrig ![]() Ok thats it for the mapping, just make sure u have the standard things to run a map: skybox, dm spawn, global intermission Save ur map and now onto the scripting. Ok So first off u need a mapname.gsc to call on the script Place this file in ur maps/mp folder Put this code in into ur mapname.gsc main()
Now all u gotta do is add a mapname.csv file name,sequence,file,vol_min,vol_max,vol_mod,pitch_min,pitch_max,dist_min,dist_max,channel,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,volumefalloffcurve,startdelay,speakermap,reverb,lfe percentage #ambients,,,,,,,,,,,,,,, incoming_mortar,,Explosions/artillery_incoming01.wav,1,1,,1,1,5000,6000,auto,streamed,,,,mp_mortar_map,,,, explosion_ground,,Explosions/Mortar_dirt01.wav,1,1,,1,1,5000,6000,auto,streamed,,,,mp_mortar_map,,,,
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