Forum posts

Posted 19 years ago2005-05-14 10:10:44 UTC
in ambient_generic problem Post #109364
BTW RX.... PLEASE tell me you like the band Racer X. I use to go by Racer X in my clan TFC days.

Visit www.racerxband.com :D
Posted 19 years ago2005-05-11 07:09:21 UTC
in Vertical Water Texture Post #108872
Thanks Elon! I'll use Wally then opfor.wad.
Posted 19 years ago2005-05-10 12:22:59 UTC
in Vertical Water Texture Post #108755
I have opposing force. I got it through Steam. Would I need to create a .wad from the .gcf's in order for Hammer to use them? I'm using the TFC, TFC2, Half-Life, and Valve .wad's from the original install, not Steam.
Posted 19 years ago2005-05-09 16:11:47 UTC
in Vertical Water Texture Post #108571
Apparently if this texture is tied to a brush entity it will only be transparent and displayed on the top. I've put the animated water texture to a standard (6 sided solid) brush and it animates fine, just can't make it transparent without making it an entity. Once you do, you lose the texture on the sides. Seems like the water texture HAS to be on all sides to compile also.
Posted 19 years ago2005-05-09 10:02:18 UTC
in Vertical Water Texture Post #108509
Yes but they scroll too fast. I've used the xeno scroll textures.
I haven't tried them on a func_conveyor brush though. I like the animated water effect, if only I could get that translucent on a vertical plane. I decided to use glass instead. The water effect was only for detail anyway.
I'll post the map once it's done.
Posted 19 years ago2005-05-08 22:35:36 UTC
in Vertical Water Texture Post #108426
Hmm. What happens when you do tie it to an illusionary?
Same as func_water. The texture appears at the top. :
Posted 19 years ago2005-05-08 09:04:12 UTC
in Vertical Water Texture Post #108268
Eventhough it's not translucent, it works. Any way to make it translucent on the brush?
Posted 19 years ago2005-05-08 08:52:45 UTC
in Vertical Water Texture Post #108264
Well damn... I made the brush a func_water entity then a func_illusionary with the ! texture. Neither worked like I wanted. I never just made it a brush then texture it.
I tied it back to world and it worked like I wanted. Thanks 7th!
Posted 19 years ago2005-05-08 06:22:03 UTC
in Vertical Water Texture Post #108223
How can I put a vertical water texture on a brush? I'm trying to accomplish a similure effect used in Quake for their teleporter gates / level select gates.
I want to make a translucent brush with a water texture on the side. When I texture the brush with water, the texture displays on top only. I want that texture swirl on the sides instead. I don't want it to have waves either.
Posted 19 years ago2005-04-12 14:30:48 UTC
in Detpack toggle messages Post #103538
Yes, for TFC.
Posted 19 years ago2005-04-12 12:10:34 UTC
in Detpack toggle messages Post #103503
I need some assistance with figuring this out please.
I have a det pak wall that can be toggled from both sides. Trigger A on one side and trigger B on the other. Those are handled by a multi-manager that actually toggles the wall's state, open/closed. When the wall is open and another detpak is placed down, it will trigger both A and B since the det pak will 'see' both triggers (since the wall is gone). The multi-manager will toggle the wall from it's previous state. That works fine.
My problem is setting up entities to alert the players of the walls state, open or closed. I need this for writing a script for FoxBot as well. I have two entities that are triggered by the multi-manager named OPEN and CLOSED for 'message to all' purposes only. I have them set as goal 10 and goal 11. Goal 11 (entity CLOSED) initial status is set to 'removed' and goal 10 (entity OPEN) is set to 'inactive'. I tried setting the entities up where they remove their own goal number and restore the other goal number. Like flip flopping. That isn't working. I even tried the 'activate' and 'inactivate' that isn't working either. I'm hoping for a simple solution to this. Anyone into boolean algebra, I'm looking for an inverter equivalent entity setting. When I send it a 1 I want it to output a 0 and vice versa. :)
I may be going in the wrong direction with my entity settings to begin with. I'm not sure if I need to have the OPEN entity changing the CLOSED entity or not. I hope I made what I'm trying to accomplish clear enough. A message to the players what state the wall is in, either OPEN or CLOSED. The triggers for the wall will not do it since they both get triggered when the wall is open. I also tried making a brush into an entity and setting 'Goal Activation Bitfields' to '2-detpack explosion' but that doesn't trigger it.
Posted 19 years ago2005-03-27 11:06:24 UTC
in Playtest 2 TFC maps (revise) Post #99354
Thanks for checking out the map habboi.
I made a thread only because I don't know how often people check out Map Vault.
The name 'Team (Generic but fits)' means there is nothing special about the name. I had to name it something to save it in Hammer. Team was the first thing that came out. I was also going to have Green and Yellow teams in there also as allies. :)
Posted 19 years ago2005-03-26 20:51:59 UTC
in Playtest 2 TFC maps (revise) Post #99259
Thx 7th.
I uploaded two maps in Map Vault that I'd like some feedback on. RvB3 and Team. They are in the 'Unfinished Maps' section.
I welcome your suggestions on these two maps.
Posted 19 years ago2005-03-26 17:24:36 UTC
in Playtest 2 TFC maps Post #99243
My apologies. I see the Map Vault section now.
Posted 19 years ago2005-03-26 17:00:53 UTC
in Playtest 2 TFC maps Post #99241
I have 2 unfinished, but playable, TFC maps. I'd love some feedback on what to add, change, modify, get rid of, etc...
If anyone has some free time, I welcome your critique. Good or bad.
I have already waypointed for Foxbot so if you play with bots, I have the .fwp files. Or you can just do a walk through.
Posted 19 years ago2005-02-25 00:17:19 UTC
in lights.rad Post #93369
Remove the texture name from the lights.rad file.
Posted 19 years ago2005-02-18 01:08:26 UTC
in Another question about lasers Post #91411
Thanx 7th.
Found what I was looking for on that site. In the knowlege DB I looked up the tutorial for a 'Shutdown' style map and the laser nfo was right there.
http://tf.valve-erc.com/kbase.php?id=34
Posted 19 years ago2005-02-17 00:21:13 UTC
in Another question about lasers Post #91144
TFC.
Still stuck on this one.
Posted 19 years ago2005-02-16 09:42:05 UTC
in env_lazerz, env_spritez, and multi_ma... Post #91009
Set the env_laser Flag to 'Start On'. Have a func_button control the env_laser. In the Flags tabs, set that to 'toggle'.
2 entities needed, laser & button.
Posted 19 years ago2005-02-16 00:16:06 UTC
in I got an Idea 2 Post #90969
Only new to THIS site and I'd put my maps up against anyones here.
Posted 19 years ago2005-02-15 21:45:26 UTC
in I got an Idea 2 Post #90941
Is it too late to get involved in this mappers delight? :)
Posted 19 years ago2005-02-15 18:06:42 UTC
in Another question about lasers Post #90866
I got the lasers to work like I want them with the only exception being, I want to change the team that gets zapped. For example, I don't want the Blue team to get zapped by their own security lasers. I've made it where ONLY Red can deactivate them. How do I make the lasers kill a specific team? I'm in the env_laser (Object Properties) window and there is nothing about what team is effected. I switched Smart Edit and added 'team_no' as a Key and '2' as the Value. 2 for Red team. I tested the map and Blue and Red both get zapped. I got the 'team_no' Key from my team specific doors. I thought that would work.
Posted 19 years ago2005-02-13 19:32:38 UTC
in Graphics card 4 HL2... Post #90286
I know it's not refering to your graphics card but...

http://news.designtechnica.com/print_featured_article6.html

Just a quick glance... According to the resolution, WXGA+ might be better for wide screen than WXGA.

And TFT means: Short for thin film transistor, a type of LCD flat-panel display screen, in which each pixel is controlled by from one to four transistors. The TFT technology provides the best resolution of all the flat-panel techniques, but it is also the most expensive. TFT screens are sometimes called active-matrix LCDs. :)
Posted 19 years ago2005-02-13 19:09:56 UTC
in Lasers that auto-on after (x) seconds. Post #90282
Thank you VERY much LlamaRama3 and dandyli0n`!! Very quick responses from you both!
Got it to work after a few attempts. I re-read your post LlamaRama3 and saw that I had to make the func_button reset time longer, d'oh! What was also throwing me was that when I went to add the second key in MM (also named pY1s), to cut it off... it was being named pY1s#1, which is not the name of the laser. It was adding #1 at the end.
Just did a test during composing this... the reset time on the func_button doesn't have to be longer than the laser interval. I made it shorter, thinking that it might toggle it but it didn't. The laser stayed off for the specified time. However, I'm not saying I won't run into problems with that later. In keeping with Openfire and Shutdown, I'll keep the func_button time duration .1 longer than the laser duration.
Thanks again!!
I'm sure I'll have more questions later. :)
Posted 19 years ago2005-02-13 14:07:30 UTC
in Lasers that auto-on after (x) seconds. Post #90145
I'm looking to create lasers that will cut back ON after an elasped time. Like in Openfire and Shutdown2, to name a two maps.
I've created the lasers that toggle off and on but I need a timed switch I suppose. The lasers start ON and are triggered OFF by the player but I want the lasers to stay off for (x) amount of time then cut back on.