bhops blocks
need a tutorial for make bhop blocks like kz_kzdk_delianshop
What do you mean? The glowing red line on top of them, the angle of them? Hard to help you with this much info.
I think he means blocks which only go down when you land on the top of them.
Don't know how he did it, but you can make a bhop block, chose a Lip of the bhop block ( if your bhopblock is 30 units long, and you set a lip to 20, then bhop block will stop and move back when it's moved 10 units, hope you understand), name it to bhop1 (or whatever you want), then make a trigger_multiple brush, put it on the top of block block, and traget it bhop1. Reset time should be 0.1 or something. Then make trigger_teleport brush in the bhop block, so when bhop block goes down, then player moves with it and moves trough of the teleport brush and get teleported back - Try to use some math to figure out how much your lip has to be, and where you have to create a teleport brush, cause your bhop block has to move more down than your teleport brush is, or player just will move down and up without getting teleported back.
EDIT: And about these red lines - He used texture lighting. The easiest way for you is you just should use texture, called "red". Just make a little block, texture it with RED texture, then put some other texture on the top of the block. Make another block under of it and texture it with another texture. About harder way.. theres a file in your ZHLT Compile tools folder, called "lights.rad". Open it with notepad, there's some textures already. First is a name of the texture, and second is a brightness of a texture. So, add your texture there, first write a name of it, and then a brightness of it. If your texture is blue (for example), then you should use brightness "0 0 255 200", and if your texture is green, then "0 128 0 200" and so on.. Just try to find a brightness what fits with your texture.
EDIT2: Btw to connect texture lighted brush and another brush just hold ctrl down, press on both brushes and tie them into 1 entity.
Please log in to post replies.