Forum posts

Posted 19 years ago2005-10-05 22:05:06 UTC
in A really obscure theoretical question... Post #139627
Just a quick question: how do I make the effects of a button's outputs automatically repeat?

My test theory is working, but only once per button press. It basically goes forward for .6 seconds, and then goes backwards. I want to make that action loop, but right now it goes forward, but then goes backwards for eternity.
Posted 19 years ago2005-10-05 21:47:43 UTC
in A really obscure theoretical question... Post #139624
This is becoming more of a developer diary than a troubleshooting topic ;)

On that note, I've made another surprising breakthrough with an equally interesting entity - func_rotating. I had used it during my initial tests, but I deemed it inferior to the tracktrain method because it was somewhat sporadic. However, I turned the calf brush in its entirety into the func rotating, and it began to spin the entire leg 360 degrees. This is, of course, not desirable, but it demonstrated potential - the lengthconstraints had just enough give to look like there was some flexing going on at the joints (even though they no longer exist, much to the physboxes' delight I'm sure). Early on, I controlled them using time-stopping, where after a fixed period of time I told the func_rotating to stop. This worked very well, but I couldn't see how it would apply to the grand scheme until now.

I'm going to try and set the calf and thigh as rotating brushes that move back and forth automatically at fixed intervals. The lengthconstraints have made the feet wonderfully automatic, so now I only need to concern myself with those 2 main pieces. I'll report back once I have seen how it works in real-world tests. In the meantime, if you have any further suggestions, don't hold back now :glad:
Posted 19 years ago2005-10-05 20:25:42 UTC
in A really obscure theoretical question... Post #139618
Thanks - I can't say it's 100% original, but just being able to recreate it was hard enough. The overall design is based roughly on the Arm Slave called Arbalest featured in Full Metal Panic: The Second Raid, but mine will have a much different head, weapon array and a re-done paint job (black with neon blue, I'm thinking). Speaking of FMP:TSR, the opening animation is actually what inspired me to make this mech (I've been mulling it over for a long time, but I've put it off due to technical - at least I thought - impossibility). Also, as I mentioned before, I'm a complete newbie to modelling, so I'm just sticking with what I know - Hammer - with surprisingly good results.

As for the phys_hinge, how would you use that in relevance to this situation? Are you thinking of putting it between the two pieces....wait, I think that IS what you're thinking. I've not had much luck with that entity in the past though - how would you set it up, assuming you're just dealing with a phsybox that has been constrained to a tracktrain?
Posted 19 years ago2005-10-05 20:13:31 UTC
in A really obscure theoretical question... Post #139613
It's weird to be replying to myself, but I think I may have found a solution. I'm experimenting with having the calf and the thigh as entirely self-contained tanktrains, with no joints connecting them (other than a loose lengthconstraint). My problem is this - is there anyway to "pose" a tracktrain while it is en route? I know I can change a variety of angles, but I have to keep it in a fixed direction so that it will not rotate sideways when it spawns. The rest of the leg is working fine under this system - the physboxes on the foot still curl and that sort of thing. I just need to be able to make both of the leg pieces look like they are connected at the same joint by rotating them independently. Any suggestions?
Posted 19 years ago2005-10-05 19:42:15 UTC
in A really obscure theoretical question... Post #139612
I'm displeased to announce that I have encountered my first set-back.

While the tracktrain method with physboxes worked in my intial test, it is not compatible with the complexity of the finished product. The physboxes do not stick to it despite constraints, and there is - as you had mentioned, Habboi - some noticable lag due to physics calculations whenever the mech is jolted (i.e. with the manipulator). This is very sad, because in theory it IS doing exactly what I wanted it to do - the foot curls like it is supposed to, and everything is attached fine...just that the knee is not following its joint.

I wish this were under different circumstances, but here is a pic of the present leg and its path_tracks so you can see how it is meant to move: http://photobucket.com/albums/a136/Gackt_C/?action=view&current=MechLeg.jpg

Does anyone know of a substitute for physboxes that I could use? It has to be able to rotate when told or otherwise move like a calf/thigh would on a person (perhaps on its own track...). Can you think of another method, if necessary, of moving the leg brushes along with the joint?
Posted 19 years ago2005-10-05 14:58:39 UTC
in A really obscure theoretical question... Post #139534
Actually, I'm terrible with modelling programs and choreography. I don't even do much scripting or entity work in Hammer, either - I'm strictly an architecture fanatic. I also have a habit for building things on a massive scale that never get finished, so this project is a new experience for me.

However, I've met with great success so far, so I'm fortunate I don't have to go out and learn how to use modelling programs in order to accomplish this. While there are still a few variables in the future, the major concern - the legs - has been all but taken care of, so I'll keep going. Even if the worst should happen and it doesn't work in the end (highly unlikely), it'll make one heck of a statue for my levels :nuts:

Now that I'm finishing up the legs, I get to do my favourite part - the chest/pilot seat. Everything I've learned in previous maps will be used just in that one area, and - as a tribute to RavenT's interest in my earlier attempts at a pirate ship - it will use a variant of my cannonball "technology". I'm even going to try for contextual damage - for example, if you shoot the head, you'll eventually take out the camera that serves as the pilot's eyes. It's going to be a lot of fun.
Posted 19 years ago2005-10-04 22:25:06 UTC
in A really obscure theoretical question... Post #139416
So far, so good - I've virtually completed the left leg. It has more articulation than your standard action figure - 5 joints just one leg! To more realistically simulate a human step (and just because of the way my mech's foot was designed) it has three joints in the foot, allowing it to curl downwards as it pulls up. It also has the primary joint in the knee, and also one that connects it to the hip of the body casing. The physics seem to be working as I imagined, although the real test will be when I add the path_tracks and get those babies in motion. I'd post images, but I want to save the surprise of how (in my opinion) cool it looks for when it actually works :P
Posted 19 years ago2005-10-04 15:24:00 UTC
in A really obscure theoretical question... Post #139351
That will be tricky - I've been building the feet first to make sure the tracktrain works on the final version, and it doesn't have a wide base for feet. It actually looks similar to a high-heeled shoe, only it doesn't have a pin-prick-sized rear support (the support is just 2 units narrower than the front). However, the design for the mech requires this - the foot has a joint that separates the front sole from the rear sole, allowing the "toes" to curl somewhat when it lifts the foot. I decided early on that I wasn't going for a huge, Godzilla-sized mech (it will be about 4.2 Freemans tall), so I'm hoping that by making smart design choices from the beginning, the mech won't be top-heavy.

Once I finish making a leg (it's quite a long process, because I'm making the final version of it), I'll post an image and perhaps a demo map for everyone to have a look at.
Posted 19 years ago2005-10-03 21:58:45 UTC
in A really obscure theoretical question... Post #139115
:biggrin: :biggrin: :biggrin: :biggrin: :biggrin:

SUCCESS!!!!!!!!!!!

The Japanese phrase "Yattaze!" is the only thing running through my mind right now. I have successfully created a moving tracktrain axle with physically simulated calf and thigh brushes attached (and still moveable)! The secret is using the flag "no pitch" to keep it from turning 45 degrees from how it appears in the SDK (which explains why the physboxes were falling off - the calculations to keep them on in such an instantaneous rotation would have been ridiculously complex given their weight). For retaining their physical properties, The Hunter's suggestion of a phys_constraint was essential. While in reality I ended up using a phys_lengthconstraint with normal, non-rigid rope strength, Hunter's suggestion of -1 for the breaking limit ensured that those suckers weren't going anywhere.

Now, what this means is that I will be able to simulate a human leg as it takes a walking step. However, I think this will be just for show, since I don't think the legs will be able to create enough friction to actually propel the mech (this mech is intended to be agile, not a Mechwarrior tank). The next problem, therefore, is propulsion. I'm already considering thruster arrays, but there is also the problem of keeping the mech upright while balancing on moving physboxes (although the phys_keepupright seems like it may do the trick).

In that respect, does anyone have any alternative suggestions for propulsion? Your help has been greatly appreciated so far, and the Eureka moment I just had a few moments ago (ironically while listening to "Breakthrough" by Coming Century) has made this my new main project. Christmas_Manor can wait until...well, Christmas! I've got a 30 foot tall mech to build :)
Posted 19 years ago2005-10-03 12:40:43 UTC
in A really obscure theoretical question... Post #138974
Sorry, I'll have some posted later tomorrow - please realize that I'm a 28.8kbs modem user, so uploading even images to a hosting site takes a while. I'll follow The Hunter's advice and see what happens, and then post some screens.
Posted 19 years ago2005-10-03 09:31:56 UTC
in A really obscure theoretical question... Post #138945
I have now run several basic tests that evaluated the efficiency of multiple leg-moving ideas. Unfortunately, all of them were hindered in one way or another.

There is one major idea I think has the most potential - a purely mechanical leg with no thrusters - but it has a fatal problem. First, we start off with two long rectangular brushes (the calf and thigh of the leg), connected to each other at their ends by a special axle. The axle is actually 2 axles physically linked by a brush, and they fit into special holes cut into leg brushes. These holes have their bottom halves open so that there is room for the link between the axles to move. The axles are kept from falling out by "hubcap" brushes that are larger than the axle hole.

The idea is that a tracktrain (the top axle), which can have its movement points parented, will move in a special path that represents the position of a human knee joint in various stages of taking a step. Since the leg brushes are physbox, they should follow suit - but they don't.

Therein lies the problem - the physboxes fall off of the axles, even thought the hubcaps technically hold them in place. I have tried rigid lengthconstraints, but it doesn't seem to keep them in place. Any ideas on how to stop this? Also, keep in mind that - if the entity should be changed from physbox - I need the leg brushes to be solid to the players and the world, since they will be making constant contact with the environment and the others.
Posted 19 years ago2005-10-02 08:47:09 UTC
in A really obscure theoretical question... Post #138743
Same here - just look at my Tumbler demo map to see such principles in action (the dogdy movement bit, that is). It was good of you to mention the lag issue, Habboi, because I wouldn't have thought of that before (besides, an entire level's resources devoted to 1 mech and nothing else would be kind of boring). I've been doing some visualizing about leg movement using cables, and it is starting to come together in my mind. I already have a good idea of what I want it to look like, and if I can just pull off convincing leg movements, then the rest should come easily. Again, I'll let you know the results of my upcoming test soon ;)
Posted 19 years ago2005-10-02 01:17:35 UTC
in A really obscure theoretical question... Post #138679
Thanks for the advice - I'll let you know how it turns out (I will run a very basic test sometime soon). If anyone else has an ideas, they are more than welcome.
Posted 19 years ago2005-10-02 00:17:29 UTC
in A really obscure theoretical question... Post #138674
To begin, this has nothing to do with my current project - I'm considering doing another on the side, but before I start, I want to make sure it's possible.

I've done many, many attempts at vehicles in the past, and most of them have worked to some degree. I've done APCs, planes, even an X-Wing with working S-foils (but the game crashes when you fly upsidedown :( ). All of them have used the principles of thruster-driven movement.

Now, what I want to try to conceptualize is a bi-pedal vehicle; essentially, a mech. Ignoring humanoid qualities other than legs, is it even possible to create a movement system that would accomodate even flat terrain? Multiple func_door_rotating's with brushes attached don't work, since the brushes pass through the ground. My next idea was an arrangement of balanced phys-prop brushes, held together by contraints as "muscles", with some sort of force (perhaps parented func_trains, if that is even possible) moving the legs in a constant movement. To accomodate falling over, some thrusters could be used to push the mech back into an upright position.

However, I've not explored such complicated movement systems before, and perhaps someone out there already has. If anyone has a single clue or even a whimsical comment about how a walking vehicle - however rigid it might be - could be accomplished, please give me your opinions...before I start working on something that will fail late in development.
Posted 19 years ago2005-09-30 19:58:44 UTC
in Are custom sprites possible in HL2? Post #138501
Thanks everyone. Hopefully the next time I mention this project will be to announce its completion.
Posted 19 years ago2005-09-30 16:52:40 UTC
in Are custom sprites possible in HL2? Post #138475
Sorry for yet another question, but this one just came to me as I started adding the previous topic's fixes to my project. In my original HL1 version of this project, I had "people" standing around that were actually sprites (I opted for sprites rather than brushes because they always face you, making it seem as though they're not just cardboard imitations). I've searched quite a few mapping websites and have not been able to find out if it is currently possible to put custom sprites into the game. My belief is that it should be, since the original game allowed it and it'd be unwise for Valve not to keep such functionality (especially since we have the reality of custom textures/materials/models in Source).

All I'm asking for is if it is possible - if you know anything beyond that, though, like what program I should look for, please let me know.
Posted 19 years ago2005-09-30 14:59:02 UTC
in 2 questions: doors & in-game audio feeds Post #138455
It's great to hear about the microphone part - I'll definately look that up. Also, I had a feeling it may take a prop_physics door after I played the beginning of HL2 yesterday for fun - the train doors you push open seemed to be what I was looking for. Thank you.
Posted 19 years ago2005-09-29 13:15:08 UTC
in 2 questions: doors & in-game audio feeds Post #138234
Hello, fellow TWHLers!

For my latest project (which I will submit to the map vault, promise!), I thought it would be cool to have an audio feed that comes the TV I made that shows a scence from a room where I have a camera set up. I doubt it is possible, but I thought it was worth asking (it won't hurt the project any, it was just an added feature).

Secondly, I'm having a tad bit of trouble with func_door_rotating's blockability. Now, I CAN block them, but it takes a ridiculous amount of physprops (a cabinet, table, and six chairs can barely keep in shut) and it only works a few times before it brushes them aside. Is there any way to lower its resistance so that it can be blocked until the physprops are removed?
Posted 19 years ago2005-07-12 18:10:19 UTC
in npc_ichthyosaur Post #120479
I second the for-vote regarding restoring the ichthyosaur back to its former, glorious, independent-AI self. Nothing brought tears of joy to my face back in the days of Worldcraft than seeing an ichthyosaur try to satisfy its eternal hunger for flesh using some helpless scientists I provided for its entertainment. Valve, if you're listening, BRING BACK THE ICHTHYOSAUR! Fast zombies are a poor replacement - we want the real deal, even if it's just the old AI copy-and-pasted into the new model. I suggest we get an official petition of some sort going to bring this to Valve's attention - I'm sure if enough people supported it, we'd see results.
Posted 19 years ago2005-07-08 18:39:45 UTC
in Trying to make water like de_chateau&#39 Post #119759
Hey guys, I just wanted to announce that - thanks to your combined efforts - de_chateau's beautiful water texture has been found. It is (going from memory here) water_pretty1, under CS:S's nature category (again, from memory). All you have to do is, as RabidMonkey777 advised, extract all CS:S's textures into the HL2 directory, and you will be able to use de_chateau's water in your levels, as well as hundreds of other great textures. I highly recommend it, and want to thank everyone for helping out. Please look forward to the release of dm_castle's true successor, dm_dunvegan!
Posted 19 years ago2005-07-05 16:07:28 UTC
in Trying to make water like de_chateau&#39 Post #118911
This is getting annoying...I did exactly as you said, and yes - it did work - only I can't get a lock on the water texture, only the textures that it touches. After that disappointment, I reloaded my map under the CSS configuration, and I was pleased to find that I could use de_chateau's textures....only the water wasn't there. THEN, I decided to try some of the level's textures anyway, so I replaced the flooring, a window and the drawbridge. When I switch the configuration back to HL2, naturally these textures didn't transport over. Is it possible to export the CS textures over to HL2? I've been searching the Valve folder and have found no copy-able files, even after a Windows Search.
Posted 19 years ago2005-07-04 23:13:33 UTC
in Trying to make water like de_chateau&#39 Post #118689
The console doesn't give me anything back when I type "impulse 107" or any other number...am I formatting it wrong?
Posted 19 years ago2005-07-04 22:48:30 UTC
in Trying to make water like de_chateau&#39 Post #118686
Sorry for the delayed response - I've not had an Internet connection for the past day. I played the map, and it is indeed the water texture. However, I have yet to test this "impulse #" function. I'll report back after having tried it.
Posted 19 years ago2005-07-02 15:21:58 UTC
in Trying to make water like de_chateau&#39 Post #118244
That is indeed something to consider, but there is a flooded basement area in the level which also has greenish water - I will conduct a test to see if the green colour appears the same way at an angle, therefore signalling that it is the water, not the ground texture (because you can see "over" the ground texture as you look toward the horizon). I'll report back on my findings. If it is a non-water texture, though, how might one get CS:S textures into Hammer? I wouldn't have to make my map a CS map, would I?
Posted 19 years ago2005-07-01 15:26:01 UTC
in Trying to make water like de_chateau&#39 Post #118109
No, the reflections are fine - rather, I'm looking for the exact same water texture as found in the outside drainage area of de_chateau. The one that's greenish yellow, like a natural stream. I've been able to find every water colour it seems BUT that type, and I have no idea what its name is. Perhaps that clarifies what I'm looking for?
Posted 19 years ago2005-07-01 15:08:06 UTC
in Trying to make water like de_chateau&#39 Post #118107
...but I simply cannot find the water texture file! I've tried tons, but none are that perfect, greenish colour that I really want to use in my new dm_castle map. Has anyone used this water type before, and if so, where can I find it in Hammer? Any help would be much appreciated.
Posted 19 years ago2005-06-21 22:50:28 UTC
in How can I get in-game text to pop up? Post #116071
Guess I gave two clues away whereas only one was intended regarding the level...oh well.
Posted 19 years ago2005-06-21 22:38:31 UTC
in How can I get in-game text to pop up? Post #116069
Actually, you are incorrect, habboi. The Montigre (the ship pictured in my avatar), although a fine vessel in both craft and concept, was left incomplete on my part because I was unable to get the ship's cannonballs to cause any damage. I may return to it one day and implement a much better driving system and also damaging cannonballs, but for now, it will remain as it is. Sadly, I have a habit of not finishing anything I start; with the near-exception of dm_castle (which remains at 96.9% completion; I need to fill 3 more rooms and do a final compile before I release it publicly), I truly have not followed any map to completion. That's not to say I don't accomplish anything - I merely use my maps to build one particular thing, and when I've done it, I lose interest or simply forget about it.

The reason I wanted to know how to use in-game text was because I was making a survival horror mod that would play like a first-person Resident Evil. I had a storyline and mansion all laid out...but the text was just too much work and the house itself was infinately complex because of puzzles. That was the "Secret Project", which has been put off until further notice.

My new secret project consists of 2 parts: a level and a vehicle, which are being developed seperately. As for the context...let me just say that the vehicle is driving me "batty", and the entire city reeks of fear. Until I complete either one, those are all the clues you have. Good luck :)
Posted 19 years ago2005-06-04 11:24:46 UTC
in How can I get in-game text to pop up? Post #112545
Much appreciated, everyone! That gave me more than enough information, and the added bonus of having sound effects playable at the same time has brought forth even more creative ideas for me. Thanks a lot, as it will greatly assist me in developing my...secret project! More word on that in the future.
Posted 19 years ago2005-06-02 21:23:49 UTC
in How can I get in-game text to pop up? Post #112353
I'm currently working on a game using the Source engine that requires text to appear onscreen when an item is picked up (or otherwise triggered). This is not something I'm familiar with, and I can't seem to find a tutorial of some sort, but I know it's possible - Garry's Mod has done it, so I'm sure anyone can. All I need is for a pre-written message to appear onscreen when you pick up an item, and it has to be able to pop up each time you trigger it. Any help in this regard would be most greatly appreciated.
Posted 19 years ago2005-05-10 20:30:01 UTC
in Trying to make Garry's Mod-esque whe Post #108846
By this, I mean I'm trying to get wheel models from the game (not custom built ones) to be attached to vehicles (not Garry's way; mine would be permanently fixed on an axle). Whether or not they move is not a problem - I just want them to be able to roll when the vehicle is pushed via thruster, physics damage, etc. I've tried custom wheels locked into special axles, but it didn't work. I've also tried wheel-less attempts at making the vehicle move (it's a custom land vehicle) but it doesn't seem to want to slide, no matter what force is applied and no matter what the prop data/material is (It does respond to physcannon blasts...but that's no way to drive a car).

If anyone has any hunch on how to make spinning wheels using the in-game models - self-powered or not - I'd appreciate it if you could let me know. Thanks ever so much in advance.
Posted 19 years ago2005-04-15 19:09:54 UTC
in About the "Back-up Files" Steam option Post #104255
Seventh-Monkey, a thousand blessings upon your house!
Posted 19 years ago2005-04-15 17:26:34 UTC
in About the "Back-up Files" Steam option Post #104237
If I were to use this option, could I theoretically burn my existing, updated HL2 installation onto a CD/DVD/whatever, and then transfer it to the new computer I just purchased online? The reason I ask is NOT because I'm trying to copy the game or anything for illegal purposes, but rather because I am a modem user. A 2.6kbs-download-speed modem user, to be precise. Therefore, updating Steam a second time would be extremely annoying and long, and I want to get right into mapping the second the PC arrives.

Does anyone know if this will work, and if the updates will carry over? I'd love not to have to re-download the SDK...it takes 3 full days at least, and I do have other needs for my phoneline.
Posted 19 years ago2005-04-15 17:19:44 UTC
in Is there a hosting site for large maps? Post #104232
RabidMonkey777, I thank you for your offer, and once the map is completed to my satisfaction I'll get back to you on it via a post here on TWHL or something of that nature.

I abandoned all other maps I was working on 2 months ago to start working on this one (some may remember the boat I was making...it's still there guys, just on the backburner!), and it is going to be my premier map for online distribution. The map will be optimized for large-scale deathmatch games and it has a distinctly different thematic flavour than most other maps. Structurally, it is at 87% completion, whereas for multiplayer functionality it is at 11.5% compeltion. I'll get a site somewhere for screenshot posting once it's ready... I guarrantee you be at least mildly interested. But for now, it's getting through the compile process (the map is so full that I have yet to run VIS on Normal...I'm saving that for when it's 100% done).
Posted 19 years ago2005-04-14 21:00:29 UTC
in Is there a hosting site for large maps? Post #104065
I was just wondering if there is a site out there that willingly hosts maps that have larger than normal file sizes. By that, I mean 20MBs+ without .RAR compression, 5MBs+ with it. I'm working on a map right now that promises to be my best ever, but already it's too big to host on any free make-your-own-website services that I know of (the most I've seen of free web space is 5MB, on yahoo geocities). If anyone knows where I could find a hosting service that could accomodate such a large map (compressed, of course), I'd be most appreciative.
Posted 19 years ago2005-03-19 10:03:20 UTC
in Zero Area Child Patch Post #97858
I have a map with similar dimensions and I have the error as well, but it doesn't cause Hammer to refuse to load the map. I wonder why...
Posted 19 years ago2005-03-19 10:01:01 UTC
in Fast vis vs. Normal vis, does it matter? Post #97857
I was just wondering, does running the vis process on the normal setting add anything to the level at all, or is does the fast vis setting provide all that you need. When I run things in fast vis, they look fine, and since most of them are huge I don't even bother with running normal vis (I don't have a lot of time). So basically, can you put out a final BSP without ever using the normal vis setting?
Posted 19 years ago2005-03-14 00:10:58 UTC
in need mapping trainer? Post #96728
Well, you're in the right place. But, as the people above have said, you need to practice on your own using tutorials and specific forum requests to get better. I have a graveyard filled with countless failed/incomplete test maps from past mapping sessions, and you will too. I guarrantee you that if you keep testing things and look at TONS of tutorials, you'll generally find out what you need to know to do the neat things you're dreaming of. Here's the biggest tip I can give: picture your dream map in your mind. Now, lock it away in a box and throw the key into a very dark place, because it is FOLLY to attempt your craziest/most complex ideas in mapping with just a handful of experience. In other words, DON'T try making your dream map until MUCH, MUCH LATER, after you have the knowledge necessary. Heck, I'm still in the planning stages of my castle, and I've been wanting to build that since I started mapping three years ago (Sadly, HL1's Hammer virtually died trying to process my first attempts).

Keep it up, I know you'll be doing great work sooner than you think! :P
Posted 19 years ago2005-03-14 00:03:19 UTC
in Launcher Error Post #96727
Success! Now all who suffer this problem in the future will know what to do - just launch the game first, then run maps in Hammer. Thanks to all who helped.
Posted 19 years ago2005-03-13 21:22:44 UTC
in Launcher Error Post #96702
You know, that might actually work - I haven't loaded Half Life 2 itself ever since I reinstalled it (I had to reformat my pc). I'll try that - thanks everyone, I'll let you know if it works or not later.
Posted 19 years ago2005-03-12 16:36:33 UTC
in Launcher Error Post #96520
I too am experiencing this error, and it hasn't gone away like it did for Itchyosaur. I've turned Steam on and off a dozen times both online and offline, and I've tried running the map under different game configurations, but nothing seems allow any of my levels to load. Like Itchyosaur, I too would like to know if there is a fix for this, because manually loading maps each time, frankly...sucks. If anyone has figured this out, please let me know.
Posted 19 years ago2005-03-07 17:04:11 UTC
in My cannonballs don't cause damage... Post #95720
Hello, guys!

Thanks for your suggestions - I'll try them out as soon as I can, particularily the explosion entity idea. However, I am now in the very unpleasant situation of reinstalling HL2/everything else (I reformatted my PC for performance reasons), so it will be a while before I can put those suggestions into practice (I am on an <28.8kbs connection...pity me). Thanks again, and I hope it works (it's one of the last problems I'm having with the boat).
Posted 19 years ago2005-03-05 21:44:04 UTC
in My cannonballs don't cause damage... Post #95345
I've created cannonballs for use with my ship's cannons, and they're func_physbox's. I've set the explosion magnitude/damage/radius all to substantially high numbers - 400 across the board - but they don't cause damage to the things they hit. They break like they're supposed to, but a func breakable that I shot one DIRECTLY at didn't even get a chip knocked out of it. Also, if it has an explosion, shouldn't there be some sort of effect or sound when it explodes? If any of you have possible answers to these questions, I would appreciate it beyond words.
Posted 19 years ago2005-03-04 13:31:02 UTC
in Are there any additional sky textures? Post #95022
Thanks, Kasperg and Blackravent. That helped a lot!
Posted 19 years ago2005-03-04 12:04:51 UTC
in Are there any additional sky textures? Post #95009
I'm just curious, are there other sky textures available within the SDK, or are we limited to just that Wasteland sky? It's not that it's bad or anything, but the original Half-Life had a healthy selection of varied skies and I'm looking for a more appropriate texture for my map. Has anyone found any?
Posted 19 years ago2005-03-03 22:25:27 UTC
in Is respawning a brush phys_prop possible Post #94921
BTW, Itchthyosaur is also working on a similar boat-themed map - his is a World War 2 themed cruiser. We're planning to combine them for a very historically inaccurate ship battle map, so count on seeing it on TWHL sooner or later!
Posted 19 years ago2005-03-03 00:42:50 UTC
in Is respawning a brush phys_prop possible Post #94710
Don't worry, Blackravent & everyone else, I plan on not only making the R.L.S. Montrigre (pronounced, albeit incorrectly, "Mon-tih-grey") playable by the masses, but I will also be releasing my first-ever, totally revolutionary (in the fact that no one has done one like it yet) Half-Life 2 mod! I won't spoil the surprise any more than I already have, but I'm sure it will make for some great online and offline gaming. As a demonstration of my appreciation for the community I gladly take part in here at TWHL, I'll make the mod available to all of you guys first! It'll be a little while before the first version is released, though, because I have to playtest the online and LAN components, as well as add some streamlined features to it that I think it could use.
Posted 19 years ago2005-03-03 00:37:34 UTC
in I need some help making thrusters Post #94709
Hey, Itchthyosaur! Nice to see you around :lol:

Now, it's just getting those stupid cannonballs to work...

BTW, I've got an idea for getting the Montressor (surely you remember it, Itchthy) into the air without the turbulence, thanks to this very helpful link. We may one day have functional, cool-looking space ships! And I will echo the thanks to the Blackravent - your help was very, very greatly appreciated.
Posted 19 years ago2005-03-01 22:59:15 UTC
in Is respawning a brush phys_prop possible Post #94522
Here's the story: I'm making a cannon to use on my galleon ship, and so far all is well. I have an array of six olde-fashioned cannons lined inside the ship's hull, and you can load my brush-based phys prop cannonball into the hole near the base. Then, using your manipulator, you can shoot it out by punting it through a special slot.

....The problem is, making ammo for it is impractical. I have to make each individual cannonball, and that makes an incredible amount of lag in my level since I need several dozen (for those intense ship battles, you know the sort :P ) So, does anyone know a trick to make these fellas respawn on the press of a button? That would help both lag and loading times, plus I could get as much ammo as I need. If you can help me in any way, it would be most greatly appreciated.

P.S., to the kind poster who helped me with the thruster problem, thanks! It works great!
Posted 19 years ago2005-03-01 21:18:08 UTC
in problem with models in 3dview Post #94513
True, but I did say "budget" card. :lol:
It's not as powerful, but it packs a lower price tag and is definately a step up from the respectable but underpowered GeForce 4000 MX.