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[tag]Tele tag
Posted: Wed Nov 14, 2007 12:20 am
by Patrickh
I made this custom scenery for a custom map i was making, but felt i should share it with everyone who likes to add teleporters to their map in sparkedit
its basically a standalone double-sided teleporter shield and frame in one scenery tag, included is a normal bloodgulch.map with the tag included (and placed in the map for testing purposes)
feel free to pmi it from this map and use however you like and credit me
pics:
Posted: Wed Nov 14, 2007 1:02 am
by Pepsi
leet.
nuff said.
people have no excuses to have invis tele's in their mods now.
this was needed alot.
10/10 simply cause its highly functional and very useful to modding.
Posted: Wed Nov 14, 2007 7:26 am
by Patrickh
pepsi711 wrote:leet.
nuff said.
people have no excuses to have invis tele's in their mods now.
this was needed alot.
10/10 simply cause its highly functional and very useful to modding.
that's why i posted it.
If people have any repquests for things I could provide as scenery with collision I will probably make it (as long as it doesn't require a whole lot of modeling skill

)
Posted: Wed Nov 14, 2007 9:25 am
by Philly
Ooh...
Click me patrick!
See what you think
Posted: Wed Nov 14, 2007 12:07 pm
by UPS
You should make a bunch of stuff like this for PC. That would rock =P
Posted: Wed Nov 14, 2007 12:08 pm
by Philly
Yeah, keep on converting!

Posted: Wed Nov 14, 2007 1:03 pm
by MoDFox
Why has nobody said Prefix?
Prefix 24 hours.
Anyways, Looks nice! gonna be nice in mods!
Posted: Wed Nov 14, 2007 1:14 pm
by V0Lt4Ge
MoDFox wrote:Why has nobody said Prefix?
Because that rule is rarely enforced.
Posted: Wed Nov 14, 2007 2:11 pm
by Pepsi
V0Lt4Ge wrote:MoDFox wrote:Why has nobody said Prefix?
Because that rule is rarely enforced.
cause hes respected enough to not need it..
Posted: Wed Nov 14, 2007 3:35 pm
by Patrickh
UPS wrote:You should make a bunch of stuff like this for PC. That would rock =P
that's actually a really good idea. I should make a scenery pack with a bunch of nice little items, then convert all of them to pc. ideas if you have them.
So far:
this teleporter
i made a sign thing yesterday that has a blank image on it, so i could make several (sign1, sign2, etc. that all use seperate bitmaps, so you can easily skin them and place them about your map)
sorry about the prefix, i should know better
*cuts self*
so ya, make a list
Posted: Wed Nov 14, 2007 4:06 pm
by UPS
You should make bunkers and stuff like that. Small additions to bases where you can just swap the shader to the shader that the base on that map uses. Then you could like move the flag to this spot or some certain weapon. That would be mighty cool. Sort of like what Decoy did but not so blocky..
Stuff like that.
Posted: Wed Nov 14, 2007 4:23 pm
by Patrickh
UPS wrote:You should make bunkers and stuff like that. Small additions to bases where you can just swap the shader to the shader that the base on that map uses. Then you could like move the flag to this spot or some certain weapon. That would be mighty cool. Sort of like what Decoy did but not so blocky..
Stuff like that.
or i could make scenery bases altogether
here's pretty much the only base I've made
(ignore the ridiculous shininess...)
Posted: Wed Nov 14, 2007 4:23 pm
by Andrew_b
meh patrick...want to work together...i need to make basic stuff to get modeling faster.
LMAO...ignore the shinyness.
Posted: Wed Nov 14, 2007 4:42 pm
by UPS
That would be pretty sweet. So you could put an outpost somewhere out in the middle of the map.
Posted: Wed Nov 14, 2007 4:54 pm
by Prince_albert

i wuv you patwick
10/10
Posted: Wed Nov 14, 2007 4:58 pm
by Andrew_b
wow...he makes a tiny mod and you love him.
Posted: Wed Nov 14, 2007 5:01 pm
by Cryticfarm
Maybe make the model a bit more detailed. Now all that's missing is Pepsi skins and graphics :p
Posted: Wed Nov 14, 2007 5:06 pm
by Patrickh
cryticfarm wrote:Maybe make the model a bit more detailed. Now all that's missing is Pepsi skins and graphics :p
lol yeah, and that was my first model for CE. I fixed the shininess btw, it was a cubemap overload...
Posted: Wed Nov 14, 2007 5:08 pm
by bcnipod
why is it so shiny?
Posted: Wed Nov 14, 2007 5:10 pm
by Andrew_b
because it wants to be