Forum posts

Posted 17 years ago2007-10-30 12:23:35 UTC
in hl2 mapping vs hl1 mapping/buying a pc Post #237337
A pity that HL2 has a very defined theme (that applies to the texture set too).
Not really. Once you get into mods that have their own content sets (eg Eternal Silence lol) that theme is completly lost (Eternal Silence is a space mod on the source engine which includes flyable space craft complety with their own weapon systems.)
Posted 17 years ago2007-10-29 12:17:23 UTC
in triggered game_player_equip Post #237234
Just creat a lan game with the map. Play as CT and test something works as intended. Then play as T to make sure it works as intended for that team as well.
Posted 17 years ago2007-10-25 13:49:51 UTC
in Kasperg Projects! Post #237002
Why are you going around bumping all these old topics? It's not like your even saying anything useful.
Posted 17 years ago2007-10-24 05:45:32 UTC
in After an edit... Post #236928
Would be useful if the origenal post could always be edited, so threads on maps or mods underconstruction can update the 1st post with new info and screenshots.

I' for being able to delete the last post. This way if you post something you didn't intent to you can get rid of it rather than editing it to a "REMOVED" message or something...
Posted 17 years ago2007-10-24 05:39:08 UTC
in Func_Breakables showing up differently Post #236926
you go on about hl1 srry?

As for the problem a screen shot would be handy. Ive got a ton of breakables imbedded in walls for something in Eternal Silence and they line up perfectly...
Myuses however have very even lighting so I suppose if you had say a red and blue light on oposite sides the lightmaps wouldn't align perfectly.
Posted 17 years ago2007-09-13 02:29:29 UTC
in Flipping textures? Post #234001
Make sure it is aligned to "Face" and not world.
Posted 17 years ago2007-09-06 16:58:52 UTC
in conditional changelevel Post #233605
But if he did that he might as well stick with whats there.
Posted 17 years ago2007-09-06 14:28:44 UTC
in conditional changelevel Post #233591
I thought the change level did... Don't change levels change the level when triggered as well as when people walk into them?

IF they are then move the change level somewhere the player cannot reach. Now use a trigger_once to fire the change level once the trigger is active.
Posted 17 years ago2007-09-05 15:30:45 UTC
in conditional changelevel Post #233547
Have your counter target the multisource. Now set the "master" value of the change level to the name of the multisource

When the counter triggers the multisource it will enable the change level.
Posted 17 years ago2007-09-05 11:22:50 UTC
in Custom Models Post #233527
I tried to find some free props before and gave up.
At the end of the day it seems that if you want custom props you will have to learn to make them yourself :(
Posted 17 years ago2007-09-05 11:20:01 UTC
in Model/brush intersection is ok? Post #233525
Can't that problem with light be got around with the "info_lighting" ?

I know that if a model is to far into a brush (mayby the models origin is what metters here) it will be completly unlit unless you give it an info_lighting.
Posted 17 years ago2007-08-10 04:18:14 UTC
in Making a Zombie Post #231737
would a prop_dynamic_overide be abel to do what you want?
Posted 17 years ago2007-08-09 12:21:39 UTC
in Problems with sprites and glass... Post #231694
ecept the sprite isn't for a light and the env_lightglow doesn't let me choose the sprite or make it's size the same all the time.

i'll dig the vmt for the glass out of the gcf and take a look at doing the other thing.
Posted 17 years ago2007-08-09 11:21:15 UTC
in Problems with sprites and glass... Post #231689
How do I stop this happening with sprites?
User posted image


And how do I stop the glass doing this?
User posted image
Posted 17 years ago2007-08-09 06:41:11 UTC
in Need to do a changelevel in DOD Post #231678
Have you tested if it works because I can't think of any dod maps that work in a campaign structure other than a few servers which seem to have the map cycle in that sort of order.
Posted 17 years ago2007-08-09 06:37:42 UTC
in Where do I find Origianl Game Maps? Post #231677
there is one place I think. I forget the chapter name though and have even less an idea of what the file name is lol
Posted 17 years ago2007-08-09 04:31:15 UTC
in Where do I find Origianl Game Maps? Post #231672
in the .pak files or the .gcf files depending on if you use steam or not.
Ther are only bsps though so you will need to decompile them making them more or less useless for anything other than seeing how valve did it.
Posted 17 years ago2007-08-08 13:55:38 UTC
in Help with cutting wall Post #231623
not really supriseing considering how it splits the bush up and leaves stuff off the grid which can cause various problems.
Posted 17 years ago2007-08-08 13:04:39 UTC
in Help with cutting wall Post #231615
you missed something important.
The parts of the brush your clipping in red are discarded. To keep the whole brush you need to use the mode which keeps both halfs white which is the 3rd mode.
Posted 17 years ago2007-08-08 12:06:35 UTC
in compiling/setup problem Post #231603
start the game and put "map <map name with out exstension>" in the console (without he qoutes)
or if it's an mp map you could start a server running that map.
Posted 17 years ago2007-08-08 10:30:46 UTC
in Optimizing RAD Post #231597
Some of the stuff in the 3.0 beta includes the vmf for some of the offical maps. es_aethra compiles in like half the time that room takes with a full compile even though it's like 8 times bigger.

The light map value for that room is 16-32 depending on where the shadows are more noticable (eg the floor is 16 as I don't want crappy shadows because all the spot lights point down while the walls which don't have much shadow are 32)

I really can't see why my hanger takes so long though... I'll try compiling without the supports as there pretty complex and might be causing the problems.

EDIT: after recompiling crashing, loading an offical map and crashing ive decided the crash I mentioned above isn't map related...
It seems to only happen my my dev version of es but seeing as I built my map for the dev version I can't really test it under 2.3. It was working this morning and I havn't updated it to the curernt svn so something must have changed on my system... starts reinstalling things
Posted 17 years ago2007-08-08 09:54:56 UTC
in Optimizing RAD Post #231593
Ive already got a batch compiler though and i use hammer at the same time anyway. (need something to do for 6 hours a day while maps compile lol)
the hanger i was talking about is in the pic.
User posted image
Posted 17 years ago2007-08-08 09:31:24 UTC
in Optimizing RAD Post #231589
lol..i know exactly what the assert was caused by already. Just the fact after spending 2 seconds fixing it i need to recompile again :(
Posted 17 years ago2007-08-08 09:22:35 UTC
in Optimizing RAD Post #231587
After that long wait my map gives an assert on load and when i say to ignor it it crashes to desktop...
Posted 17 years ago2007-08-08 09:03:05 UTC
in Optimizing RAD Post #231584
well i jut compiled a small part of my map as i see no point in waiting for rad to compile areas which don't have lights yet.

Build face lights took 2 hours and 10 minutes out of a 2 hour and 25 min compile...

I'm sure the areas in HL2 with the airboat and buggy were more open than my hanger and related corridoors...

How does vrad handle nodraw? does it just bounce the light off it or does it waste time making a full light map on it?
Posted 17 years ago2007-08-08 07:57:08 UTC
in Optimizing RAD Post #231580
well the entire map would fit in a 9000 x 8000 x 2500 box but alot of it is corridoors between areas.

I think rad doesn't like the hanger bay which is a 4000 x 3000 x 1000 room. I can't really make the hanger smaller as it needs to be that big for the ships in eternal silence to be able to enter and exit. (and have enough landing space to give the players a good selection of ships)

My map is currently only the one capital ship but es_ maps tend to have 2 such ships plus a large space area which can be up to around 10,000 cubed (space is 1 to 40 scale so in game it seems much bigger than it is).
Posted 17 years ago2007-08-08 07:01:46 UTC
in Optimizing RAD Post #231574
I keep finding quides o how to make vis run faster but as it is vis only takes around 2 min. RAD hourever is approching the 1 hour mark and I haaavn't made half the map.

Are there any way to speed the rad process up?
Posted 17 years ago2007-08-07 16:52:12 UTC
in (repost) I am DESPERATE for help!!! Post #231525
You could try the custom source tools. I don't use them myself and don't know if there even uptodate but might work if the valve ones don't.

CST tools:
http://www.zhlt.tk/
Posted 17 years ago2007-08-07 13:58:41 UTC
in Steam in offline mode Post #231509
I think what he is saying is that steam won't allow him to run hl2dm while he is in offline mode.
Posted 17 years ago2007-08-06 15:54:13 UTC
in (repost) I am DESPERATE for help!!! Post #231424
My instalation folder is D:steam and I have no problems so I don't think that is it.
Have you tried compiling diffrent maps incase it is something in a certain map that crashes it?
Posted 17 years ago2007-08-06 15:33:22 UTC
in Research: Surveillance-based map(s)? Post #231419
but don't all the screens have to show the same thing?
Posted 17 years ago2007-08-06 12:07:52 UTC
in Research: Surveillance-based map(s)? Post #231394
Mayby only the "defending" team use them?
So on bomb maps it would be counter terrorists and on hostage maps terrorists.
Posted 17 years ago2007-08-05 15:13:26 UTC
in script files Post #231335
Ones percific to the eternal silence mod actauly.
eg
scriptsvehiclesspacevehicle_utf_interceptor.txt
[code]
"utf_interceptor"
{
"printname" "UTF Interceptor"
"model_inches" "models/ships/utf_interceptor.mdl"
"model_meters" "models/ships/utf_interceptor_meters.mdl"
"MaxSpeed" "110"
"BoostSpeed" "170"
// Percent per second
"EnergyRate" "3"
"EnergyPool" "100"
"UseLockOn"		"1"
"TimeToLock"		"2.0"
"MinDotLock"		"0.9925" // cos 7 degree (14 degree spread)
"MinDotLoseLock"	"0.89" // Bigger
"PrimaryAmmo" "1000"
"SecondaryAmmo" "16"
"PrimaryAmmoSprite" "ammo_cannon"
"SecondaryAmmoSprite" "ammo_missile"
"ShieldPoints"  "300"
"ShieldChargeRate" "140"
"ShieldChargeDelay" "4.0f"
"HitPoints"	"475"
"NumGibs"	"0"
"NumSeats"	"1"
"statusicon"	"utf_interceptor"
"sound_doppler"	"Engine.Idle"
"sound_forward"	"Engine.MainThrust"
"sound_back"	"Engine.SideThrust"
"sound_left"	"Engine.SideThrust"
"sound_right"	"Engine.SideThrust"
"sound_up"	"Engine.SideThrust"
"sound_down"	"Engine.SideThrust"
// Degrees per second
"MaxTurnRoll" "75" // Roll
"MaxTurnPitch" "60" // Pitch
"MaxTurnYaw" "60" // Yaw
// Meters per second squared
"AccelX" "60"
"AccelY" "45"
"AccelZ" "45"
// Degrees per second squared
"AngAccelRoll" "90" // Roll
"AngAccelPitch" "300" // Pitch
"AngAccelYaw" "300" // Yaw

"WeaponData"
{
	"pegasus_launcher"
	{
		"locked" "1"
		"nomodel" "1"
		"trigger" "2048" // IN_ATTACK2
		"role"	"0" // VEHICLE_DRIVER
		"attachment" "missile01"
		//"group" "1"
		"stagger_delay" "0.0"
		"ammo_start"	"8"
	}
	"light_cannon"
	{
		"locked" "1"
		"nomodel" "1"
		"trigger" "1" // IN_ATTACK
		"role"	"0" // VEHICLE_DRIVER
		"attachment" "gun01"
		"primary" "1"
	}
	"light_cannon"
	{
		"locked" "1"
		"nomodel" "1"
		"trigger" "1" // IN_ATTACK
		"role"	"0" // VEHICLE_DRIVER
		"attachment" "gun02"
		"primary" "1"
	}
}
"EngineData"
{
	"engine01"
	{
		"Forward" "1"
		"YawRight" "1"
		"Type" "2"
		"Scale" "0.35"
	}
	"engine02"
	{
		"Forward" "1"
		"YawLeft" "1"
		"Type" "2"
		"Scale" "0.35"
	}
	"engine03"
	{
		"Forward" "1"
		"YawRight" "1"
		"Scale" "1.3"
		"Type" "0"
	}
	"engine04"
	{
		"Forward" "1"
		"YawLeft" "1"
		"Scale" "1.3"
		"Type" "0"
	}
	"engine05"
	{
		"Reverse" "1"
		"Scale" "2.5"
		"Type" "0"
	}
	"engine06"
	{
		"Reverse" "1"
		"Scale" "2.5"
		"Type" "0"
	}
}
}
[/code]

I know the entity "info_vehicle_spawn" looks at these script files to get the data on what it's spawning so if I can include custom script files with my map I should also be able to have sutom space vehicles.

These script files are also used by "space_turret" so useing them I could also creat my own capital ship turrets.
Posted 17 years ago2007-08-05 14:37:49 UTC
in script files Post #231330
how can I include the files such as those found in the "scripts" folder with my map?
Posted 17 years ago2007-08-05 10:03:03 UTC
in Hammer CS:S water does not appear ingame Post #231309
@Madcow
If theres a leak it would say in his compile log file.
Posted 17 years ago2007-08-05 05:26:24 UTC
in Hammer CS:S water does not appear ingame Post #231288
light_envioment behaves like the sun by casting light from the skybox texture so yes that likely is your problem.
Posted 17 years ago2007-08-04 08:28:12 UTC
in Protecting bsp's Post #231224
I suppose the problem is if you do something to the bsp to stop a decompiler reading it hl2 won't read it either...
Posted 17 years ago2007-08-03 18:25:21 UTC
in Protecting bsp's Post #231192
Is there anyway you know of to protect bsp'd from being decompiled and also any other content (such as materials) from being extracted which no one has found a work around for?
Posted 17 years ago2007-08-02 05:11:13 UTC
in help with lighting Post #231046
Is it possible to do this with an existing model texture, make it skin 1 instead of 0 (to keep the old one) and ship it with a map (which will auto transfew from server to user)?
Posted 17 years ago2007-08-01 07:43:50 UTC
in help with lighting Post #230956
err....
Ive not got a clue what your talking about there. There is no texture called "selfillumtexture" ???
Posted 17 years ago2007-07-31 14:48:50 UTC
in help with lighting Post #230876
I know about texlights but the model is all one texture and ends up giving off light in directions there should be shadow.
Posted 17 years ago2007-07-31 14:15:19 UTC
in help with lighting Post #230872
What is the best way to light up lihts such as this one so that it appears light is coming from the whole light not just one spot?
User posted image
Posted 17 years ago2007-07-31 05:09:33 UTC
in Large Scale Maps Post #230850
In the source mod eternal silence they scaled the space areas down to 1/40 to make it possible to build the massive areas (as it was space you don't notice the lack of detail and as there were only a few prop models for ships to be rendered at a time they are fairly high poly)

Mayby for a massive bridge you could scale the level down to say 1/2 with some codeing? In a large open area you are never going to be able to have the detail that requires really small brush based objects anyway.
(just be sure to scale all the models you need down as well unless you want a 14ft high security gaurd or something lol)
Posted 17 years ago2007-07-26 07:48:36 UTC
in Turrets Post #230329
On some entitys it does (eg Func_Door) but it's labeled obselete so i'm not sure if it works or is just a left over from gold source.

@Habbio
The !activator looks like it could be useful here except I don't see a way to make a Trigger_Multiple only be triggerd by players on one team and not the other.
Posted 17 years ago2007-07-25 05:54:00 UTC
in Turrets Post #230232
So far the only way ive managed to get non-npc turrets to work is by useing triggers to give them a target and then a loop on the ready to fire output to make it actauly fire rather than just follow the target...

This is all very well when I know the names of the targets but I want a turret in a team mp game such that it will attack one team (of my chooseing) by it's self. The problem is I have no clue how to make a turret pick targets and shoot them by it's self.