Comments

Commented 20 years ago2004-09-30 18:44:03 UTC in vault item: big_city Comment #4180
Riiiiiiight, by the way, this was my first map, stay away from it because I don't want you to play it because of what I know you might say about it.
Commented 20 years ago2004-09-30 18:42:43 UTC in vault item: Full_city Comment #4179
Whoops, meant DE_full_city.
Commented 20 years ago2004-09-30 16:42:26 UTC in vault item: Full_city Comment #4178
this is full_city dumbass
Commented 20 years ago2004-09-30 16:16:51 UTC in vault item: aim_aztec_bunkers Comment #4177
btw, there isnt someone who could help me get a .tga -> -jpg (for a screen) i only have 256mb ram, so photoshop kinda struggles...
Commented 20 years ago2004-09-30 16:15:10 UTC in vault item: aim_aztec_bunkers Comment #4176
thanks ministeve, now i understand, heh.. aiight peace and love.. ill listen to your advise... =)
Commented 20 years ago2004-09-30 15:41:13 UTC in vault item: aim_aztec_bunkers Comment #4175
fully fledged = completely finished/something to that effect.

pimp = advertise (bit like spam)
Commented 20 years ago2004-09-30 14:02:52 UTC in vault item: Multiple Triggers Cause Event Comment #4174
I'm glad you were able to experiment and discover for yourself the shortcommings involved with targetting a multisource with a trigger_multiple. Now you can see that my 6 entity setup is not "way more complex" than the 5 entity setup previously suggested by SlayerA... and now yourself.

On top of what you mentioned, and as I mentioned before, entites other than buttons can be used to target the multisource... like doors, etc.
Commented 20 years ago2004-09-30 13:47:12 UTC in vault item: Paper Thin Brushes Comment #4173
"The 'null' texture will suffice, no need for Solid, 255 and a 'pure blue' texture."

Yeah they do the exact same thing... no big deal. And since this was an example map, and I wanted to make it as clear as possible to noobs that those bruses were entities, I set it up that way. It's similar to why I used the aaa texture in my other map to show that the brushes were triggers.

"After all, the 'null' texture doesn't make a brush cast shadows. It's whether this brush is an entity or not that determines whether it casts a shadow or not."

True, but you initially suggested, before you experimented, that by using a null brush and applying a texture to one side, then copying and flipping, you could create the same effect. The brushes you initially described WOULD cast shadows.

"Oh, and you don't need to cover your outside faces with the 'null' texture... the compilers will discard these faces for you."

Again... I know this too. But I didn't apply the null texture to the outside faces of my map. I am in the habit of using the null texture when creating my architecture. Instead of doing what you suggested, I actually applied the non-null textures to the visible faces of my map. Take a closer look and you should be able to tell.

"I see I sometimes give incomplete explanations."

It's ok to make mistakes... no one's perfect. :)
Commented 20 years ago2004-09-30 12:37:48 UTC in vault item: aim_aztec_bunkers Comment #4172
hmm, pimp fully fledged? im not from UK or USA so please explain... thx
Commented 20 years ago2004-09-30 11:19:47 UTC in vault item: aim_aztec_bunkers Comment #4171
I'll dwnload it later, at least you didn't pimp it, I would advise against that, do yourself and us a favour and only pimp fully fledged maps, thanks pink, I know you got sense.
Commented 20 years ago2004-09-30 08:41:32 UTC in vault item: cartoon Comment #4170
Unreadable.
Commented 20 years ago2004-09-30 02:26:09 UTC in vault item: Paper Thin Brushes Comment #4169
Heh, in fact, my setup would be exactly the same as yours, except for the render FX, FX amount and texture used. The 'null' texture will suffice, no need for Solid, 255 and a 'pure blue' texture.
After all, the 'null' texture doesn't make a brush cast shadows. It's whether this brush is an entity or not that determines whether it casts a shadow or not.

I see I sometimes give incomplete explanations. I'll try to avoid that in the future. :)

Oh, and you don't need to cover your outside faces with the 'null' texture... the compilers will discard these faces for you. That's exactly why you need to use two entitities for this paper thin wall... since all unnecessary faces (as far as the compilers can determine) are removed... :)
Commented 20 years ago2004-09-30 02:12:06 UTC in vault item: Paper Thin Brushes Comment #4168
Mhh, indeed, I forgot to tell you need to make both brushes an entity. Otherwise, indeed, both faces are discarded. This would also happen when you put both brushes into one entity.
Commented 20 years ago2004-09-30 01:37:42 UTC in vault item: Multiple Triggers Cause Event Comment #4167
Correct, 'multimanagers' in my first post had to be 'trigger_multiples'. Sorry for that misstake.

I've finally been able to do some testing myself and trigger_multiples targetting a multisource do work, although there is a little thing to keep in mind.
A multisource will trigger it's target once all entities that target this multisource are 'active'. For example, 3 buttons target a multisource. All 3 need to be activated before the multisource will trigger it's target. Should one of 3 buttons reset before all 3 are pushed, nothing will happen as the multisource requires all of them to be active at the same moment.
Trigger_multiples behave a bit different than buttons. A button goes to non-active once it resets. A trigger_multiple doesn't... you can only use it again after it is reset, but it's state, as recognized by the multisource, doesn't change when it resets. Instead, you have to trigger it again.
This may cause some confusion at first but it's really simple once you get how it works.

So, using trigger_multiples has some shortcomings indeed, from the side of the trigger_multiples, but this is easily avoided by triggering func_buttons with those trigger_multiples, effectively combining their possibilities. I made an example map for you, where you can either walk trough the trigger_multiples and so activate the buttons, or push the buttons yourself.

My way: 2 trigger_multiples, 2 func_buttons and 1 multisource. 5 entities total. Probably the same method as SlayerA provided.

http://www.websamba.com/captainp-home/custom/mt.zip
Commented 20 years ago2004-09-29 23:37:25 UTC in vault item: fy_simpsons_street Comment #4166
de_springfield is a good map - and I also like de_simpsons
Commented 20 years ago2004-09-29 23:36:35 UTC in vault item: fy_simpsons_street Comment #4165
Kills self and comes back to grave to kill himself again
This is classafied as a map?
Quote "its a fy map..."
Drinks till he drops so that he doesn't need to see this
Commented 20 years ago2004-09-29 23:31:17 UTC in vault item: de_antidust Comment #4164
Its the most played map because it is a great map. People only call it bland because it is seen way to often. What makes it good is more its layout than anything else because anyone who maps here could make it.
Commented 20 years ago2004-09-29 18:17:41 UTC in vault item: fy_simpsons_street Comment #4162
It's not his textures, from what I can see.
The textures are from de_springfield, a truly great map with literally tens of custom sounds.
Commented 20 years ago2004-09-29 18:15:31 UTC in vault item: Breakable Glass on Door Comment #4161
Should work.. cool idea.
Commented 20 years ago2004-09-29 13:59:22 UTC in vault item: Paper Thin Brushes Comment #4160
Well Captain P,

If you're saying to put the brushes "next to" (one unit apart) each other then you will see 2 paper thin brushes when looking at them from the side.

If you're saying to put the brushes right up against each other... well, it just doesn't work. The non-null textured faces aren't rendered. Experiment for yourself and you will see.

Also, one of the "shortcommings" of using the null texture is that even though the brush is invisible in the game, it still casts a shadow. You can use this to your advantage if you want the brush to cast a shadow, but for my purpose a shadow was not desired.

Your way may not be that difficult or time-consuming, but for the task of making paper thin brushes... it just doesn't work.
Commented 20 years ago2004-09-29 13:23:19 UTC in vault item: Breakable Glass on Door Comment #4159
what about targetting it with an env_render?
Commented 20 years ago2004-09-29 13:21:38 UTC in vault item: Multiple Triggers Cause Event Comment #4158
Captain P,
I assure you that I am aware of the problems regarding targetting a multisource with a TRIGGER_MULTIPLE (yes... that would be a shortcomming). Your original post says nothing of using buttons (btw doors work too) to target the multisource. Actually, in your first post here, you mentioned using multimanagers to target the multisource... which is completely unnecesary.

If I did what you suggest in BOTH of your posts, I would use more entities than my example map uses (thus making your way more complex...)

My way: 2 trigger multiples, 2 func_doors, an env_lazer, and a func_button. Total: 6 entities.

Your way: 2 trigger_multiples, 2 func_buttons, 2 multimanagers and a multisource. Total: 7 entities

ACTUALLY, as anyone who follows the general mapping forums would know, SlayerA provided a solution which uses ONE less entity than I did with my example(not WAY less complex... but none the less, less complex)

Even though the multimanagers you suggested are entirely not needed for this to work, I wont tell you to "read up on them because you are clearly not familiar with them"... instead, I'll just thank you for trying to help fellow mappers solve their problems.
Commented 20 years ago2004-09-29 12:16:14 UTC in vault item: de_aztec_rush Comment #4156
lol de_aztec map had like a different sky which matched the green a lot and had rain etc

but the name suggests it was rushed to make it cool if you know what i mean :)
Commented 20 years ago2004-09-29 06:19:39 UTC in vault item: Timefall (SP Mod) Comment #4153
Hello Captain and thanks for yours comment and for you play it to the end.
Yes in some case you have a good point, but in some I don't agreed. ex. in the last battle it is a puzzle to use, to get in to the front of the tank, and from that position take out the turrets.
And yes! it is a bug in "fall11k" the map there you shall drive up the APC-tank on the lift, if you start to drive up the tank to the lift and leave it to put on the power for the lift and leave the map in baktracking to "fall8h" and back again to the "fall11k". The Hatches on the APC be invisible, and I think it is the env_renders "behaviour" from map to map, over two changs_levels????
I have fix it in my orginal but when I try to do a patch the patch be near the same size as the orginal so I leave it there.
Tlax.
Commented 20 years ago2004-09-29 05:07:38 UTC in vault item: Paper Thin Brushes Comment #4152
Why not create a brush, cover it with the 'null' texture, apply a normal texture to one side, copy the brush, flip it and put the normally textured sides next to each other?

Ain't that difficult or time-consuming...
Commented 20 years ago2004-09-29 05:04:44 UTC in vault item: Multiple Triggers Cause Event Comment #4151
Read up on the multisource before talking about it's 'shortcomings'. You are clearly not familiar with it. When you ue two buttons that target the multisource, the multisource will only activate it's target once both buttons are 'active'. And since you can set buttons to reset after a while...

Get the idea?
Commented 20 years ago2004-09-29 04:11:39 UTC in vault item: Breakable Glass on Door Comment #4150
You can't make the breakable invisible. Then it would have to be a func_wall_toggle, which can't be breakable.
Commented 20 years ago2004-09-28 23:57:19 UTC in vault item: Breakable Glass on Door Comment #4149
Cool effect. What happens if you make the breakable invisible until the door is open? Could you make the glass transparent that way?
Commented 20 years ago2004-09-28 22:34:19 UTC in vault item: tri_base_bombing Comment #4148
I find it hard to believe someone rated this 5 stars.
Commented 20 years ago2004-09-28 17:17:38 UTC in vault item: aim_aztec_bunkers Comment #4147
its now updated and ignore the first post of mine...
Commented 20 years ago2004-09-28 15:52:13 UTC in vault item: aim_aztec_bunkers Comment #4146
well ive used the word "suck" enough times today so i'll let someone else say it...
Commented 20 years ago2004-09-28 14:27:55 UTC in vault item: aim_aztec_bunkers Comment #4145
why shouldn't I? its my first map, eh..?
Commented 20 years ago2004-09-28 13:39:01 UTC in vault item: de_antidust Comment #4144
It's pretty nice.

+ Good strategic layout
+ Didn't spot any bad textures
+ Some nice details
- Most areas are square.
- R_Speeds are over 1000 in some places, 1200 in one I found

I'd like to play it with some other people.
Commented 20 years ago2004-09-28 13:12:07 UTC in vault item: aim_aztec_bunkers Comment #4143
make an aim map? i would advise against that.
Commented 20 years ago2004-09-28 13:02:50 UTC in vault item: de_antidust Comment #4142
because dust is so bland
And yet it is the most played map.
Commented 20 years ago2004-09-28 12:36:32 UTC in vault item: de_antidust Comment #4141
its very good and yes dust is bland
well done
search for rmf in search tool! be a lot cooler
Commented 20 years ago2004-09-28 11:44:40 UTC in vault item: ka_glassmaze Comment #4140
Oh wow, someone responded with my solution, thanks so much for clarifying that peace and love, and yes I am using info_playerstart/deathmatch, but I'm not sure if they're 16 units apart or not, I'll try all of this when I get home. Thanks again!!!

-Koozie
Commented 20 years ago2004-09-28 11:30:38 UTC in vault item: de_antidust Comment #4139
Looks lovely. When I get home from work I'll download it and give you a review :)
Commented 20 years ago2004-09-28 10:50:37 UTC in vault item: cs_jungle_assault Comment #4138
Commented 20 years ago2004-09-28 10:47:38 UTC in vault item: Knife arena: The Towers Comment #4137
They think it's ok, but needs a trigger_gravity in teh level so taht they don't need to set teh actual grav server side.
Commented 20 years ago2004-09-28 08:29:55 UTC in vault item: aim_space Comment #4136
Its just the picture thats black and white.
Commented 20 years ago2004-09-28 08:27:08 UTC in vault item: Full_city Comment #4135
R_speeds in this map peak at 1000, its very playable compared to full_city.
Commented 20 years ago2004-09-28 07:55:13 UTC in vault item: aim_aztec_bunkers Comment #4134
btw! that fence, is just for not causing a leak, eh... =)
I'll make it an aim map or build on to the other road you see there... maybe just aim for now... I'll see...
Commented 20 years ago2004-09-28 06:08:37 UTC in vault item: Breakable Glass on Door Comment #4129
well, interesting to see you try, it is a bit useful if you're making an sp map, but no good for what most ppl will want it for, which is CS or DM maps.

good work though. interesting idea.
Commented 20 years ago2004-09-28 05:46:29 UTC in vault item: de_aztec_rush Comment #4128
yes it's CS map
Commented 20 years ago2004-09-28 04:57:19 UTC in vault item: de_aztec_rush Comment #4127
oh, and use a different sky
Commented 20 years ago2004-09-28 04:57:01 UTC in vault item: de_aztec_rush Comment #4126
why would you install it to halflife dir.? if it's blatantly a cs map?
Commented 20 years ago2004-09-28 01:01:51 UTC in vault item: de_antidust Comment #4125
Sorry, website is www.geocities.com/robfosjf
Commented 20 years ago2004-09-27 22:08:39 UTC in vault item: shotgun_canyon Comment #4124
Soon Copper I am working on it and 2 other maps that is why I have not been in here for a while.
Commented 20 years ago2004-09-27 19:24:36 UTC in vault item: Multiple Triggers Cause Event Comment #4123
Yeah, I'm not unfamiliar with the multisource... the point of this example map is to get around one of its shortcomings.

The trigger_multiple will toggle the on/off state of the multisource each time it resets. That would allow ONE player to touch each trigger_multiple and activate the multisource... or allow the multisource to be activated by two players who activated the triggers at separate times.

I found the way used in my example map to be a somewhat simple workaround to this shortcomming of the multisource. Using the example I provided, two players need to be standing on separate trigger_multiples at the exact same time in order to trigger the event.