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level design

Posted: Sat Jun 23, 2007 11:35 pm
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

Posted: Sun Jun 24, 2007 7:04 am
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.

Posted: Mon Jun 25, 2007 8:20 pm
by Ryan
Thats what i thought the question meant, but i was'nt sure if you meant "two levels" as in 2 maps. :lol:

thanks rf forum your great

Posted: Mon Jun 25, 2007 10:00 pm
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

Posted: Mon Jun 25, 2007 10:28 pm
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.

Posted: Mon Jun 25, 2007 10:34 pm
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.

grate texture

Posted: Mon Jun 25, 2007 10:52 pm
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

Posted: Mon Jun 25, 2007 10:53 pm
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.

texture

Posted: Mon Jun 25, 2007 10:55 pm
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

Posted: Mon Jun 25, 2007 11:10 pm
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.

thanks rf forum your great

Posted: Mon Jun 25, 2007 11:13 pm
by firelord
thank you. im reading it in the manual now