"Texture porting" help
Gloin
12-19-2005, 03:14 AM
I am turning the ported version of de_cpl_mill (a 1.6 map ported to source by someone, this is the simple version and not the new version with all the cute textures and such) into a map that works for dod:source.
My questions is how do I use the same textures, because the last thing I want to do is retexture the map. I have extracted the materials folder from the css gcf, and it appears to have all the textures I need (and more) but I don't know what to do with it.
Thanks
Gloin
12-19-2005, 03:20 AM
Fixed my problem, I copied the materials folder into the materials folder instead of it's contents :rolleyes:
I have another problem though, how do I create the capture area trigger or whatever? I have the flags, but they are not getting captured :(
Thanks :mod:
George
12-19-2005, 04:14 AM
MardyMouse. GL m8, keep up the good work ;)
http://www.mardymouse.co.uk/modules.php?name=Content&pa=showpage&pid=9
Gloin
12-19-2005, 12:07 PM
I am well aware, there is no tool for creating an entity with the name of dod_capture_area
cheese-sarnie
12-19-2005, 12:23 PM
hi
wrong version of dod george :)
try this one:
http://www.mardymouse.co.uk/modules.php?name=Content&pa=showpage&pid=57
Gloin
12-19-2005, 12:39 PM
THERE IS NO DOD_CAPTURE_AREA IN MY HAMMER
cheese-sarnie
12-19-2005, 02:24 PM
hi
it sounds like you're not using the beta sdk.
put -beta sdk
in your steam shortcut to get the beta hammer.
it has all the dod ents.
otF yetihw
12-19-2005, 06:11 PM
Thats because the dod_capture_area is not an entity, it is a brush (thing...)
Anyway, create an entity dod_control_point, and then surround it with a brush 128 units tall with the 'trigger' texture (the size of the brush determins how far away from the flag the player needs to be in order to capture it). Then press Ctrl+T (tie to entity) and make it a dod_capture_area. Then obviously set the 'name of the control point in this area' to the name of the dod_control_point.
George
12-21-2005, 04:29 PM
lol :D :crown:
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