Half Life Mapping Quiz Created 18 years ago2006-09-16 07:57:03 UTC by Habboi Habboi

Created 18 years ago2006-09-16 07:57:03 UTC by Habboi Habboi

Posted 18 years ago2006-09-16 21:43:14 UTC Post #196733
Ahh, I saw those whilst examining the map. Just couldn't figure out what they did :P

And to turn him on, theres a trigger_auto that targets Nihilanth.
Posted 18 years ago2006-09-16 22:24:26 UTC Post #196735
still a little more for you to figure out

tutorial due between a few days and a week from now
Posted 18 years ago2006-09-16 22:27:02 UTC Post #196736
Seriously though..we need a new question.
Posted 18 years ago2006-09-16 22:27:27 UTC Post #196737
make one up
Posted 18 years ago2006-09-16 22:33:19 UTC Post #196741
How do you create a fully-functional Osprey that drops troops, stays in the area, and then drops troops again when the others are killed?
Posted 18 years ago2006-09-16 22:35:08 UTC Post #196743
OH, I KNOW I KNOW...

but im not going to say, cause this is a simple question that any SP mapper should know.
Posted 18 years ago2006-09-16 22:36:10 UTC Post #196744
Thank God...we need other people in this thread. :P
Posted 18 years ago2006-09-17 00:35:50 UTC Post #196748
I'm going to wait after this question has been answered, but I want to ask the next one.
Posted 18 years ago2006-09-17 01:09:02 UTC Post #196750
it doesnt work that way :P
Penguinboy PenguinboyHaha, I died again!
Posted 18 years ago2006-09-17 06:46:33 UTC Post #196759
Will someone answere the question already?!
I want to know how.. >_<
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-09-17 07:17:42 UTC Post #196760
Hm I too am curious about that...
Well I must say I've learnt more and more.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-09-17 08:06:05 UTC Post #196761
stop doing single player only npc scripted sequence questions
Posted 18 years ago2006-09-17 08:27:49 UTC Post #196762
Trying to replace the pl_sounds. To be more precise the footstep sound.
Posted 18 years ago2006-09-17 08:56:22 UTC Post #196765
We need answers to:

Advanced Jumping Pad
Fully working Osprey
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-09-17 09:23:11 UTC Post #196769
Theres an Osprey tutorial right here on TWHL, by the way.
Posted 18 years ago2006-09-17 10:10:20 UTC Post #196770
Fine i'll answer your stupid jumping pad question:
Ok, here it goes: Jumpingpads! Like those used in banko_arena and unrealtournament. How do you make those? And i want two answers, how do you make one that shoots you up in the air whithout jumping from (just walk over it). and how do you make one that you have to jump from. ?
Create your pad. Over the pad, add a trigger_push with an upwards direction.. that's it actually..
To make it shoot you up in the air without jumping, just make a 1 unit deep hole into the floor and cover it with a func_illusionary, as soon as you enter the push brush you will technically be 'in the air' for it to function and push you up. Simple. Valve did it in a similar way, with a concave cone shape inside the jump pad that you fall into and are thus 'in the air'.
Posted 18 years ago2006-09-17 11:06:31 UTC Post #196775
Thank you jobabob! Your question please!
Posted 18 years ago2006-09-17 11:27:21 UTC Post #196777
TFC Multiplayer ONLY:
How do you make a model that seamlessly changes between 2 animations, given that you have no entity support for scripted models in TFC?

note: this is the most long winded hack ever, I'll probably come up with a different question if noone can do it
Posted 18 years ago2006-09-17 16:45:38 UTC Post #196794
Ok screw that then, an easier one:
How do you make a map larger than halflifes hard coded limits of (iirc) 4096x4096?
Posted 18 years ago2006-09-17 23:12:12 UTC Post #196813
By changing the code? lol
Posted 18 years ago2006-09-18 03:46:22 UTC Post #196818
No, this is a pretty simple effect in which the boundaries of the map will be bigger than are possible to draw within worldcraft.
Posted 18 years ago2006-09-18 04:46:12 UTC Post #196820
So... Why didn't they just let you do this from the start, without any tricks?
Posted 18 years ago2006-09-18 05:22:41 UTC Post #196821
eh? because some kind of limit needed to be set?

What kind of a question is that, a design decision was made for computers that existed in 98 and for what was required of the games' maps. People have found a way around it to extend the boundaries of maps beyond these hard coded limits.
Posted 18 years ago2006-09-18 05:48:39 UTC Post #196822
If the designers just didn't use that space for their maps, it wouldn't be a problem. Then again, if that's what they did, they wouldn't have needed the extra space anyway, so I guess it would have been sort of pointless for the original game.

Answered my own question there.
Posted 18 years ago2006-09-18 10:43:00 UTC Post #196838
I don't think anyone knows ;)
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-09-18 12:55:14 UTC Post #196845
Nobody answered the Osprey question yet :
Posted 18 years ago2006-09-18 13:31:27 UTC Post #196853
Its pretty simple, use func_doors or some other moving entity, put them in the mappable space and tell them to start open in the direction of where you cant build into, when you play the map they will extend the viewable area! You just cant move or really do anything in those areas :P
Posted 18 years ago2006-09-18 13:37:13 UTC Post #196855
Ha interesting...
Anyway we have Cabooses Osprey question yet to be answered...

Then anyone can come up with a question. I think Darkiller wanted to have a go.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-09-18 14:35:34 UTC Post #196859
Create a monster_osprey, set the target to a path_corner, set up a series of path_corners and point them properly.
Create a few path_corners with speeds lower than 400, make them blend, the center one between 2 400 speed path_corners should be 0.
Put a few monster_human_grunt's in the map, when they are killed the osprey will go to the path_corner with the 0 speed setting.
Posted 18 years ago2006-09-19 00:39:39 UTC Post #196893
Excuse the crappy mspaint pictures :)
User posted image
User posted image
Here's the scenario. You have a large outdoor environment. The area is littered with high-poly tree models, and there is a small stream running through the area. What combination of techniques is best for lowering the FPS as much as possible.

You are allowed to use anything that is useable in HL2, and are able to edit the picture to show hints and occulders.

Yellow: Tree Models
Blue: Stream
Black line: Displacement

For a bonus, place env_cubemaps in the optimal positions for reflections. Good luck.
Posted 18 years ago2006-09-19 02:20:29 UTC Post #196896
wow, i thought that was a screenshot from HL2, DarkK
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-09-19 02:57:14 UTC Post #196898
You have a large outdoor environment. The area is littered with high-poly tree models, and there is a small stream running through the area. What combination of techniques is best for lowering the FPS as much as possible.
My technique is putting a very famous house above the stream so people will ignore the framerate problems!! :D
Posted 18 years ago2006-09-19 10:36:55 UTC Post #196933
I would just delete some trees or just make another map :)
Posted 18 years ago2006-09-19 12:42:42 UTC Post #196954
wow, i thought that was a screenshot from HL2
LOL
Posted 18 years ago2006-09-19 16:51:28 UTC Post #196962
I would just delete some trees or just make another map
lol. Let's, for the sake of the exercise, assume that you cannot :)
Posted 18 years ago2006-09-20 04:57:19 UTC Post #196998
regarding regarding trees, I created a large forest in the middle of a large open area, by creating lots of individual trees as a 'first layer' each set to only be rendered when close by - e.g. within 2000 units. The second and subsequent layers were model screencaps (in model viewer) positioned to create a sequence of alpha transparent 'forest' textures that could be put on 3 layers of flat faces to create depth and the feeling of a dense wood.

In this case, you could easily optimise the map with some kind of hint (I rarely use them myself) brush done at a 45 degree angle paralell with the inside of the corner, only rendering everything around the corner when you go across that brush or something. I'm a bit crap at hl2 mapping though, so theres probably much better optimising methods I dont know.
Posted 18 years ago2006-09-20 16:48:36 UTC Post #197055
I like the fake tree method alot, didn't think of that, but it does work with large areas.

And yes, there are more methods that can be used to optimise this, but the hint is one of them.
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