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- Jet with Missles - from The QuakeLab
-
- The QuakeLab - http://www.in2nett.com/stevefu/QuakeLab
-
- If you want to make a jet yourself instead of copying the brushes, here
- is how we did it:
-
- TEXTURES:
-
- COP3_1 for the wings (fwd & rear), fins, and fuselage. WALL9_3 for
- canopy. SFLOOR4_4 for the wingtip pylons. *LAVA1 for the exhaust glow.
- METAL2_8 for the exhaust ports. WIZMET1_2 for the engines. DOOR02_7
- for the intakes. TECH04_2 for the nose cone.
-
- ENTITIES:
-
- func_train & path_corner & info_player_start
-
- WHAT TO DO:
-
- Start by making a player start position entity. This is only if you
- care about the plane's scale. Assume 2-3 sq.ft for a player, an F-16
- is 41 feet long, wingspan, 31 feet.
-
- 1. Fuselage - long rectangular box, clip so that it has an octagonal
- cross section.
-
- 2. Wings - thin rectangular brush through middle of fuselage, clip to
- desired shape.
-
- 3. Rear wings - thin rectangular brush through rear of fuselage, clip
- to shape.
-
- 4. Fins - copy & reshape rear wings, rotate to angle/vertical, place
- in fuselage.
-
- 5. Engines - 2 long rectangular boxes. Place against fuselage and
- under wings. Clip front end of each box at an angle - the angled face
- becomes the intake. The front-most edge should not go past the
- front-most part of the wings.
-
- 6. Exhaust ports - 2 short engine-like boxes, clip on four sides to
- get a blunt-topped pyramid. The base of this pyramid should be stuck
- to the back of the fuselage, spaced apart appropriately. Texture the
- pyramid tops with the recommended exhaust glow texture.
-
- 7. Wingtip pylons - 2 thin, rectangular sticks. Put them on the tips
- of the wings.
-
- 8. Canopy - 2 rectangular boxes. Rotate one about 20 degrees, rotate
- the other about 30 degrees (you'll have to experiment) and fit them
- together so it looks like a rough A-frame. Submerge the two into the
- forward area so that the forward canopy brush sticks out a bit to the
- front.
-
- 9. Nose - Make a short square box (a cap) and cover up the front
- where the canopy brush sticks out a bit. The front should now be flat
- and clean. Copy the square brush and make it a bit longer. Carve this
- brush into a pointed pyramid, and fit the base against the cap.
-
- MAKING IT MOVE:
-
- Select all the brushes that make up the jet fighter. Designate this
- group a func_train. Assign it a speed of at least 1000. Make
- path_corner entities to designate the path it will travel in.
-
- USEFUL TIPS ON FUNC_TRAINS:
-
- The jet's target should be a path_corner placed at the bottom left
- hand portion of the rear left wing (assuming the nose is pointed to
- the top of the screen.) This is where the jet will start moving FROM.
- You can put the jet wherever you want in the level, but as soon as it
- starts, it will start AT THE TARGET PATH_CORNER. Func_trains do not
- dynamically light up as they pass through lit areas. They are lit
- based on where they were placed. See the MAP file.
-
- If you want it to go outside the level to perform a circuit, each
- path_corner outside the level must be contained in an enclosed space.
- Make a little room for each path_corner that is outside valid player
- space. Otherwise, the 'poisonous gas' in the void will make contact
- with an outside path_corner (an entity) and this triggers off the
- 'leak' business, preventing you from VISing.
-
- Finally, if you want the func_train to stop at the last path_corner,
- the last path_corner should be given a WAIT of -1. The last
- path_corner still needs a target, which will be ignored during
- gameplay.
-
- OPTIONS:
-
- Sounds - working on it...just need to figure out how to get the game
- to use them. Try unpacking pak0.pak, rename pak0.pak to temp.pak, and
- copy a jet sound over the train1.wav in /id1/sounds/plats/.
-
- The Intakes - instead of making the intakes flat faces, you can make
- a brush that is a few pixels smaller in width & height than the
- engine brushes, and subtract it from each engine brush. This way,
- the engine brushes are hollowed out and should look even better.
-
- Retexturing - up to you! Might want to use less, since it's pretty
- big filesizewise.
-
- MISSLES:
-
- TEXTURES:
-
- SFLOOR4_4 for missle, SLIPLITE for missle fins.
-
- ENTITIES:
-
- func_train & path_corner for missles. trap_spikeshooter &
- misc_explobox for explosions. trigger_once for setting timing stages
- for attack sequence. light_flame_large_yellow for the aftermath.
- func_wall for target structures that will vanish (ie: be destroyed.)
-
- WHAT TO DO:
-
- Make everything move correctly first: Assuming your jet is in place
- with it's path_corners, and is already set on a flight path, use the
- missles in the AIRPACK.ZIP file and treat them like miniature
- aircraft, giving them path_corners. The last path_corners should be
- out of sight and given a WAIT of -1. These end-of-the-line
- path_corners still need a TARGET which will be ignored by the program.
-
- Pyrotechnics: Use the hollowed out crate brush-collection supplied
- in the MAP file. Designate the hollow crates as func_walls - do the
- crate all at once, not brush by brush. Give each crate a targetname
- (eg. 'vanish'.) Pile these crates wherever you want an explosion.
- Inside each crate, put a couple of trap_spikeshooters pointing at a
- misc_explobox - it's a tight fit, but there's enough room. Keep the
- misc_explobox out of sight unless you want it visible - don't make
- it stick halfway out of a crate because that looks sloppy. You need
- the following triggers:
-
- 1. Start the jet on it's path.
- 2. Start the missles. Their SPEEDs should be faster than the jet.
- 3. Trigger with killtarget on crates so they vanish.
- 4. Set off the spikeshooters which blow up the misc_exploboxes.
-
- Timing is important for the explosions to coincide with the
- disappearance of the crates. The explosions should happen 0.1 seconds
- after the crates vanish. Put some light_flame_large_yellows (bonfires)
- inside the crates - it's OK for the spikeshooters & exploboxes to
- overlap with the flames. When the crates disappear and the explosions
- do their bit, you've got a bit of wreckage. If you want more carnage,
- put exploboxes with spikeshooters (which are invisible) outside for
- decoration - they will do major damage to the local wildlife.
-
- OPTIONS:
-
- Debris is what would make this even better. Little chunks
- (func_doors) that popped up through the floor quickly at prearranged
- positions and angles would make the effect quite entertaining. Don't
- use this jet fighter stuff all over the place - one is big enough
- (filesize) and it's really just a spectacular decoration with a bit
- of functionality. Cool nonetheless.
-