Why are my added ITMC's not showing up...?
Why are my added ITMC's not showing up...?
In insolence I drag and dropped the enormous fire from floodlab into headlong. Next I open up Entity and dupe an itmc. In this case i duped the multiplayer/powerups/powerup_super_shield.... Then i swap the new duped itmc with the fire. Now i go to the scnr tag and cloned 3 of these fires into the netagme equipment. Then I checked the idents of the scnr tag and swapped the newly created collections(which are 3 additional powerup_super_shields) back to the duped itmc i made at the beginning. These are the exact instructions of Mr. Balls tutorial on this site and for some reason when i open up the Bsp viewer and click on collections the fires are not where the overshield is...? Ive done this before and the only reasons i can think of why it is not working are that I just dl'd the new Entity and it has a diff Bsp viewer or that the powerup_super_shield isnt acutually the overshield.... So can someone please tell me waht I am doing wrong? Thanks alot.
- WaywornMmmmm
- Posts: 1341
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if i guess correctly that fire is scenery. So instead of putting it into itmc, try putting it into scenery. So if ya wanna put it onto the map as brand new scenery then this is what you do. (this is done in entity BTW)
1. go to scnr tag
2. go to clone chunk
3. clone 1 chunk for the pallet and as many as you want for placement and after all that click add meta to map to finalize the cloning process
4. go back to scnr tag and right click then click display>idents
5. find the scenery idents and then select the scenery pallet ident (its usually the last one because that is the most recently added ident so its obviously the last)
6. swap it out for the fire
7. go to the meta editor and scroll down till you find scenery placement
8. all the new placements you added should be swapped with the new pallet that is referencing the fire. to do this you must change the number in the first box (int 16 ---------- scenery chunk #) to the correct pallet. For example for scenery placement reflexive 0 the scenery chunk number is 0. this means that reflexive 0 is using chunk 0 which is objects\multi\flag_base\flag_base. basically if you change this number to whatever the chunk number is for your fire one of the flag bases will be fire. so what you want to do is find the reflexive for the duped placemrnts and change that number to the pallet number for the fire. then at the top click save. then go back to the reference editor.
9. go to the bsp viewer and move the new placements around as you see fit
10. resign and FTP
1. go to scnr tag
2. go to clone chunk
3. clone 1 chunk for the pallet and as many as you want for placement and after all that click add meta to map to finalize the cloning process
4. go back to scnr tag and right click then click display>idents
5. find the scenery idents and then select the scenery pallet ident (its usually the last one because that is the most recently added ident so its obviously the last)
6. swap it out for the fire
7. go to the meta editor and scroll down till you find scenery placement
8. all the new placements you added should be swapped with the new pallet that is referencing the fire. to do this you must change the number in the first box (int 16 ---------- scenery chunk #) to the correct pallet. For example for scenery placement reflexive 0 the scenery chunk number is 0. this means that reflexive 0 is using chunk 0 which is objects\multi\flag_base\flag_base. basically if you change this number to whatever the chunk number is for your fire one of the flag bases will be fire. so what you want to do is find the reflexive for the duped placemrnts and change that number to the pallet number for the fire. then at the top click save. then go back to the reference editor.
9. go to the bsp viewer and move the new placements around as you see fit
10. resign and FTP
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