Taien's Mapping Website
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Tutorials

Here I have provided several tutorials to help you with your time mapping for DoD and DoD:S. I will work on these at time permits, and add more. If they are written by someone else, I will credit the name next to the tutorial, and I also have provided links to other very helpful tutorial sites around the net.

DoD: Source

NameDescriptionAuthorDate Added
NoneNoneNoneNone

DoD: Classic

NameDescriptionAuthorDate Added
Mapping SetupThis tutorial provides the files needed to set up Hammer, as well as descriptions of all settings you should configure prior to using it.Taien09/08/08
Mapping BasicsThis tutorial gives you a basic run-through of the tools in Hammer, and explains the benefits and disadvantages of each. This tutorial is currently incomplete.Taien09/08/08

Outside Links

NameGameDescriptionAuthorDate Added
DoD-Federation.com TutorialsDoD:SThis is a great site to find tutorials on many subjects. They have many links to different sites, which I have also linked to here.Varies09/08/08
Interlopers.net TutorialsDoD:SOne of the sites linked to from DoD-Federation. Very useful.Varies09/08/08
Valve Development Community SDKDoD:SThe official Valve site on Source SDK. It's set up like a wiki, and has a plethora of useful information.Wiki09/08/08

Q&A

I'm here to help. If you have questions about mapping for DoD 1.3, I can probably answer them. I've been doing this for years and so I can answer most questions. If not, I'll find the answer if possible.

To ask a question, simply e-mail me at taienverdain@gmail.com. I'll promise to update this section of the site as often as I can, so answers get posted within a few days of the question. You can ask anything you like related to DoD 1.3 mapping, no matter how complex. I'll answer in the form of mini-tutorials. :)

NumberQuestion
1

I must not be doing this good. I made a fence in one place and a ladder in another place and I thought u can see through textures that have blue on them but both my fence and my ladder u can't see through them and that kinda ruins what I am trying to do.

Alyssa

Answers

1

I must not be doing this good. I made a fence in one place and a ladder in another place and I thought u can see through textures that have blue on them but both my fence and my ladder u can't see through them and that kinda ruins what I am trying to do.

Alyssa

As for making textures with blue parts see-through, there's a trick to it. Use the "ToEntity" button(shortcut Ctrl+T) while you have the fence or ladder selected and make them either func_wall or func_illusionary, as you desire(illusionary means you can walk through it).

The next part is a bit hard to explain, but I'll do my best. For textures with blue in them, in which you want the texture to be completely opaque(non-see-through), but have the blue areas transparent, you set the "Render Mode" field to "Solid", because in this mode the texture is still affected by light, which means it will be lighter or darker depending on the light amounts in its area. Set the "FX Amount" field to 255, which will make the blue areas transparent. If you set it to any other partial value, the blue areas will appear black and the entire texture will be translucent, or partially see-through. If you were to set it to 0, the texture would be invisible. This is useful for clipping models, because you can make invisible geometry that blocks nades, players, and bullets, but doesn't affect the good looks of the model.

For textures that don't have blue in them, for instance glass textures or water textures that you want to be partially see-through(like the windows in mini_town), use "Texture" in the "Render Mode" field. Then set the texture to something midrange, like 128. 128 means 50% visible. I believe higher numbers mean less visible, but don't quote me on it, I don't remember offhand. You can still use 255 in the "FX Amount" field when using "Texture" for textures like the one you're talking about, but the visible portions of a texture with blue in it will not be affected by light, so they will appear very lighted even in completely dark rooms, which makes a map just look bad. ;)

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