Author Topic: A quick question about interiors...  (Read 2313 times)

Ace

If I post a map with a custom made interior in it, do I need to include the texture files that are on the interior?

If so, then where?

I've also got another question.

Whenever I try to use the foliage replicator, I place it, size it, then when I type in the tree's file name, Blockland crashes.
« Last Edit: October 10, 2007, 04:35:43 PM by Ace »

Yes, you need to include the textures, but only if they are custom. The textures go in the same folder as the interior. If you used textures that came with the game, then you do not need ton include them.

Try using the shape replicator for trees instead of the foliage replicator.

Ace

Thanks, Wedge! That worked.  :cookieMonster:

Now, how do you place a second spawn sphere?

Copy an existing spawn sphere, put it where you want, then move it into the Spawn Simgroup.

Ace

Thanks!
I'll be releasing my map hopefully within the next hour or so.


Alright, I cannot, for the life of me, figure out how to add the new spawn to the SimGroup.
« Last Edit: October 10, 2007, 08:19:13 PM by Ace »

Did you try ctrl clicking and dragging? It might also be alt click. I can't remember which.

Ace

Well, I got it to work, I manually edited it in the .mis file, Trader helped me out with that.

Here's what I did:

It looked like this:
Code: [Select]
   new SimGroup(PlayerDropPoints) {

      new SpawnSphere() {
         position = "-160.877 483.658 106.171";
         rotation = "0 0 1 1.00014";
         scale = "0.940827 1.97505 1";
         dataBlock = "SpawnSphereMarker";
         canSetIFLs = "0";
         radius = "6";
         sphereWeight = "1";
         indoorWeight = "1";
         outdoorWeight = "1";
            homingCount = "0";
            locked = "false";
            lockCount = "0";
      };
   };

Then, I just copied and pasted the first spawn sphere, so it was like this:
Code: [Select]
   new SimGroup(PlayerDropPoints) {

      new SpawnSphere() {
         position = "-160.877 483.658 106.171";
         rotation = "0 0 1 1.00014";
         scale = "0.940827 1.97505 1";
         dataBlock = "SpawnSphereMarker";
         canSetIFLs = "0";
         radius = "6";
         sphereWeight = "1";
         indoorWeight = "1";
         outdoorWeight = "1";
            homingCount = "0";
            locked = "false";
            lockCount = "0";
      };     
      new SpawnSphere() {
         position = "-160.877 483.658 116.171";
         rotation = "0 0 1 1.00014";
         scale = "0.940827 1.97505 1";
         dataBlock = "SpawnSphereMarker";
         canSetIFLs = "0";
         radius = "6";
         sphereWeight = "1";
         indoorWeight = "1";
         outdoorWeight = "1";
            homingCount = "0";
            locked = "false";
            lockCount = "0";
      };
   };

alt+click the sim group then re-add the spawn, and it will be set to the group
then alt+click the main group to go out of the spawn group (or else it will make what ever is in the spawn group a spawn)

Where can i get more interiors?

Is milkshape used for making them?


Interiors are created using Torque Constructor, QuArK, or World Craft.

This will tell you what an interior is:
http://www.garagegames.com/docs/tge/general/ch09.html#quark.why

You might be able to find free interiors here:
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=category&qid=49

A google search can also help you find some.

Finally, if you want to make interiors, these tutorials should cover everything you need to do to be able to use Quark. I haven't looked for any tutorials, but Constructor may be easier to use if you find tutorials yourself.

http://returntoblockland.com/wiki/index.php?title=QuArK_Tutorial
http://holodeck.st.usm.edu/vrcomputing/vrc_t/tools/quark/infobase/maped.tutorial.html