level design

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firelord
Posts: 90
Joined: Sat Jun 16, 2007 12:47 am

level design

Post by firelord »

whats the best way to create a 2 level map. so i can jump from the top level to the one below im using rfedit pro thanks
any help
Jaguar_jwg
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Post by Jaguar_jwg »

Just create two hollow brushes one on top the other, and use a solid cut brush to make a hole in the floor of the top brush, and the ceiling of the bottom brush. Make sure ther is no leak. The m3drf.pdf file can help you.
Ryan
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Location: Tucson Arizona

Post by Ryan »

Thats what i thought the question meant, but i was'nt sure if you meant "two levels" as in 2 maps. :lol:
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firelord
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Joined: Sat Jun 16, 2007 12:47 am

thanks rf forum your great

Post by firelord »

yes one map 2 levels. any way thanks for your help
the top level will have a grate texture for the floor so hopefully i can see the floor below through the grate texture
thanks folks
Ryan
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Location: Tucson Arizona

Post by Ryan »

For your grate texture, if you want to be able to see through the grate, you will need to model your grate so that there are actually slots/cracks/holes etc so that you can physically see through it. A texture map will only make it look like a grate not alow the player to actually see what is below them.
Those who have all the answers, are never up to date on the questions.
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AndyCR
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Post by AndyCR »

Actually, if the texture is a TGA with an alpha channel you will be able to apply it to the grate and see through it.
firelord
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grate texture

Post by firelord »

if i created the grate texture with a pure blue alpha channel will the alpha channel be scene if not blue what colour does the rf engine not render
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AndyCR
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Post by AndyCR »

It's been so long since I used anything other than transparent TGA's for textures in RF I personally don't remember.
firelord
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texture

Post by firelord »

apperently half life used to render all shades of blue except pure blue (hex 000ff)

how do i create a transparent tga file, for example in gimp
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QuestOfDreams
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Post by QuestOfDreams »

Please, read the manual... :roll:
Textures without separate alpha channel can have transparent areas by using the color 255, 0, 254

You could create a tga with alpha channel by combining your normal texture and a grayscale texture (alpha) with the AlphaCreate tool that comes with RF.
firelord
Posts: 90
Joined: Sat Jun 16, 2007 12:47 am

thanks rf forum your great

Post by firelord »

thank you. im reading it in the manual now
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