How Do I Do Instructions, And Model Problems

Discussion in 'Mapping Questions & Discussion' started by Stormcaller3801, Nov 11, 2009.

  1. Stormcaller3801

    Stormcaller3801 L5: Dapper Member

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    I've got two problems with my Shenanigans map that I could use some help with.

    The first is the fact that there's no instructions for areas. While some of them are fairly straightforward ("Melee Battle" can be interpreted only so many ways) others are not. I've no idea how to go about editing textures, particularly ones for props, and I have no graphics skill regardless. What's a good way to offer instructions for each area?

    Second, I have some models that I made via this tutorial, but they're going purple & black in game. They show up fine locally, but not otherwise. I've Pakratted the bsp, so I'd assume that everything would be there- plus I'm using dev textures, so it isn't as if there's something strange going on.

    Anyone have any ideas as to why that would be happening?
     
  2. Armadillo of Doom

    aa Armadillo of Doom Group Founder, Lover of Pie

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    I can help you w/ the first part. The best way of telling players what to do (outside the intro blackboard that is), is to use 'game_text'. This can be available at main spawn, or triggered each time players enter a new area. The entity is pretty generous about spacing and character limits, so you should be able to get your message across fairly easily. All I know about textures is how to convert an existing picture into a poster, lol.
     
  3. Stormcaller3801

    Stormcaller3801 L5: Dapper Member

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    How Do You Get Text To Display?

    Like various other bits, I've gone into the wiki and it tells me what game_text and game_text_tf does, but putting the entities into the map and running over them doesn't seem to do anything.

    So how do you get this to work then?
     
  4. BugMeNot

    BugMeNot L1: Registered

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    You have to trigger them. Example:
    Make a brush/cube with the Trigger texture and tie to to the trigger_multiple entity. Then in the outputs tab, make it "Display" the game_text entity (you have to give it a name so you can target it). Whenever you run through the invisible brush/cube, it'll display the message.
     
  5. Locutus

    Locutus L2: Junior Member

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    Is that what they did with the L4D campaign "Dead Before Dawn?"

    IMO it seemed kind of unprofessional to have credits popping up as I was shooting zombiez.
     
  6. Stormcaller3801

    Stormcaller3801 L5: Dapper Member

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    This doesn't seem to be working right; I can use game_text_tf to get something to show up, but it lasts for only a split second and doesn't have enough space- this despite the trigger brush being quite large. That may just be due to the OnTouch element I used, as opposed to Touching.

    Trying to use game_text gets me nothing at all.
     
  7. Armadillo of Doom

    aa Armadillo of Doom Group Founder, Lover of Pie

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    Please refrain from multiple threads about 1 topic ;) I answered your text question the first time.
     
  8. Stormcaller3801

    Stormcaller3801 L5: Dapper Member

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    You answered the question about how to get text to display by telling me to use game_text. But you didn't answer the question regarding how to use game_text.
     
  9. BugMeNot

    BugMeNot L1: Registered

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    For the game_text entity, did you check off the "All Players" option for the flags? I've never tried using the entity without it, so I don't know for sure but it might be your problem.
     
  10. absurdistof

    aa absurdistof

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    You could use game_text (you should know how to use entities, if you don't look them up, as well as input/output on the VDC(the wiki)), or you could create a custom texture, which shouldn't require much artistic talent, just look at nineaxis's poster tutorial if you want to be artsy, if not, just use tf2's text and make a quick overlay with the instructions for each area. If you want to be fancy in another way, make a new chalkboard skin with the instructions on the front. Finally, the lazy way out is to brick it out in hammer and have it on the wall in func_details.