Search found 9 matches
- Thu Feb 16, 2012 9:49 pm
- Forum: ID Tech
- Topic: Changing player size?
- Replies: 1
- Views: 1366
Changing player size?
Is there any way to change the size of the player in a single player mod? I'm trying to make the size of the player slimmer so it's able to pass through some custom doorways easier. I'd like to do this without altering the size of the doorway, if possible.
- Thu May 05, 2011 8:13 pm
- Forum: ID Tech
- Topic: Models appear dark in well lit areas
- Replies: 11
- Views: 6960
Re: Models appear dark in well lit areas
SOLVED!! I did what Obsidian suggested earlier and changed the worldspawn>gridsize to a higher number (I just chose 256x256x512, double the default) and now everything's working great. Wish I would've tried that first thing this morning rather than wasting my whole afternoon on faulty lightJuniors :...
- Thu May 05, 2011 8:02 pm
- Forum: ID Tech
- Topic: Models appear dark in well lit areas
- Replies: 11
- Views: 6960
Re: Models appear dark in well lit areas
Strange. I made a small map with a simple unlit room with a single NPC and a single lightJunior, and the NPC appeared properly lit. Took out the lightJunior, and the model appeared much darker. So I know I can get lightJuniors to work while modding Elite Force. Tried again in my map where I'm having...
- Thu May 05, 2011 7:32 pm
- Forum: ID Tech
- Topic: Models appear dark in well lit areas
- Replies: 11
- Views: 6960
Re: Models appear dark in well lit areas
Argh... So I did some research on lightJuniors and came across an old discussion with a well known modder for Elite Force having the same problems. He corrected them using lightJuniors. GTKRadiant, while editing for Elite Force, does not have lightJunior listed in the drop-down entity list. He got i...
- Thu May 05, 2011 5:28 am
- Forum: ID Tech
- Topic: Models appear dark in well lit areas
- Replies: 11
- Views: 6960
Models appear dark in well lit areas
I'm making a map for Elite Force and for some reason, in an area that is pretty brightly lit, the models appear dark. Also, when the player model enters this area, it becomes darker than it was before. Anyone know what could be causing this problem? The models in the rest of the map are fine, it's j...
- Thu Apr 07, 2011 6:02 pm
- Forum: ID Tech
- Topic: Double Doors / Worldspawn SoundSet
- Replies: 5
- Views: 2777
Re: Double Doors / Worldspawn SoundSet
Got it working! I'm not sure what I did, but I left it alone for a while while I was building other areas of my map. Checked the doors this morning and they're working fine now.
Strange...
Strange...
- Wed Apr 06, 2011 10:08 pm
- Forum: ID Tech
- Topic: Double Doors / Worldspawn SoundSet
- Replies: 5
- Views: 2777
Re: Double Doors / Worldspawn SoundSet
Same results, except of course no sound plays and they open at the default speed. It's almost as if the engine is ignoring the team value.
- Wed Apr 06, 2011 9:30 pm
- Forum: ID Tech
- Topic: Double Doors / Worldspawn SoundSet
- Replies: 5
- Views: 2777
Re: Double Doors / Worldspawn SoundSet
Obsidian: Thanks for the reply. Here are the keys I've applied to my doors: angle: 180; 0 (respectively) classname: func_door dmg: -1 lip: 4 soundSet: voyagerdoors spawnflags: 16 speed: 50 team: doors1 I have studied the maps in STVEF and this is pretty much the same flags they used for their doors....
- Wed Apr 06, 2011 7:51 pm
- Forum: ID Tech
- Topic: Double Doors / Worldspawn SoundSet
- Replies: 5
- Views: 2777
Double Doors / Worldspawn SoundSet
I having trouble getting two doors to open together. I'm using GTKRadiant 1.5.0 and am modding for Elite Force. I have both doors with the same "team" value, but they always open on their own, never together. Anyone know what could be causing this? Also, I can't seem to get the worldspawn ...