Forum posts

Posted 19 years ago2005-01-26 14:46:55 UTC
in Lights do not work Post #85891
light_env requires a sky texture on a face to work :/

light_spot works, but you have to make sure you didn't set a maxrange or mess with the linear or quadratic fields.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-26 14:42:22 UTC
in Using a model as a button... Post #85886
It's not horribly hard, just another output or two.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-26 11:32:23 UTC
in HL2 scripted sequences Post #85857
You might have some luck looking at the SDK trainstation maps? I've no idea about scripting, I haven't gotten it to work yet either.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-26 07:26:30 UTC
in model questions Post #85835
props_combine - combine citadel 00x or whatever.

Not unless you decompile and edit them.

There's nothing there. Like props_doors/lights/caves.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-26 07:25:42 UTC
in Unsolid models...? Post #85834
...but good for complex objects. Doesn't cost too much for a static prop in any case.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-26 07:25:10 UTC
in Seeing models farthere away Post #85833
To put a point on it, set minfadedist to -1 and maxfadedist to 0.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-25 20:17:07 UTC
in Making transparent not tranparent Post #85769
Bah, the silly [quote.] doesn't recognize code formatting ;/

/me begs for a [code] option D:
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-25 20:16:07 UTC
in Making transparent not tranparent Post #85768
Ok...

Basic VMT structure -

[quote]"LightmappedGeneric"
{
"$basetexture" "dm_x/texture"
}[/quote]

Material with VMT Proxy structure:

[quote]"LightmappedGeneric"
{
"$basetexture" "shadertest/LightmappedTexture"
// Inside these braces are where all the proxies go
"Proxies"
 {
        // This is a sine proxy
        "Sine"
        {
               // This is the data for the sine proxy
               // Notice there is no '$' on the proxy variables
               "resultVar"    "$alpha"
               "sineperiod"   8
               "sinemin"      0
               "sinemax"      1
        }
 } [/quote]
More on Proxies.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-25 20:12:32 UTC
in Pretty basic question(s) Post #85766
Sometimes you just got to for the detail you have to put into some maps.
dm_petrol's brushwork is all snapped to grid at a level around 4 or 8 - no floating points or overlaps. Except on some of the pipework, but that doesn't count because I said so ;/

Turning off the grid tells Hammer to treat it as 1 but it doesn't auto-change it. Or it didn't in 3.4, at least.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-25 20:10:45 UTC
in Unsolid models...? Post #85765
Set it's collisions to VPhysics is your other option.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-25 20:08:36 UTC
in Song you are listening to [closed] Post #85764
Nothing, as my iPod is at home ;(
np: Michael Angelo Batio - No boundaries
Good song.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-25 01:14:45 UTC
in Warning vvis.exe in your sdk bin? Post #85608
...without VIS the map isn't going to function very well. It will compile, but without VIS or it will create a new EXE.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-25 00:48:37 UTC
in Making transparent not tranparent Post #85601
Edit your VMT so that it doesn't use an alpha VTF though I think that might not work either, dunno. Try it.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-25 00:48:02 UTC
in Warning vvis.exe in your sdk bin? Post #85600
Er, VVis isn't a glitch - It's the VIS exe you need to run when compiling that calculates the visibility data - This is an intensive process and it requires your full CPU power. It is certianly needed in the compile, it's an integral part.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-25 00:46:44 UTC
in Pretty basic question(s) Post #85599
Turn OFF snap to grid? I'd really advise against that, and I'm sure most other mappers would as well - It causes leaks and isn't too accurate to work with.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-24 23:51:24 UTC
in Hl2 tut section Post #85594
http://limecat.net/

Poor kittay.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-24 22:55:53 UTC
in Song you are listening to [closed] Post #85583
Joy Division - Leaders of Men
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-24 21:19:53 UTC
in check out my map Post #85573
Comments are waiting ;o
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-24 21:18:37 UTC
in Texture Pack Release Post #85572
I likey.

Nice map shots, by the way.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-24 21:17:26 UTC
in Making transparent not tranparent Post #85571
But you can't make it non-trans, not in Hammer at least.

Sucks for you, really ;P
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-24 21:02:50 UTC
in questions about HL2 mods vehicles Post #85568
It's considered spam because it's off-topic and doesnt add anything of value to the thread. Like the direction this thread is taking ;/...
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-24 21:01:45 UTC
in Making transparent not tranparent Post #85567
It's defined in the VMT whether it's transparent or not, so just use a different texture :/
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-24 11:42:14 UTC
in questions about HL2 mods vehicles Post #85459
Not by default, but loads of people are codin' it in.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-24 06:25:07 UTC
in Taking Maps Post #85432
I believe they're protected under CC.

Here's the basics

and the full legal document.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-24 06:22:49 UTC
in Song you are listening to [closed] Post #85431
Tiger Army - Nocturnal
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-24 05:43:57 UTC
in help! Post #85427
Open up your Steam Play Games window, ctrl-alt-delete and use the process tab to kill explorer.exe and any unneeded processes (ie most non-system ones) and then Alt-Tab to your games menu and run HL2. You lose your Explorer GUI but if you want it back just Ctrl-Alt-Del, File-Run, type explorer, and it's all fine again.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-23 22:14:23 UTC
in Taking Maps Post #85404
there are unfinished maps that say you may complete them and extend them
If the map is indeed unfinished and being released as Source, the author will include the RMF/VMF (ie, I've included a BSP and RMF with co_ethereal which is an open-source file.)
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-23 19:27:24 UTC
in Post a picture... OF YOURSELF! Post #85368
Colorado Springs :o

/me lives in Denvar
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-23 19:08:36 UTC
in Song you are listening to [closed] Post #85365
New Bomb Turks - Defiled
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-23 18:27:59 UTC
in Song you are listening to [closed] Post #85352
Guttermouth - She's Got The Look ;(
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-23 17:31:18 UTC
in Sniper Division recruiting Post #85330
I accepted, I believe - I just got up a little while ago so I haven't been online.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-23 17:29:54 UTC
in AllocBloc : full Post #85329
The key to performing most of the complex stuff in HL2 is the new prop system - Most of the complex detail is in model format.

The rest is mostly achieved by the few new Source features - Ie, the 3D skybox, and the new lighting methods. The default 512x512 textures help, too.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-23 16:49:58 UTC
in Fog? Post #85313
d1_trainstation_fog is what you want - do a filter for 'fog' and look for it - It appears as a yellow-y color. It just sits there and looks like fog.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-23 15:59:41 UTC
in AllocBloc : full Post #85293
a member of my team already suggested to switch the whole project on CSS, but I don't have CSS, then don't know the new gameplay and editor frown - :| ...
Ah. Having the game is a bit of a problem, yes, but the editor is almost identical. Just to let yah know.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-23 15:58:54 UTC
in Fog? Post #85292
You can't really cordon off areas for no fog, unfortunately :(

You could give that trainstation fog texture on a func_illusionary a try, but the standard fog appears in teh entire map.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-23 15:56:50 UTC
in REALLY stupid warnings Post #85288
Now where did Lamarr go? Lamarr?! HellO? Come her pet!
Lamarr eats watermelon ;o
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-23 15:44:07 UTC
in Fog? Post #85282
the d1_fog_trainstation or whatnot works. Not sure regarding the rest.

The fog is procedurally placed depending on how you setup your controller. Setting a low fog start makes the fog closer, setting a high one makes it start farther away.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-23 08:42:35 UTC
in A release, at last. Post #85216
Hrm hrm, b7 will be here tomorrow, since it is uber-late now D:

http://rabidmonkey777.bluewolf72.com/imagery/dm_petrol/dm_petrol_b7/
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-23 05:03:04 UTC
in The coolest server ever made Post #85201
be prepared to be downlading stuff for about 10 minutes.
But WHY when I can play on my local server which is 24/7, no downloading, with stats tracking?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-23 03:02:57 UTC
in REALLY stupid warnings Post #85195
A greean power box is edible? who the feck would want to eat that?!
Me
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-23 02:58:13 UTC
in Fog? Post #85193
It's generated depending on the player, but the controller tells the game you want fog to be present. The fog textures are for certain special situations, the env_fog_controller is what you're looking for.

The distances and how thick it is can be set in the fog controller's properties.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-23 02:39:04 UTC
in gif.pictures Post #85190
The banstick is indeed hungry. It must feed...
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-23 02:37:12 UTC
in Fog? Post #85188
env_fog_controller.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-23 02:34:36 UTC
in gif.pictures Post #85187
...certain power to post Goatse.

And quit making fun of my name, foo >;o
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-22 23:29:49 UTC
in Changing avatar Post #85163
/me ponders if anyone noticed his av change
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-22 23:18:44 UTC
in compile crashes Post #85160
Map - Entity Report

Enter func_breakable and select them all, look in the bottom left, and you can get your number.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-22 23:18:01 UTC
in How do i select a bunch of stuff... Post #85159
They should keep their properties...hmm.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-22 23:17:32 UTC
in Red lines... Post #85158
In Hammer? Just I, no shift.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-22 21:46:00 UTC
in Brushes with functions... Post #85134
Select your brush and hit Ctrl-T.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-22 20:58:41 UTC
in How do i select a bunch of stuff... Post #85125
Or drag a selection box and hit enter.
RabidMonkey RabidMonkeymapmapmapfapmap