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green machs, ugh! [help please]

Posted: Mon Aug 21, 2006 8:39 pm
by T Beezie
For the first time today I decided to start a "new map" using machs, "HSM style". Well, I've spawned containment gates before, no problem, so I tried spawning some specimin storage lifts using the same methods. WTF, they turned green and have absoloutly no collision. :cry:
I'm sure it's somthing simple, but, I could really use some help on this one. I just dragged the mach to my map with insolence, spawned them in the itmc, and then placed them with entity.

Here's what happened

http://i89.photobucket.com/albums/k212/ ... en_ugh.jpg
http://i89.photobucket.com/albums/k212/ ... _green.jpg

Posted: Mon Aug 21, 2006 8:42 pm
by GametagAeonFlux
I think it has something to do with the lightmap (for the green part).

And as for the collision...is everything linked correctly?

Posted: Mon Aug 21, 2006 8:49 pm
by darco9x2
that looks kinda cool

Posted: Mon Aug 21, 2006 9:23 pm
by xheadshotmastax
collision problem:
caused by insolence
use entity to inject machines into your map and they will work just fine
y use insolence to inject things anyway :?

green problem:
caused by bsp
build your map on one of the following bsps

containment - neutral lightmap - editable with uberlightmaptool (i suggest that one)

sen_hq_5 - blueish/icy lightmap (floodzone.map)

cableroom - goldish/hot/stormy lightmap (floodlab.map)
cableroom2 - goldish/hot/stormy lightmap (floodlab.map)

bsp_transition - dark lightmap (deltatowers.map)
bsp_transition2 - dark blueish lightmap (deltatowers.map)

those bsps are supporting machines.
otherwise if you dont want to do that you need to null the LMTP tag in the SCNR tag of your map.
That will fix the green too but will delete any shading.
Everything looks one toned and the lightmap is gone.

if you gonna use containment, inject the containment bsp into gemini because the deathzone of gemini is proper.

if you need help at that stuff ( injecting bsp