Jumppad 'Tube'

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Kev_Boy
Posts: 8
Joined: Fri Dec 30, 2005 11:20 am

Jumppad 'Tube'

Post by Kev_Boy »

There's this model in most locations where a jumppad is used. Where is it located? The model finder is pretty painful to navigate.

Also, is there a fully circular model instead of a half-circle, because that's what I'd need to use.
SonicClang
Posts: 209
Joined: Sun Mar 28, 2004 8:00 am

Post by SonicClang »

You're talking Q4 right?
The number 1 cause of death in games is panic.
[img]http://webpages.charter.net/sonicclang/small.jpg[/img]
corsair
Posts: 972
Joined: Fri May 18, 2001 7:00 am

Post by corsair »

I guess so.

The model is located in "base > models > mapobjects > multiplayer > jumppad"

The circular, or half circular model you speak of, is not a model, but a patch mesh. In order to create one half circle one uses "patch > endcap" (somewhere above in the editorscreen), to create a full circle you need the "cylinder". Note that these shapes only have 1 side that gets rendered, in the case of a cylinder, you need to invert the patch by either Patch > matrix > invert, or simply pressing Ctrl+i, and then you've got what you're looking for.

btw, in order to use these patch options, you first need to drag a simple brush that defines the dimensions of your patch, keep it selected, and THEN use the patch option - your brush will be turned into a patch mesh.

edit: also, you might wanna look at the links supplied by others in the thread "Circular Brushes?" started by primaltheory.
Kev_Boy
Posts: 8
Joined: Fri Dec 30, 2005 11:20 am

Post by Kev_Boy »

Interesting.
I've not come in contact with patches yet in either Unreal or Half-Life 2, will check it out :)
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