by Cobalt » Sun Oct 26, 2014 5:09 pm
Ok, nice !
I was able to group them, then did copy into a new map like Scarecrow said earlier. I did : 'move to world' figuring thats what converts the absolute brush coordinates to absmin / absmax type. Was that what that func really does?
Then I merely deleted the default walls and floors and player starts from the rest of the map so only the telepoeter remains. It did put (1) light entity at its very top I noticed, so I did a compile, and renamed it to the B_EXPLOB.bsp model loaded up e3m1 in deathmatch to take a peek at it. It was not lit very well, and the center texture had: trigger on it and was not the teleporter tex. I reopened it and was able to change that texture to the right one, and added lights that were present in the original B_EXPLOB file from RAW text, just as an experiment, and now the lights are better, and while the teleporter now has the right texture, it somehow enlarged that center area so that its not inside the rest of the model's X coordinates...so its sticking out maybe 5 units or so if you face the teleporter. I also could not figure out how to move / reposition the light ? I figured drag and drop, but its not letting me.
Also, I noticed the wad its using when I was looking at RAW text, its pointing to a wad in the Jackhammer dir. I'm guessing because these textures were part of e1m3's data, would I have to make sure they are all in a 'universal' wad file of sorts if I wanted to be able to use them in other maps ? I suppose its just merely copying the jackhammer wad and putting it in the local ID1 folder?