Posted by elanthil01 on February 20, 1998 at 06:10:14:
Ok..I figured out that in Hangar217, the shuttle 'reflections' on the floor is actually another shuttle, placed below floor level, and rotated to an upside down position...
What texture and flags are used to make the floor surface appear black and shiny like that and allow you to see the shuttle thats buried in the floor?
Also, the space outside is reflected in the floor too..I looked at the map from every way I could in JED and FB and couldnt tell..is the reflection of space in the floor a surface in a sector below the floor or what?
lastly..could someone please tell me how to build those force fields that only show up when hit, harm the player, etc?
I built a room to use as a 'death room' for outer space and textured it, when making this room I cleaved the sector its extruded from 4 times(if i remember right..been a long day), which gave me a nice border to separate the interior sector from the outer-space sector...and thats as far as I can get.
Currently nothing prevents you from waltzing right out the opening into deep space and going kaput :D.
and last but definately not least..anyone got a bloody handbook for working with cogs and AI's? Ive got a room in a multiplayer level with roundturrets sitting on the floor, aimed in toward the center of the room and am trying to figure out how to activate the blasted things so they fire at any and ALL players that get in their range.
Thanks to everyone who helped me with that cleaving problem..that really did it. As soon as I got used to cleaving, recleaving and extruding (doncha hate how JED does its extrudes?) most of my level design problems were solved.
I now have worked through creating several maps to practice and test ideas on, and am currently working on my first REAL level. So far its only 1 room..but oi! lets just say its a heckuva room. Currently theres a landing pad on the floor in the center, guidance strips coming in on 45 degree angles (with textures) from the corners of the room (they bisect each other in the center of the room beneath the landing pad. This makes a really cool 'X' pattern that you just have to see from a flying perspective to believe!
I set this as a hangar bay on an imperial space dock. The ceiling has a great solid border that frames a smaller sector with a space texture..It looks really really good and its very 'realistic' since the 'framing' was made by doing multiple cleaves on a surface and then extruding the center portion a bit and putting the 'starry' texture on its faces.
Theres currently a turret on the floor in each corner of the room, sitting at the end of each 'arm' of the landing guidance strip, 4 tie bombers floating high above in 'parking' positions, and 2 full length catwalks that run by the bombers..I'll be adding a free floating elevator to go to the catwalks eventually.
Other than some minor problems with color (im using textures from several 'levels' so finding a cmp that works well is tough), the level is going great and I've playtested it extensively so far with surprisingly few things that I had to go back and fix :D and this is just the FIRST room.
I plan to add 3 more bays similar to this one, a multi-story command center and possibly a shuttle landing pad on the 'roof' of the command center and a gantry to each side of the command building connected to a bulk freighter, which you'll be able to walk out onto when its all done.
just a few minor things to learn yet and small probs to solve and this puppy will be ready!
The name of the level, for now, is Assault on Imperial Docking Bay, but will change most likely. Im basing the level off of my impressions of the imperial training base command center on the planet Caridia (spelling?) from the Jedi Academy trilogy.
well this is getting too long. Please reply/email if you have any help for these probs I listed, suggestions for the level/etc.
-Elanthil