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Turf on Headlong
Posted: Mon Oct 08, 2007 1:47 pm
by ogrish
i noticed that Turf is small enough to fit where the water is on headlong (wasted space) So i was wondering if some one could help me?
Im starting from scratch right now,

Posted: Mon Oct 08, 2007 2:04 pm
by CptnNsan0
you can't really add another bsp to a map but you could replace it. To add water look for Detox's Water Tool in the utilities section and it should tell you how to do it.
Posted: Mon Oct 08, 2007 2:14 pm
by grimdoomer
yes actully you can combine two bsp's but it wont be where you want it it will be in a random location.
Posted: Mon Oct 08, 2007 3:01 pm
by ogrish
thats my problem it gets added to the center of the map
Posted: Mon Oct 08, 2007 3:37 pm
by grimdoomer
well mabey with heavy scripting you could move it but i doubt. i dont know if that will work though.
I cant even think of any bsp commands.[/code]
Posted: Tue Oct 09, 2007 3:36 pm
by ogrish
to bad the entity collision viewer cant move vertices, faces and what not.
i can merge the collision models but once thats done you cant move one without the others.
Anyone out there interested in making an add on to entity, and adding milkshape, or misfit moddler?
because the collision viewer is easier to see and make your way around in then the other apps.
Posted: Tue Oct 09, 2007 3:46 pm
by grimdoomer
you could extract the collision then import then into 3ds and merge then so to speak. then inject i dont know if that would work but you could try
Posted: Tue Oct 09, 2007 5:35 pm
by ogrish
tried but it didnt work.
so now im going to drain the water from headlong, remove death zone, and use gates an stuff to first make a ramp leading from bottom of water area up to map.
Then spawn some medical tents giant crates and uhh... i havent thought that far a head.
I managed to edit the collision of the bsp a little. you can move some parts with out breaking the collision. not enough for the ramp.
any ideas would be helpful
Posted: Thu Oct 11, 2007 9:00 am
by *JP*
Why would you need to edit the collision of the bsp to add ramps? You could just use some mach from other maps, for instance (containment gate, there are a couple other ones also that are long enough to do what I think your trying to do. You could even add a couple of the bigger mach's and place them at the bottom around the ramps, for example the Gondola, have it sitting off the ground a little bit with a 2 way teleporter, one at the bottom and one on the Gondola somewhere so you can get back and forth. Then place you some vehicles down there, I would use the car, forgot what it's called though, well I guess using the car would depend on the theme your going for. I could keep going but that's just a couple ideas for you. Hope that helps a little
Posted: Thu Oct 11, 2007 9:22 am
by Shadow LAG
ogrish wrote:thats my problem it gets added to the center of the map
?!?!? Woah how long have I been out of the loop people have actually got turf murged with headlong?!
Posted: Thu Oct 11, 2007 11:29 am
by theycallmechad
Shadow LAG wrote:ogrish wrote:thats my problem it gets added to the center of the map
?!?!? Woah how long have I been out of the loop people have actually got turf murged with headlong?!
I feel the same way. This is possible? Do you have pictures?
Posted: Thu Oct 11, 2007 12:25 pm
by MrBalll
Me too. I would like to see what it looks like.
Posted: Thu Oct 11, 2007 3:44 pm
by ogrish
sorry for the missunderstanding, i extracted and merged the models of both maps, and merged both collisions but theres a problem with the meshs.
UPDATE: i have put this project on hold.
I drained water, removed death zone added a lift to get back up.
Im making an army medical base where the water used to be.
I need some help with the collision of the medical tents from turf.
and my fence dosnt have collision yet.
I used a control walkway for the warthog ramp back to base, and havnt skinned yet.
As for merging the actual bsp's mesh im leaving it in the hands of the pros.