This Tutorial was written by Maxim.
1. Create a box object, figure 1.
2. Assign a material, with tele_02 texture, to the object, figure 2.
3. Apply Unwrap UVW modifier to the object, figure 3.
4. Adjust mapping coordinates with UVWs Editor, figures 4 – 6.
5. Create UV-coordinates in the 2nd UV-Channel, with Unwrap UVW modifier, figure 7.
6. Adjust mapping coordinates with UVWs Editor, figures 8 – 12.
7. Rename the object Box01 to tele5_ashape, figure 13.
Note: There are four reserved names for the teleport, they are: tele5_ashape, tele6_ashape, tele7_ashape and tele8_ashape. You can use any of them, but no other else. That means, you can’t make more than four teleport screens on the same map.
8. Export the object to ASCII Scene Export (*.ASE) file format, figure 14.
9. Convert an *.ASE file to *.mpk file format, using following command line parameters: < ase2mpk -o DM_temp.ASE >.
10. Run blend.exe in the same directory with DM_temp.mpk and Obj.txt files. There will be created a new file named dm_temp_blend.mpk.
11. Rename dm_temp_blend.mpk to teleport.mpk and put it to ..\Painkiller\Data\Maps directory, unpack teleport textures to ..\Painkiller\Data\Textures\Levels\teleport.
12. Open teleport.mpk with PainEd, figure 15.
13. Save level as DM_teleport, figure 16.
14. Create ..\Painkiller\Data\Levels\DM_teleport\MapEntities directory, and place there tele5_ashape.EMesh file.
At this point, the teleport is built. But so far there is no essential thing – so-called, CubeMap texture, which will be displayed by a teleport screen. Let’s make this texture.
1. Open your 3dsmax scene (I use, for an example, DM_Lockout scene), and create a Camera, where a teleport destination point is located, figure 17.
2. Run cubicVR plugin (Menu>Tools>ml_plugins>cubicVR). Pick a camera, select output folder and set cube size equaled to 512, figure 18.
3. Click Render button, figure 19. There will be created six Camera01_* images.
4. Create a new Photoshop image of a 3072×512 (width x height) size.
5. Arrange Camera01_* images as shown in figure 20.
6. Save the texture in a *.dds file format as a Cube Map, figure 21.
7. Put the resulting CubeMap texture to ..\Painkiller\Data\Textures\Levels\teleport folder.
Now you can load dm_teleport level in PainEd and see how the final teleport scene looks like.