Forum posts

Posted 19 years ago2005-04-02 21:56:44 UTC
in more questions. Post #101000
Here's from the SourceSDK Documentation

[quote]Adding Water to a Level

Water is a very complex shader inside of the Source engine: it is animated, reflective, fogged, refractive, and bump mapped. With this complexity come rules and restrictions on how it is placed and what sort of water is used in different situations.
?Expensive? Water

This sort of water is the best looking, but also carries the most cost. This shader will reflect the world around it, refract and fog the world beneath it (based on the line integral through the water volume), and animate a bump mapped texture on the surface. While the results are photo-realistic, the cost can sometimes be too prohibitive for complex scenes.
?Cheap? Water

For situations where a more simplistic water solution is called for (normally for performance reasons), ?cheap? water may be used. This version of water does not reflect the world around it, making it less realistic, but also much cheaper. Expensive water will ?fallback? to cheap water on video cards that are unable to support the features necessary for it to render properly. It will also fallback to this material if the user overrides the visual quality setting for water?s appearance in the Video options in-game.
Requirements

To make it perform efficiently, water also has a collection of rules regarding its placement and usage inside of a map:
* There may be only one water level height in a PVS if the water is expensive.
* ?Expensive? and ?cheap? water may not be used simultaneously in the same PVS.
* The water?s surface should never slope in the Z-axis; it should always be parallel to the horizon line in a map.
* Water is created by applying a water material to the top-most surface of a brush, while covering the remaining faces with the toolstoolsnodraw material.
* The water_lod_control entity controls the distance at which expensive water transitions into cheap water.
* An env_cubemap entity must be present for the water surface to render properly on sub-DX9 hardware.
Note: Water is not a brush entity, and should not be attached an entity. Water brushes included in any brush entity will not render correctly.[/quote]
Posted 19 years ago2005-04-02 21:54:35 UTC
in Texturing Post #100999
or you can use a prop_static and use the model of a box
Posted 19 years ago2005-04-02 13:46:11 UTC
in more questions. Post #100893
I"ve been thinking about that, too, and I don't think they did between transitions.
Posted 19 years ago2005-03-31 20:47:22 UTC
in What am I doing Wrong? [closed] Post #100445
Don't ask that last one....
Posted 19 years ago2005-03-31 02:12:06 UTC
in VIS groups Post #100305
I did not hit the little red box - the "hide groups" box. I will try that... just a second...

Oh, yeah....

That's awesome! Thank you! I can't tell you how long I've been trying to figure that out. You'd think there'd be something in the VIS Groups control palette to perform this function, wouldn't you?
Posted 19 years ago2005-03-30 21:02:08 UTC
in Simple prop_static questions Post #100271
As far as viewing entities, if you want it to be visible all the time from all distances, then:

Start Fade Distance: -1
End Fade Distance: 0

If you make a veiwable entity and accidently grab one of the globe handles inside, you change the settings (duh), but if you shove it all the way back tight, you reset the Start Fade Distance to 0 and not -1. You'll never see it then. You have to insure the -1 in the properties box.
Posted 19 years ago2005-03-30 20:50:02 UTC
in Changing sky Post #100270
Posted 19 years ago2005-03-30 04:15:14 UTC
in VIS groups Post #100048
When I select a variety of objects and "group" them, I can't add them to the vis group box. I select "edit" and type a name in, but there's nothing in the group. The checkbox goes grey when I try to toggle it. I have gotten objects into it in the past, but what am I doing wrong?
Posted 19 years ago2005-03-30 04:12:53 UTC
in Mapping for HL2? HOW? Post #100046
Open Steam and go to "Play Games". Play "SourceSDK". Steam will take it from there. It will download the new Hammer and a few other programs and, from there, it will set it up for you.

THEN you can map for HL2.
Posted 19 years ago2005-03-30 02:59:21 UTC
in Button that plays music wont stop... Post #100030
If you want the sound to start or stop depending on the button presses, you need to toggle it instead of starting and stopping it.
Rabid has provided an answer for you...

Just so you know, toggling is different than starting or stopping. To the game engine, starting is just that - from the beginning;play. Stopping is just that - cease and desist. Toggling is switching from one state to the other - like a light switch toggles the light bulb on or off. If you told a light switch every time I push your button, you light up, then you're never telling it to be off.

It's a selection choice in the outputs -- thanks for listening to the rant.
Posted 19 years ago2005-03-30 02:51:45 UTC
in Help with making buildings! Post #100029
http://www.hl2world.com/wiki/index.php/HL2-HL2DM_Model_List

This is a list of the models and their folder locations.

You might browse through that entire website. It has been no end of help for me and I know others on this site use it extensively.
Posted 19 years ago2005-03-29 22:31:08 UTC
in Help with making buildings! Post #100009
This can help give your desert town a more realistic skyline. Think of the buildings way in the back in canals in Halflife2... http://www.hl2world.com/wiki/index.php/3D_Skyboxes

This will give a decent explanation of the prop types, which are models.
http://www.valve-erc.com/srcsdk/Levels/prop_types.html
Posted 19 years ago2005-03-29 22:22:12 UTC
in Breaking pieces of glass seperatly Post #100008
The shift+drag should work. Make sure nothing has a name. Make sure the damage from one breaking piece doesn't cause damage to the surrounding pieces.
Posted 19 years ago2005-03-29 22:08:20 UTC
in Missing pictures - World Model Post #100006
Change your video settings to 32bit... the pictures only show at that resolution.
Posted 19 years ago2005-03-27 01:00:19 UTC
in I got an Idea 2 Post #99284
Why don't you have everyone submit one or two rooms based on the theme of your choosing and then YOU can edit them together into something that makes some sense.
Posted 19 years ago2005-03-27 00:54:39 UTC
in Favourite quote!! Post #99283
"Even a blind squirrel finds a nut"
Posted 19 years ago2005-03-27 00:52:29 UTC
in Story 4 [closed] Post #99281
festered in the fallow earth, dried by winds of change that produced a new order - extinguishing the old methods
Posted 19 years ago2005-03-26 17:50:42 UTC
in Unable to test map Post #99245
Posted 19 years ago2005-03-26 15:48:09 UTC
in Firey barrels Post #99232
That site is awsome for entity explanations and tutorials.
Posted 19 years ago2005-03-26 15:46:38 UTC
in Components of a map? Post #99231
Seventh, check your forums again... there's no .rmf files in HL2 mapping...You mean .vmf, I believe.
Posted 19 years ago2005-03-26 15:42:15 UTC
in Unable to test map Post #99230
Right now, I've renamed the source_models.gcf and I'm downloading it again in the hopes it helps me.
Posted 19 years ago2005-03-26 15:39:44 UTC
in question on some entities- Post #99229
wont show sky in game either, that is, off of run map. any different when totally loading a map vs the run map?
Designate a skybox in the "Map Properties" dialoge box that's in one of the dropdown menus. Go here to see the skylist: http://www.hl2world.com/wiki/index.php/Sky_List
Posted 19 years ago2005-03-26 15:26:03 UTC
in Terrain Post #99227
http://www.valve-erc.com/srcsdk/Levels/displacements.html

I've noticed alot of the questions in the HL2 forum are covered in the Valve-provided SDK Documentation.

Just an observation....
Posted 19 years ago2005-03-26 15:21:09 UTC
in What is the env_cubemap for? Post #99226
Yeah, what he said. By picking the faces, you insure that the reflections you want will be in place. Otherwise you may end up with objects and lights reflecting in ways that aren't natural.
Posted 19 years ago2005-03-25 03:16:46 UTC
in Book your reading currently Post #98944
Chaos is a great book, but out of date. Read "The Elegant Universe" by Brian Greene.

Anything Douglas Adams is great! (H.H.G.G. out on April 29th!)

Currently reading trade manuals for work.
Posted 19 years ago2005-03-25 03:09:26 UTC
in Unable to test map Post #98943
I keep having this problem also. So far, what's fixed it for me has been to join a deathmatch server and play for several minutes. Give STEAM enough time to download whatever it needs to. That works maybe half the time. The other half of the time, I come back to it way later and it works.
Posted 19 years ago2005-03-25 03:00:57 UTC
in strange water issue Post #98942
Maybe this: http://www.hl2world.com/wiki/index.php/Logic_lineto

It sounds like it might be helpful, but I don't know how to operate it.
Posted 19 years ago2005-03-24 01:30:15 UTC
in strange water issue Post #98784
I'm sure you're building the cubemap after compiling... gotta ask, though, just to check it off the list.
Posted 19 years ago2005-03-23 01:50:04 UTC
in What is the env_cubemap for? Post #98651
SDK Documentation about Cubemaps

When building the map, you need to add the env_cubemap and set it up. After the map is compiled, go into the console and type "buildcubemaps". The "buildcubemaps" is done in console after compile because it's at that point that the function has access to all the geometry and light data.
Posted 19 years ago2005-03-22 04:52:53 UTC
in What is the env_cubemap for? Post #98530
You should be able to use the eyedropper to choose the side (or sides) for the cubemap to render. You shouldn't use too many cubemaps in a room, though.
Posted 19 years ago2005-03-21 21:20:35 UTC
in compiling and testing a HL2 map Post #98508
I prefer "buggeroffyou", but that's a decent workaround.

Thanks!
Posted 19 years ago2005-03-21 05:00:05 UTC
in Good water Post #98335
Posted 19 years ago2005-03-21 02:29:34 UTC
in compiling and testing a HL2 map Post #98322
When I compile and test my maps, it creates a server and runs that map. Then people start joining. These are test maps that are severely incomplete, small, and it's distracting to have someone join and cap you before you can do a detailed test of the map.

Is there something I can do to keep this from happening? Any way to make the game start as a LAN instead? I don't need three or four people out there adding "testmap_ladder1" to their mapcycle, if you know what I mean.
Posted 19 years ago2005-03-21 02:12:11 UTC
in Hey. Post #98317
I really should start checking which forum I'm replying in.
Maybe divide the website into two? It'd use mostly the same templates... just the text and graphics would change.... ;)
Posted 19 years ago2005-03-21 02:09:51 UTC
in choppy ladder climbing Post #98316
These ladders are decent, when they're working. Stacking the models kinda sucks. I don't even want to make a tilted access ladder like you might find bolted to a steep pitched roof.
Posted 19 years ago2005-03-19 16:43:52 UTC
in How to reduce the ?squareness? factor? Post #97992
Offset your layout... so the buildings aren't so "covered and aligned. Use dummy buildings to obstruct the viewer's perception and decieve them into thinking it's not so square.
Posted 19 years ago2005-03-19 16:39:24 UTC
in Tac Ops - Rapidwaters][ Post #97991
If YOU think it should be done, you're the perfect person to do it and for all the right reasons.
Posted 19 years ago2005-03-19 14:42:01 UTC
in Lighting Huge Problem Post #97953
HL2 Mapping

Very helpful site; not that this one isn't, but the site above is dedicated to HL2, has a comprehensive entity list, and alot of "how-to" tutorials for HL2. It's what I've been using to get my feet wet with HL2.
Posted 19 years ago2005-03-16 22:24:50 UTC
in The scale of Half-Life 2 Post #97424
I think they are all the same... I posted it because (A) it's from Valve and (B) it's very comprehensive. The more exotic numbers for HL1 were hard to find but every number you could need is right in that list.
Posted 19 years ago2005-03-16 22:08:30 UTC
in choppy ladder climbing Post #97421
Thanks for the info... It's so new to me I'm never really sure if I'm screwing it up. HL2DM is what I'm mapping in
Posted 19 years ago2005-03-16 03:11:56 UTC
in choppy ladder climbing Post #97224
I've been reading about HL2 mapping for a month or so and I got the SDK a week ago. I've been playing with ladders, just to get a feel for them, and when I create one "by the book", it works. Not well, but it works. When I climb the ladder, it is a choppy ride up and down... kinda like an medium env_shake is happening.

I have a func_useableladder (not touching a damn thing) stretched out TALL. I have four standard prop_static ladder models stacked upon each other and the standard "half radial" dismount handrails at the top. I have 3 info_ladderdismounts at the top and 3 at the bottom. Since you can't resize the prop_statics, the model at the bottom of the stack is stuck in the ground quite a bit.

Anyone have any ideas?
Posted 19 years ago2005-03-16 03:00:06 UTC
in The scale of Half-Life 2 Post #97223
Posted 19 years ago2005-03-15 05:08:26 UTC
in Is this possible in source? Post #96956
I don't think you can stop the respawn command from the server in HL2DM. You can in CS, DOD, and a few other mods. I'm really, really new to HL2DM, so don't take my word for it. It's just how the logic plays out in my head. Maybe the teamplay aspect of the game has some code you could pervert?
Posted 19 years ago2004-12-31 20:10:35 UTC
in Seventh Post #80720
Damn, can't you even leave this crap alone at christmas/new year holidays? Take a break from it.
No doubt... go break storefront windows or steal hubcaps... leave it in your own neighborhoods, at least.

Or try this stuff.
Posted 19 years ago2004-12-31 19:45:42 UTC
in HL2 @*$#'n game! Post #80703
Macintosh has always been Unix-based. Linux is a freindly(er) Unix. The best reason for using a Unix based system is that it's not nearly as redundant as an IBM based system. Your programs don't require 500mb of space like they do in Windows. The second best reason is that it computes faster than IBM based systems. That means you can render your graphic things faster, like in AutoCad or XSI. Windows will always rule the world because it's the cheapest, easiest way to do simple tasks, like email. You won't find many places that use computers for calculating things (like NASA or Pixar) using an IBM system for that... their just too slow. And time = $$$. Though it's more cost effective for their infrastructure to use Windows for the memos, emails, and pictures of people's butts that circulate thorughout any given office.
Posted 19 years ago2004-12-31 19:31:58 UTC
in my maps keep running in deathmatch Post #80689
ok... I've tried to respond twice to this post and each time I recieve a Database error. If this posts, Good Luck! I'm not typing it again.
Posted 19 years ago2004-12-31 19:28:57 UTC
in my maps keep running in deathmatch Post #80687
Am I not allowed to post anymore?
Posted 19 years ago2004-12-31 05:02:54 UTC
in Need help with door Post #80511
Security Cards
Keys

Read these. They may give you ideas, since they are similar concepts. I'm not very familiar with the master setting, but I think you're gonna need it for what you want to do.
Posted 19 years ago2004-12-19 18:09:30 UTC
in PC in critical state. Post #79160
My first computer was a used AppleII back in 1985. It had a 32k cache. My first IBM based system was a 486/25dx and was not upgradable past 100dx. Intel decided to advance the 33dx line into pentiums.

At the same time, my roommate spent his money reserved for his car on a 1mb HD instead because he worked for a computer store and got a good deal on it. Reg. $800/ his price: $650. How's that for a dollar/mb ratio?

Mine are much more advanced nowadays.
Posted 19 years ago2004-12-17 21:08:27 UTC
in Noob-ie Hate Posts Post #78922
Here's the deal:

People here don't have a problem with newbs. They have a problem with newbs who think that their first map is the best thing since cell phones and continuously hammer (no pun intended) this forum with pointless remarks. They are fed up with the newbs who don't have patience. The newbs who are looking for instant gratification.

If you're a newb, and you're up front about it, nobody has a problem with that. If you make a map and post it, be prepared for criticism... that's why this is here. If we all told you your map was the best thing since cell phones, we'd probably be lying and it would benefit you not all.

Chances are, you already know what is wrong with your first map. The experience of creating it teaches you alot. Some people may learn and revise their "first" map over and over (some members here should note a "first map" may have been revised several times) and have learned the ins and outs of the most basic things. But one thing is sure. If you don't post it, you will never know what people think about it. You will never be able to gauge when you are no longer a "newb" mapper.

Post your map.