Comments

Commented 8 months ago2024-02-23 20:01:11 UTC in journal: Map2Prop supports MAP format now, what's next? Comment #106007
Thanks for the updates, this tool is very useful.
Have you already opened the repo?

I like that smart idea of using 'contentwater' for mirror faces

What entities (and keyvalues) do you have in mind for the fgd?. I made a small mock-up in case you haven't thought of one yet, maybe this can help:
// Map2Prop FGD

@BaseClass = Map2Prop
[
    m2p_version(string) : "Map2Prop Version": "1"
    m2p_doc(string) : "Map2Prop Documentation" : "https://erty-gamedev.github.io/Docs-Map2Prop/"
]

@SolidClass base(Map2Prop) = entity_name : "Convert brush into a model"
[
    // Model file name
    name(string) : "Model Name"

    // Add the generated model as a point entity
    entity(choices) : "Append model as entity" : 0 =
    [
        0 : "item_generic"
        1 : "cycler_sprite"
        2 : "cycler"
        3 : "env_sprite"
    ]

    // Where generated .mdl is saved
    path(string) : "output model directory"

    offset(choices) : "Adjust model origin" : 0 =
    [
        0 : "no"
        1 : "center bottom"
    ]

    smoothing(string) : "Smooth shading" : "0"


]
Commented 1 year ago2023-08-05 14:11:36 UTC in journal: Creating maps with chrome on GoldSource Comment #105463
Commented 1 year ago2023-08-04 20:12:24 UTC in journal: Creating maps with chrome on GoldSource Comment #105460
Alberto309 did this effect time ago:
User posted image
Maybe combining that with !water texture + animated caustic texture, you could get a good effect for water
User posted image
Commented 1 year ago2023-07-23 02:09:35 UTC in vault item: GoldSrc Map2Prop Comment #105436
Wow, nice tool! thanks for sharing.
Months ago I had the desire to create a script/tool that would allow me to do that, but I abandoned it. It's good that you made it possible.
The idea i had in mind was basically converting the brush in an entity called "brush_model" with some keyvalues. Then during the compiling process (before zhlt tools process) the script/tool would convert the "brush_model" entity to mdl (using external tools) and then automatically inserting it into the map as a cycler_sprite. I never got around to implementing it, i just coded a few lines to parse the .map file in a basic way.
Here concept map of the idea:
User posted image
I was planning to use many external tools as possible to make the code easier and avoid having to code complex tasks like extracting wad textures or converting to smd, since my knowledge of programming is very basic.
Commented 2 years ago2022-09-06 18:42:03 UTC in vault item: Fake 2D Skybox Models Comment #104752
Thanks, amazing job!
Very useful for multiple skyboxes, like in source engine :biggrin: .
multiple skybox in goldsrc
Commented 2 years ago2022-09-06 14:15:18 UTC in wiki page: trigger_gravity Comment #104751
updated (gravity) def values
source:
Valve's hlsdk repository halflife/engine/progdefs.h line 110
Valve's hlsdk repository halflife/dlls/triggers.cpp line 2072

apparently the only useful attribute is Gravity
Commented 2 years ago2022-09-06 13:42:25 UTC in wiki page: func_conveyor Comment #104749
  • With func_convenyor can simulate (not accurate) a "high gravity" (>800), it only works when you jump on top of brush
if yaw = down then:
-265< convenyor speed <-180

if yaw = up then:
180< convenyor speed < 265

-265/265 is almost normal "gravity"
if approaches to -180/180 it's like "disable" +jump.

With some triggers and multimanager can toggle on/off +jump of players, useful for gamesmode like deathrun or kz maps.
I have tested it on cs 1.6, i guess on hl it will work too
  • Also can be used as:
push for bhops, like axn mode.
map example:
carpets are func_conveyor
other maps examples (can download them from 17buddies): NOSLOW_TILES_BETA, NOSLOW_REPTILE, NOSLOW_BKZ_GOLDBHOP