I transformed a couple of complex objects into passable func_details and added a clip brush on top of them, but I see no difference in game, meaning that I can't walk on them as a big rectangle.
Am I doing something wrong?
I also went dichotomic with the -num_edicts switch and figured out that I need to pass 1112 as a minimum value for the game to run. It exceeds the default value of 900 by 212. Yikes! Granted we're talking about entities here. That's a lot of stuff to cut!
I had problems with a little setup of mine. I created a screen (func_button) pointing on a func_camera with a button on the side creating explosions with a countdown shown using env_text.
The explosions were too far away in deathmatch mode (only) and weren't displaying (only the decals were showing through the camera). I created a 2x2 underground tunnel from the remote location to the target location and it worked! Explosions are now seen through the screen.
I guess it's a matter of vis leaves threshold. Things happen up to a certain vis leaf offset.
I tried D3Dgear, but wasn't satisfied by it. My computer isn't fast enough (said I), there was a little bit of lag. The resolution I used was 720p.
I then tried the startmovie command in 1080p and to merge the bmps into a xvid avi. After I went through 18 demo files (OMG so painfully long) I discovered that my PC isn't fast enough to edit xvid 1080p vids (in most common editors).
I spent my whole day on startmovie and I didn't even reached the step of recording the sound and synchronizing it manually. Screw this sh*t.
I tried D3Dgear again and did this video (less for demonstration purpose, more for rewarding my wasted efforts):
Perhaps try targetting a passable func_wall with the wanted texture which covers the same place than your func_door?
Edit: Try targetting on close if that suits you otherwise you'll have to create a buffer as the target is triggered both on open and on close. The buffer would be a multi_manager that triggers your action, but also disable itself for let's say 2 seconds. Within that 2 seconds the second targetting will occur and does nothing. You'll have to create changetarget entities to both enable / disable the target of your door (which switches the target between nothing and your multi_manager).
Edit2: There's no such thing as a passable func_wall and I guess func_illusionary doesn't switch texture. I'll make some tests tonight. The reason why the animated texture doesn't show, might be because both on open and on close is targetted. So basically, the texture might turn on, but only a fraction of time.
If my theory is right, you might want to set the toggle flag of your func_door and automatically trigger the close with a delay long enough so the animated texture can show.
Thanks, but I already saw that page. Passing tga and wav doesn't work. It returns the syntax help for the command.
Can someone please test this on his side to see if the wav is created?
Edit: Nevermind. This link (https://gamebanana.com/tuts/11018) suggests what I was fearing... basically, sound must be recorded and matched separately. What a painful process. It's either this or a slightly laggy 800*600 video.
Hi, I don't know if this question belongs here, but I'm working on creating a presentation video of my map.
I created the demos successfully, but I'm having trouble with start/endmovie.
Basically, no wav file is created as output. bmps are created correctly though.
Any ideas?
Edit: Note that worst case I can capture audio separately and add it later using a video editor. I tried capturing audio/video using a third party software and it gave me sh*t. My computer is too slow for this. That's why I try to stick to startmovie.
Yes I know, but none of the percentages where close to 100%, but still had the error message. It's not very helpful / straightforward. Like I can't conclude of how many entities I exceed with the provided numbers.
OK it's -num_edicts and not +num_edicts. I don't think it's a cvar. This way I can keep mapping until then end (only lighting left) at which I will start cutting until the error goes away.
So guys, it seems that the -chart switch didn't really help isn't it?
Hi, I get the "ED_ALLOC: no free edicts" error. It's no surprise. I exaggerated with the entities.
Now I need to cut, but there are a few things I wanted to know:
-Is there a way to know of how many one's busting the entities limit? -Do lights count as entities and can light textures replace them without creating entities?
I created this test map (http://www.filedropper.com/lighttest) to illustrate an issue that I have. The InitiallyDark flags as well as the Appearance property doesn't work. Lights are always rendered on and are still.
The example allows to switch between a normal light and a red strobing one. It doesn't work at all. I've tested using UMHLT and VHLT without success.
Thanks, I really cranked up the heat from the get go. I'm a programmer in real life so this is easier for me. (Still I fucked up my first map due to noobism and greed.)
I can't post much about my map, because texturing is left and I don't want to spoil it, but here's a sneak peak:
The gym, with working exercise machines, pushable/breakable exercise balls and climbable poles:
Here's a screenshot of one of the numpads:
(The 3x3 numpads aren't meant to be used by normal players....there's 2x2 numpads for them. Those 3x3 allow to either receive 500 frags or end the game. It's a secret to be shared with VIP.)
I can't wait to show people my scientist torturing machine, but it's not textured yet.
Didn't know this site was blessed with such an advanced technology.
Anyways guys, the point was to post huge amounts of well ordered entities. I guess you don't care or get it. Whatever...
For what it's worth they are entities for two 3x3 numpads, a random 4 events generator, a teleport location cycler and a 9 tracks record player. They don't fit on the map so I created a separate box for them. Also there are buttons that are hurtable for the env_beam of the random event generator. I must put this outside the map area which gets hurt in a crossfire fashion at some point.
"There is one for both entities, brushwork, lighting and anything related. It is called: Post your screenshots! WIP thread"
Hi, that might very well work. I used a func_button instead and it worked super fine. I'll leave it like this, but will consider the game_counter the next time I face this need. This way I can save few brushes.
I tested the cheap water and it worked like a charm. I used render mode texture and fx amount 0 for transparency. Additive with 255 wasn't hiding the shape completely.
I tested with gl_wireframe 2 and the polygons really aren't drawn when the shape is invisible.
OK, I tried creating water the size of the map, but I get the brush outside world error. I tried moving my map up using the move tool and I get this undescriptive error:
Hi, I noticed that the activator information is lost when using a trigger_relay. For instance, it I use a game_text using a button, but with a trigger_relay in between, the game_text will not show (granted it's not for all players). Is there a way to keep a reference to the activator?
So far I've been using Valve Hammer 3.5.3 and I'm relatively satisfied about it. I wanted to know your thought about other editors and whether there are better alternatives. So far I heard of Jackhammer, Sledge and Valve Hammer 4.x. Any comments on these?
Hi, is there a way to make the VOX speak sentences? I mean I'm creating a map, not a mod so I suppose using sentences.txt doesn't apply. So far I used ambient_generic, but this creates a lot of entities and it's a lot of trial and error to configure.