I was reffering to Caboose's image.
Here's mine again in widescreen:
Atom, that's not you in your avatar right?Correct.
I thought you were a guy.I am.
And if that's just your gfI wish!
I'll just shut up before something bad happens.Fine.
please take your lights.rad out of the equation so you don't have to compile it twice, (the light values were off last time, so maybe it doesn't consistently "override" the mapname.rad?). Also, make sure you've copied all the included mapname.rad to your hammer/maps folder (if you've run through the map preview i did on fast vis, this should give you a clear idea what the light values should look like.)So you're saying i should remove my lights.rad file? If i do that, light will fail in pretty much any map, including mine.
as for the visible objects, pleez just compile with it unchecked to avoid any further confusion.You got it.
i never had that problem but i've only did fast vis. I guess your big quad core can't handle it? =) (which map btw, rooms.rmf?)My quad core has nothing to do with it, its the compile tools.
Fuck Popcap games, all of their games are old-games ideas with eye-candy graphics.You're a twat.
I haven't tried it out yet, so I'm pretty sure I'm asking a dumb question here. but why not just make the computer itself emit light? why do you have to go through all the func_illusionary and stuff?Because a light emitting texture will always be fullbright ingame, including the parts that don't have any computer gizmo's. It'll look weird.
mod_light1a 240 240 210 10000
mod_light2a 190 30 30 5000
mod_light3a 45 45 245 5000
mod_light3b 135 135 245 5500
mod_light4 252 200 105 5000
mod_lights1a 255 230 205 5000
mod_lights2a 240 120 120 16000
mod_lights3a 150 120 240 8000
mod_lights4a 120 230 160 6500
mod_thinlighta 135 135 245 2500
mod_thinlightb 240 220 170 3000
mod_labsideligh 140 140 200 10000
mod_spot1 220 240 255 500
mod_screena 50 140 240 1500
mod_screenb 50 140 240 1500
mod_screenc 50 140 240 1500
mod_screend 50 140 240 1500
mod_screene 50 140 240 1500
mod_screenf 50 140 240 1500
mod_screeng 50 140 240 1500
mod_screenh 50 140 240 1500
mod_screeni 50 140 240 1500
mod_screenj 50 140 240 1500
mod_screensa 50 200 240 600
mod_screensb 50 200 240 600
mod_electro2a 50 140 200 800
mod_electro2b 50 140 200 800
mod_electro2c 50 140 200 800
mod_electro2d 50 170 200 800
mod_elec1a 50 240 200 1000
mod_contpan1a 50 190 200 800
mod_labcab2a 50 120 220 500
mod_labcab2b 50 120 220 500
mod_labcab2c 50 120 220 500
mod_labcab2d 50 120 220 500
[blue]class[/blue] CCleanSuitScientist : [blue]public[/blue] CScientist
{
[blue]public[/blue]:
[blue]void[/blue] Spawn([blue]void[/blue]);
[blue]void[/blue] Precache([blue]void[/blue]);
BOOL CanHeal([blue]void[/blue]);
};
LINK_ENTITY_TO_[blue]class[/blue]( monster_cleansuit_scientist , CCleanSuitScientist);
BOOL CCleanSuitScientist::CanHeal([blue]void[/blue])
{
return FALSE;
}
[green]//=========================================================[/green]
[green]// Spawn[/green]
[green]//=========================================================[/green]
[blue]void[/blue] CCleanSuitScientist::Spawn([blue]void[/blue])
{
Precache( );
SET_MODEL(ENT(pev), "models/cleansuit_scientist.mdl");
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
pev->solid = SOLID_SLIDEBOX;
pev->movetype = MOVETYPE_STEP;
m_bloodColor = BLOOD_COLOR_RED;
pev->health = gSkillData.scientistHealth;
[green]// position of the eyes relative to monster's origin.[/green]
pev->view_ofs = Vector ( 0, 0, 50 );
[green]// NOTE: we need a wide field of view so scientists will notice player and say hello[/green]
m_flFieldOfView = VIEW_FIELD_WIDE;
m_MonsterState = MONSTERSTATE_NONE;
[green]// m_flDistTooFar = 256.0;[/green]
m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_OPEN_DOORS | bits_CAP_AUTO_DOORS | bits_CAP_USE;
[green]// White hands[/green]
pev->skin = 0;
[blue]if[/blue] ( pev->body == -1 )
{ [green]// -1 chooses a random head[/green]
[green]// pick a head, any head[/green]
pev->body = RANDOM_LONG(0, NUM_SCIENTIST_HEADS-1);
}
[green]// Luther is black, make his hands black[/green]
[blue]if[/blue] ( pev->body == HEAD_LUTHER )
pev->skin = 1;
MonsterInit();
SetUse( FollowerUse );
}
[green]//=========================================================[/green]
[green]// Precache - precaches all resources this monster needs[/green]
[green]//=========================================================[/green]
[blue]void[/blue] CCleanSuitScientist::Precache([blue]void[/blue])
{
PRECACHE_MODEL("models/cleansuit_scientist.mdl");
PRECACHE_SOUND("scientist/sci_pain1.wav");
PRECACHE_SOUND("scientist/sci_pain2.wav");
PRECACHE_SOUND("scientist/sci_pain3.wav");
PRECACHE_SOUND("scientist/sci_pain4.wav");
PRECACHE_SOUND("scientist/sci_pain5.wav");
[green]// every new scientist must call this, otherwise[/green]
[green]// when a level is loaded, nobody will talk (time is reset to 0)[/green]
TalkInit();
CTalkMonster::Precache();
}
@ DiscoStu: Mr. Friendly is an unused monster (no AI) but it can still be used in maps my just placing a monster_generic. @hlife_hotdog: what can you offer me?[blue]class[/blue] CCleanSuitScientist : [blue]public[/blue] CScientist
{
[blue]public[/blue]:
[blue]void[/blue] Spawn([blue]void[/blue]);
[blue]void[/blue] Precache([blue]void[/blue]);
BOOL CanHeal([blue]void[/blue]);
};
BOOL CCleanSuitScientist::CanHeal([blue]void[/blue])
{
[blue]return[/blue] FALSE;
}
I don't get it. I don't get C++ anyway, so.As for rims map, yes i did align, and fixt the transparency.No you did'nt. It still looks the same as here: http://www.themightyatom.nl/screenshots/rimrookbugs.jpg