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 Mapping a Stargate

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Varrok
Dex
Cameron Mitchell
Kaito
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Kaito
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Mapping a Stargate Empty
PostSubject: Mapping a Stargate   Mapping a Stargate EmptyFri Jan 11, 2008 1:57 am

Yes, i know, second topic, but its a different one.
I have asked the all mighty question: Can anybody teach me how to map/script a stargate? (iris not included...yet)
And, if possible, can u include a noob's guide (step by step, including the models and crud?).

ANY information (even tiny tid-bits) would be helpful.

Thanks to those who donated time to help me
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Cameron Mitchell
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PostSubject: Re: Mapping a Stargate   Mapping a Stargate EmptyFri Jan 11, 2008 2:29 am

If you go to ERP, I've got a Pegasus Gate, inside the .pk3 is all the scripts, if you want, you can tinker with them, if that helps Very Happy
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Kaito
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PostSubject: Re: Mapping a Stargate   Mapping a Stargate EmptyFri Jan 11, 2008 2:36 am

ooo, that does help. thanks
Do u happen to have a SGC style gate?

That would help a lot, but i also would like to know how to set one up from scratch (i know, lots of work, but who knows, it might be useful one day)
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Cameron Mitchell
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PostSubject: Re: Mapping a Stargate   Mapping a Stargate EmptyFri Jan 11, 2008 2:39 am

You mean your own SGC gate skin? Because you have no idea how much I could help you with that! Razz
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Kaito
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PostSubject: Re: Mapping a Stargate   Mapping a Stargate EmptyFri Jan 11, 2008 2:40 am

Not skinning....like making a functioning one in a map
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Cameron Mitchell
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PostSubject: Re: Mapping a Stargate   Mapping a Stargate EmptyFri Jan 11, 2008 2:43 am

Oh Very Happy I can still give you a decent set of textures for a SGC Stargate, give me a few minutes and I'll PM you what I've got...
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Kaito
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PostSubject: Re: Mapping a Stargate   Mapping a Stargate EmptyFri Jan 11, 2008 2:45 am

um....
how about the one in SGEgypt?
Sorry, not to..uh...smart on that subject
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Cameron Mitchell
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PostSubject: Re: Mapping a Stargate   Mapping a Stargate EmptyFri Jan 11, 2008 3:01 am

You mean the Peach, beige looking one? That's a texturing mistake, but if you want it too, just give me the word and I'll send it to you Very Happy
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Dex
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PostSubject: Re: Mapping a Stargate   Mapping a Stargate EmptyFri Jan 11, 2008 3:57 am

map a stargate? are you trying to prefab it??? Like Sith-J?
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Cameron Mitchell
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PostSubject: Re: Mapping a Stargate   Mapping a Stargate EmptyFri Jan 11, 2008 4:11 am

What's a gate prefab? Is it like a mesh of a gate?
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Kaito
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PostSubject: Re: Mapping a Stargate   Mapping a Stargate EmptyFri Jan 11, 2008 4:12 am

I want a working stargate in my map. Like the ones Jack is gonna have in his
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Dex
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PostSubject: Re: Mapping a Stargate   Mapping a Stargate EmptyFri Jan 11, 2008 4:25 am

Then you want models! Ok now I know whats going on. you have to import the models into radiant. So open the PK3's of any stargate map. then go to models and copy thr folder, then go to JKA's base folder and past them in the models folder. now in GTK import what ever model you want and your done.

The sga gate, and the SGC gate are both different models.
I and Jack have the gate models and I think I'll post them in the downloads so you can use them. Remember to give credit in your maps read me to whom ever made the models.
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Cameron Mitchell
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PostSubject: Re: Mapping a Stargate   Mapping a Stargate EmptyFri Jan 11, 2008 4:40 am

That's a good Idea Xain, that way we can also get more maps in the future Razz
Also, the models of the gates, how canon are they? Do they have all the indentions in the back and all that?
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Kaito
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PostSubject: Re: Mapping a Stargate   Mapping a Stargate EmptyFri Jan 11, 2008 4:44 am

Yea, but with the stargate models, there is a bunch of chevrons, lighted chevrons, a ring, gate base, and they all confuse me on what to do with wwhat
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Cameron Mitchell
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PostSubject: Re: Mapping a Stargate   Mapping a Stargate EmptyFri Jan 11, 2008 4:48 am

I know what the Stargate looks like to a T, if you want help with that, I'd be happy to ablige Razz If you add a 360 degree pictures of the models, I can point out flaws (if there are any) Very Happy
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Varrok
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PostSubject: Re: Mapping a Stargate   Mapping a Stargate EmptyFri Jan 11, 2008 8:37 am

unfortunately, having the models is one thing, having a working gate is a whole other story because you need to script it. It might be an idea to post a prefab map with two worlds and two gates, connected to eachother. That way everyone can contribute, with maps that have working gates.
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Kaito
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PostSubject: Re: Mapping a Stargate   Mapping a Stargate EmptySat Jan 12, 2008 4:04 am

Thats what one of my goals was:
Learn how to make a stargate, and post a working stargate, free for everybody to use.

So, now, a newer set of questions:
How do i arrange the models for the stargate so that it just sits there. doesn't do anything (step by step please)

How do i script the stargate to what i want? (besides stealing someone elses)
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Dex
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PostSubject: Re: Mapping a Stargate   Mapping a Stargate EmptySat Jan 12, 2008 4:47 am

Use the "Angles" key and the XYZ Values to arrange the models

Like for the chevron lights use
key> Angles
Value> 0 90 40
And just keep messing with them until you have all the peaces in place. Or I can pack the completed models up and send them all too you. As far as scripting goes... Cant help... dunno my self.
Good Luck! Neutral
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Kaito
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PostSubject: Re: Mapping a Stargate   Mapping a Stargate EmptySat Jan 12, 2008 4:54 am

I've messed with the models before, but like the Gatebase.ase is clear on one side, and the ring texture...idk.
Ill play around with it. Thanks.
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Princess AmyRose
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PostSubject: Re: Mapping a Stargate   Mapping a Stargate EmptySat Jan 12, 2008 7:35 am

sorry I know this is off topic but I so saw this and thought Cam made it XD you and Cam should team up! ^_^ there I kinda helped in a way...
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Cameron Mitchell
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PostSubject: Re: Mapping a Stargate   Mapping a Stargate EmptySat Jan 12, 2008 8:51 am

*hugs self*
I'd be willing to help, I'm kinda one of those scavenger people, I can find almost any active mod on the web Very Happy Textures and sounds are really my game though.
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Varrok
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PostSubject: Re: Mapping a Stargate   Mapping a Stargate EmptySat Jan 12, 2008 12:51 pm

Guys if you dont know anything bout the subject.. please dont post Smile

When you create a stargate you have to use a scripting program.
http://www.richdiesal.map-craft.com/tutorials/index.html
on the bottom of the holy RichDiesel tutorial site you can find the introduction to scripting. Its a start, and he never got arround to finishing it. But it explains what programs to install. Once you get there, I might have already found the methods used to script a stargate, because if I remember correctly some people from ERP tried to give me a hand when I was working on my map.
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Dex
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PostSubject: Re: Mapping a Stargate   Mapping a Stargate EmptySat Jan 12, 2008 1:04 pm

We need textures! And we need sounds! I'll pm you with details. If you dont mind Smile

And as for Kaito. Wade's gate is made up of several models.
Gatebase.ASE
Glyphs.md3 (this is why it's clear on one side, you need this model)
dyn_lightoff_i.MD3
dyn_lightoff_o.MD3
lightoff.md3
lighton.md3
topchev.md3

you need all these models in order to make his gate complete.

Now first import "Gatebase.ASE" in gtk.
Deselect it.
Now import "Glyphs.MD3", you'll noticed it's turned a different angle, press "N" and click on "270" to turn it to mach the gate.
Now line up the center box of the model with the on on the gatebase.ase model. Deselect Everything.
Now import "topchev.md3" and line it up the same way. Deselect Everything.
Now import "lighton.md3 or lightoff.md3" I'm using light off since the gate will be inactive for now. Line it up then copy and past it.
Now press "n" and in Key type in"Angles", and in Value type "40 0 0", then copy and past the model and then change the angle.
The angles for the lights are:
NOTE: This is in a clockwise order.
light 1> 0 0 0
light2> 40 0 0
light3> 80 0 0
light4> 120 0 0
Light5> 160 0 0
Light6> 200 0 0
Light7> 240 0 0
Light8>280 0 0
Light9>320 0 0
You can do the same with the lighton.md3's as well.

Now your gate should look good! Smile

Hope this helps!
Smile
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Cameron Mitchell
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Mapping a Stargate Empty
PostSubject: Re: Mapping a Stargate   Mapping a Stargate EmptySat Jan 12, 2008 10:32 pm

Easy Varrok, we're all just trying to help, and Xain, you need textures? You should post it in a help or something, then we can throw in what we've got after hearing what you need Very Happy
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PostSubject: Re: Mapping a Stargate   Mapping a Stargate EmptySat Jan 12, 2008 10:59 pm

Xain~Zero~ wrote:
We need textures! And we need sounds! I'll pm you with details. If you dont mind Smile

And as for Kaito. Wade's gate is made up of several models.
Gatebase.ASE
Glyphs.md3 (this is why it's clear on one side, you need this model)
dyn_lightoff_i.MD3
dyn_lightoff_o.MD3
lightoff.md3
lighton.md3
topchev.md3

you need all these models in order to make his gate complete.

Now first import "Gatebase.ASE" in gtk.
Deselect it.
Now import "Glyphs.MD3", you'll noticed it's turned a different angle, press "N" and click on "270" to turn it to mach the gate.
Now line up the center box of the model with the on on the gatebase.ase model. Deselect Everything.
Now import "topchev.md3" and line it up the same way. Deselect Everything.
Now import "lighton.md3 or lightoff.md3" I'm using light off since the gate will be inactive for now. Line it up then copy and past it.
Now press "n" and in Key type in"Angles", and in Value type "40 0 0", then copy and past the model and then change the angle.
The angles for the lights are:
NOTE: This is in a clockwise order.
light 1> 0 0 0
light2> 40 0 0
light3> 80 0 0
light4> 120 0 0
Light5> 160 0 0
Light6> 200 0 0
Light7> 240 0 0
Light8>280 0 0
Light9>320 0 0
You can do the same with the lighton.md3's as well.

Now your gate should look good! Smile

Hope this helps!
Smile

I love u Xain. lol

Thank you so much
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