Mike, can you proof that statement that the E3 stuff was scripted?
As far as I know the AI was given hints, by some sort of info_nodes. So, according to my information it wasn't scripted. It was especially said this strider ducking under the bridge was NOT scripted but AI. So I don't know what your source of information is?
Besides, why would Valve state they're working on revolutionary AI, that they'll be doing away with scripted action, and show us scripted stuff? I think some stuff will be scripted but probably only the necessary parts, like when a player needs to get some information from a NPC.
Heh, we'll find out the truth when the game is released...
Making textures seamless doesn't go with just blending, or rotating, or whatever. Some will do but for the better textures you waste the whole texture. Use a program that has a tiling option (Wally), look at the seams, use offset on it and tweak those seams in other programs. It depends on the texture how you would fix those seams. Copy'n'pasting bricks if it's a brick texture can help, going over it with a smudge tool, repainting little parts, it's all up to you. After a while, you'll get some experience with it.
After all, I found texturing to be much more dependant on experience and tryal'n'error than mapping. It's no exact rules that make a texture look good. It's having a feeling for it I guess...
1. Read some books. 2. Watch some movies. 3. Take a stroll outside in the city. 4. Don't force yourself to think up an idea.
I often find inspiration coming when I least suspect it. For example, during my exam Dutch I got some nice idea's. Or while watching a movie I though up on a nice setting for a map. Often, combining these idea's greatly helps making a map unique.
Store up on idea's, make sketches so you don't loose these idea's. At this moment, I have several scenario's to try out. Too bad I can only handle one or two at a time...
I always used a master that was set to off by an env_global, and use that master for all locked doors in my level. Nice to see 'locked' as a name also works.
Texture sizes are recommended to be powers of 2. Length/width ratios can be 1:1, 2:1, 4:1, and so on, although too high ratio's can give problems with some video cards.
As for distributing the .wad file with your level, you can put the line '-wadinclude wadname' into the csg compile line.
For example, to wadinclude esmajor.wad into your map (only the used textures from that wad are put into your .bsp), modify the line: '$path$file' into: '$path$file -wadinclude esmajor.wad'
In Wally the last color is automatically made blue when you name your texture starting with that {.
It's not the color blue that makes those parts transparant. It's the index of the color. Usually, when I create a texture I paint those parts red or purple. Only in Wally I repaint it with the last color of the palette. Why not first make it blue? Well, that can be very confusing... was this part the right blue (last color) or another blue? Get it?
It's all in the Hammer help-files, Creating Solids...
Toddler, do some more investigation. Even I found out how to create brushes, without any form of help from the internet. Just the helpfiles of WorldCraft at that time. You can find these basics out yourself, there's a ton of newbies tutorials at several sites.
HL textures use 256 colors, e.g. 8-bits. The last color is the 256th color, number 255 since the first color is number 0.
When you paste your bitmap into a wad file using Wally, it's automatically changed to 8-bits. Wally will ask you to give it a name, and when you start the name with the '{' sign, the last color of the palette will automatically be made blue and reserved for transparant parts. If you have blue parts in your bitmap, it doesn't make them transparant since that blue is not the last color. You'll have to apply the transparancy color to those parts in Wally.
Select the brush (entity) then change the entitie name. It's a scroll-down list so you can choose what other entitie you want it to be.
This can sometimes lead to 'unused keys' but as far as I know this doesn't lead to any compile or game errors. If you want to be totally sure, move it to World first and then again to Entity.
To add other brushes to an existing entity, select the entity and the brushes to add and move them to Entity, you will be asked if you want to add the selected brushes to the entity. Just say Yes.
Posted 20 years ago2004-05-29 16:13:57 UTC
in how?Post #29161
When I was 15, I first played the game. That was about 2.5, 3 years ago. After a while I discovered the WorldCraft editor and since I've always been interested in game-design, especially 3D-design, I started and since that time I never stopped designing levels.
Scripted_sequence again. A monster with a name can be teleported at any time when a scripted_sequence that is triggered, only specify the name of that monster in the scripted_sequence and have it's movement set to 'Instantaneous'. Just experiment some with it.
I'd give it a high rating too when it's getting implemented.
See, it's just a sick thing to do so. When you dislike me or my maps, just say it. Don't do something like this. I have little respect for people doing such things.
It's perfectly possible to replace a player or hostage model from CS with your model. However, you'll have to give it the same animations. I'd advise to use the skeleton of a CS player model and attach your vertexes to that skeleton. The mesh can be changed without having to reanimate the model, but once the skeleton is changed, all animations have to be made again. And believe me, that's not what you want to do...
Just place your model, once it's ready for use, in the models folder and give it the same name as the model you want to replace. You may want to backup that original model, bytheway...
Or did you use a more complex technique? I've taken a look at that .rmf of yours and it's well, quite more complex than necessary. So I'd like to know how you solved it now...
That's just the intention of the mapper. Whether to create a singleplayer map or a coop map. There can be found lots of reasons to create either a single- or coopmap. None is 'better', they're just different and can be made better or worse by the mapper.
SC fgd can be used for HL but since the game dlls don't recognize the new entities it won't work. Remember, it's all about the game dlls. Fgd is just a reference to that.
Or, you could just put some monsters in a box somewhere far away from the level, and have them teleport in using a trigger_sequence, with the option Move to Position set to 'Instantaneous'. In that way you can give your monsters names, set their more advanced options like what gun a grunt uses. In my opinion more handy for tweaking the specifics of a monster. In the fact of a massive alien onslaught, a monstermaker will do a better job...
Align the sides of the piramid normal to the axis?
Yes, the axis rotation system in HL is very simple. There seems no way around this. Unless you use models and trigger their animations but then again, it's a bit hard to do the clipping for that too...
The skybox-method means one puts a large box around his level covered with the sky-texture. You'll see sky, that's not the problem. And you made it exactly fitting you say, that's not the problem too. What happens, is that a lot of space is between the outside of your map and the skybox. Space where the player never comes, what the player never sees, but what is being compiled since it's not in contact with the void. Wich results in unnecessary extra VIS and RAD work. Why compile it when it's never seen or noticed?
Compile it and see that in the area where the player starts, that the outside of the room the player is in is also compiled. Look at the second room (noclip to it) and you'll see the outside of that doesn't exist in-game. Now, modify the map so the box exactly fits the room. Then take a look from the outside and you'll see the outside of that room is still being compiled. That is because any face that touches a skybrush is being compiled, resulting in unnecessary work for RAD.
You must admit the second method is easiest and works best.
It's highly disliked as far as I know. It works pretty bad as a vehicle and isn't very often seen in a popular map. Clipping and such are quite laggy so far I've seen, vehicles driving trough each other, half trough the terrain...
So, to say that it was a very good addition to the gameplay, no. Works far too buggy to be of real interest for serious maps.