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- The Gondola - from The QuakeLab
-
- The QuakeLab - http://www.in2nett.com/stevefu/QuakeLab
-
- TEXTURES:
-
- SFLOOR4_2 for X-beams, floor, and cable. TECH10_1 for gondola
- skeleton. TLIGHT08 for central support link.
-
- ENTITIES:
-
- path_corner & func_train
-
- WHAT TO DO:
-
- Making the gondola skeleton - what do you want it to look like? The
- gondola is a room whose brushes have simultaneously been designated
- func_trains, but made to look fancier. Make a bunch of beam-like
- brushes and position them together to form the skeleton. Install the
- floor. Make skinny brushes to form the cable - you can make the cable
- twist and turn, but the more directional changes you make, the more
- work there is to do later on. Install a support link that makes it
- look like the gondola is suspended from the cable. Select the brushes
- that make up the gondola (not the cable) and make the collection a
- func_train with whatever speed you want. (100 default is recommended.)
-
- Making it move - Put path_corners in. The lower left hand corner
- (assuming top view) of the gondola is where the first path_corner
- (targeted by the func_train) should go. Thus all path_corners along
- the route should be accordingly shifted to the 'anticipated' lower
- left corner - don't put the path_corners along the cable itself or
- the gondola will not appear to be running along the cable.
-
- OPTIONS:
-
- This thing shouldn't be used with reckless abandon, since gondolas
- tend to use up a lot of space (unless it's only got room for one
- player.) Large spaces in Quake aren't a good idea - it takes too
- long to compile. The entry-exit setup in the GONDOLA.ZIP file is
- primitive - a hole in the floor for an exit, and two gaps in the
- skeleton for access from the top. You might want to play around with
- making a better entry-exit arrangement.
-