OpenArena's Mapping manual |
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Prologue • Pre-mapping stage (Map gameplay) • Choosing an editor • Your first map • Brush manipulation (2D/3D clipping) • Curve manipulation • Textures • Introduction to Entities • Lighting (Advanced lighting) • Weapon/Item placement • Triggers and movers (Dynamic features) • Shaders • Terrains and liquids • Mapmodels • Sounds • Gametype support • Optimization and Troubleshooting (Hint brushes • Bot play • Troubleshooting) • Final touches • Compilation & packaging |
Glossary of terms • Advanced features • Modelling a map • Editor differences • Default assets (Textures/Models/Sounds) • GPL |
Rising water[]
Here's the process for a rising water effect, for example a room being flooded.[1]
- Make a func_door which will be your liquid and texture it with a water, slime, or lava texture.
- Place the func_door where you want it to be after it has moved and set the "starts open" and "crusher" spawnflags.
- Set the lip key of the door to the distance you want the water to rise, but make it negative (eg -128). This tells the engine to move the water 128 units down into its 'open' position where it will start (because we set the "starts open" spawnflag).
- Set the angle key to -2 so the door will move down into its 'open' position.
- Target the func_door with another entity such as a func_button or trigger_multiple which will cause it to rise.
Notes[]
External links[]
- 3D Puzzle Scripting by SimonOC (Internet Archive)
- Triggerable Shaders by SimonOC (Internet Archive)
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