Feral Heart
Help & Guidance => Game Help => Topic started by: Gryphon Azura on April 26, 2012, 08:46:13 pm
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OK. I was creating a map for FH, and of course I have the portal to Cape Of Distant Worlds, however, I was wondering if its possible to make more portals leading to my other maps? like the small black ones to go to caves? and I can make a cave map it goes to? Is this possible, and if so, how do I do it?
Thanks, any help will be greatly apreciated!!! ^-^
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Very possible. I thought there was an option in map maker that allowed you to add a portal and such. I'm not a map maker, though, so I'm not entirely sure how to.
PM CloudFish if he doesn't reply to this thread. He'll tell ye exactly how to do it. xD
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Ok, thanks!!!!! There is no clear button labeled "create new portal" or anything like that. Ill wait a while and PM them if no one gives me a way ^-^
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xD Alright then. I'd figure it out for you but I don't have my laptop at the moment. If you don't have an answer by the time I'm next online, I'll try and work something out.
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To create other maps, you need to use gates.
Gates can be placed anywhere on your map, the most important part of the linking process is the coordinates and name entered into the dialog box.
Basically, you need to pull up the map you're wanting to link your base map to. My basemap could be something like Farrah Island. And my map I want to link it to could be Terror Caverns. I'd pull up the terror cavers map, place my mouse on where I'd want to APPEAR from the other map, and copy the coordinates in the right hand box.
Then I'd pull up the base map(Farrah), add the gate with the correct name, and enter the coordinates from the linked map(Terror). It basically works the same for linking back to the other map.
If this isn't explained well enough, tell me and I'll elaborate.
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Yes! thanks so much it worked! I was wondering what a gate was. Thanks! ;D
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No problemo, don't hesitate to PM or post here again if you need helperz.
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Ok, i need help with something els.... a texture. I basically want to make some flourite crystals in diffrent colors. Which file do i modify, save, and apply to the crystal in object creater to do this? where do i save it and how do i apply it?
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Go to media>objects>misc. There, near the top will be crystal.material file, crystal1.mesh, crystalGlow.jpeg, and crystalTex.jpeg. These will be the files you'll need to edit, but make copies of these, and don't alter the ones in this folder. Copy them and place them in my_objects. Then you can alter the textures with a photoediting software. If you need help with the material file, let me know.
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how do i edit the .material? which file do i change to make it, say red. Im using GIMP. and then how do I add the color on object maker?
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Open the .material in note pad, you'll see something like this;
material crystalMat
{
technique
{
pass
{
cull_hardware none
cull_software none
emissive 1 1 1
texture_unit
{
env_map spherical
texture crystalTex.jpg
}
}
}
}
material crystalGlowMat
{
technique
{
pass
{
scene_blend add
depth_write off
fog_override true
texture_unit
{
texture crystalGlow.jpg
tex_address_mode clamp
wave_xform scale_x sine 0.9 0.5 0 0.1
wave_xform scale_y sine 0.9 0.5 0 0.1
}
}
}
}
Right? Well basically, you'll want to add whatever edited files in the same fashion. Like if you made the crystal red in gimp (In which case, you'd change the blueish colours in the two jpeg files) and saved them as crystalTexR.jpeg and crystalGlowR.jpeg, you'd add those files to your my_objects and then add these to the material file (for example of course).
material crystalMat
{
technique
{
pass
{
cull_hardware none
cull_software none
emissive 1 1 1
texture_unit
{
env_map spherical
texture crystalTexR.jpg
}
}
}
}
material crystalGlowMat
{
technique
{
pass
{
scene_blend add
depth_write off
fog_override true
texture_unit
{
texture crystalGlowR.jpg
tex_address_mode clamp
wave_xform scale_x sine 0.9 0.5 0 0.1
wave_xform scale_y sine 0.9 0.5 0 0.1
}
}
}
}
Then in object maker, you'll need to enter the names of the files (Cap sensitive) into object maker after loading the default crystal, and then add them to a group called something like "SchaesObjects".
If that's confusing, again, let me know and I'll expound it.
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ok, im confused. I copied excatly in notepad what you showed me (replacing it with what i named it) and I went into object maker, loaded the default crystal like you said. please explain in detail what i do next, im lost.
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Did you do it by selecting it from the Misc. group, or did you manually enter the mesh name?
You'll want to manually enter the mesh name, ( I think it's the second tab in object maker) and then type in your custom texture name into the box below where you typed in the mesh. Make sure to add the tags on the end, such as .mesh and .mat
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Its still blue, with no glow
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material crystalRMat
{
technique
{
pass
{
cull_hardware none
cull_software none
emissive 1 1 1
texture_unit
{
env_map spherical
texture crystalTexR.jpg
}
}
}
}
material crystalGlowRMat
{
technique
{
pass
{
scene_blend add
depth_write off
fog_override true
texture_unit
{
texture crystalGlowR.jpg
tex_address_mode clamp
wave_xform scale_x sine 0.9 0.5 0 0.1
wave_xform scale_y sine 0.9 0.5 0 0.1
}
}
}
}
I forgot to tell you to change the material line at the top. Use my basis examples.. Should work then.
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Meh. still not working. I'll try to work it out later
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I'll go try to find you a tutorial that's better than me. I'll edit this post when I find it.
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Or you could just use Glave's meshes, since she's already got 'em done.
http://www.mediafire.com/?d66o7dp1drxai64 (http://www.mediafire.com/?d66o7dp1drxai64) <-Glave's rubies and junk.
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I did, but whatever i do it wont take the material when i press add new the material switches to crystalMat???
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Using Glave's?
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Yes.