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Map Making Tutorials and Tips

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8 years 14 hours ago #34 by Slippery Jim
This thread is a collection of links and tips to help Swat 3 map makers:

Making textures:
www.cgtextures.com/content.php?action=tutorials

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8 years 14 hours ago #35 by Slippery Jim
Light Leaks At Bottom Of Walls:


If you have light leaks in your map there is a way of fixing it. This will happen if you have connecting walls between rooms. The light entity in one room doesn't know it isn't supposed to shine into the room next to it. This will often look like strange cracks of light at the bottom of the wall.

The way to fix this is in Worldcraft find the offending light source and tell it the name of the cells that the light should only work in. The reason why the light is leaking is because you left the info blank when you first created the light entity. See the image below for the section of the light entity were the cell name goes. You can list multiple cells by seperating the cells names with commas.

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8 years 14 hours ago - 8 years 14 hours ago #36 by Slippery Jim
I was working on fixing some problems with Copy-cat's Island Estate map and came across something that may be useful to future map makers.

Say you want to control if AI will spawn in a specific area. The traditional method to deal with that is change the cell in a room to "not occupiable". Since the Swat 3 engine seems to check at ground level if an AI can spawn in a certain location if you portal off an area that is waist height only and set the cell to "not occupiable" the game won't spawn any AI there.

Screenshot from a test map:


This concept is only useful in very weird circumstances. In Copy-cat's map Island Estate he is having portal issues. This technique may work around that issue.

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