Source Quick Questions Created 13 years ago2011-05-23 20:37:20 UTC by Captain Terror Captain Terror

Created 13 years ago2011-05-23 20:37:20 UTC by Captain Terror Captain Terror

Posted 13 years ago2011-05-24 01:07:02 UTC Post #294924
Instead of new source mappers (me) spamming a million questions in the forum, how bout a "quick question" thread, like some othe mapping sites do?

Question: Is there a way to change the rotation of a func_phsybox or prop_physics_override on OnMapSpawn, using a logic_auto or whatever?

I have several mouse-controlled turrets, and they all have to be facing east on startup, so i'm hoping there is a way to move them to other directions, else i can only have them on one side of the map.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 13 years ago2011-05-26 03:30:12 UTC Post #294997
Is there a way to change the "max viewable distance" in source maps? In my worldspawn, it just says "max range 12000" and i can't change it..
Captain Terror Captain Terrorwhen a man loves a woman
Posted 13 years ago2011-05-26 04:03:01 UTC Post #294998
I think max viewable distance has something to do with fog if I recall. As for that facing east thing:

OutPut: OnMapSpawn
Target: Turrets
Target Input: AddOutput
Parameter: Angles 0 0 0 (change to appropriate angle)
Delay: 0
Fire Once: no

QUICK QUESTION:
In source, can there be a non-solid usable button that can be parented to another object?
Rimrook RimrookSince 2003
Posted 13 years ago2011-05-26 04:37:52 UTC Post #294999
I don't see why not.

Texturing a button with NPC_CLIP will automatically make it non-solid afaik, and you if it won't parent, there are various workarounds to get to do so.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 13 years ago2011-05-28 01:03:51 UTC Post #295019
QUICK QUESTION:
What format/bitrate/etc do my sounds have to be for ambient_generic?

(i tried using a simple mp3 i plopped in my sound folder. i could reference it in hammer but it won't preview nor play)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 13 years ago2011-05-28 01:30:32 UTC Post #295020
22 kHz
16-bit
P.S. Nobody likes a double-poster.
Dimbeak DimbeakRotten Bastard
Posted 13 years ago2011-05-28 02:11:39 UTC Post #295021
it's not a double-post if it's a new topic.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 13 years ago2011-05-28 13:40:35 UTC Post #295022
For the record, I still like Captain Terror even after his double post.
Rimrook RimrookSince 2003
Posted 13 years ago2011-05-28 14:33:17 UTC Post #295023
I don't think this will work. it'll look very messy when question and answers are all over the place...
Posted 13 years ago2011-05-28 17:49:54 UTC Post #295025
Think of it like an extended shoutbox, but for fast/incidental/misc questions that don't really warrant their own thread.

Rimrook: aww thanks rim i love you too you can call me a double-poster any time. :heart:
Captain Terror Captain Terrorwhen a man loves a woman
Posted 13 years ago2011-05-28 22:14:06 UTC Post #295028
Maybe embolden your questions.
EDIT: And italify or underline your answers
Jessie JessieTrans Rights <3
Posted 13 years ago2011-05-28 22:20:53 UTC Post #295029
Does anyone know any really good and clear source modeling resources or tutorials for Blender?
Rimrook RimrookSince 2003
Posted 13 years ago2011-05-28 22:39:58 UTC Post #295031
Rimmy: I don't use the blender but i'm sure i could search up some resources for ya, if i don't already have them archived. (i pretty much download everthing about everything, whether i'm actually using it or not..)

@scotch: I like it.

QUICK QUESTION:
HOW DO WE GREEN TEXT THE BBCODE WHY AM I SHOUTING?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 13 years ago2011-05-28 22:43:04 UTC Post #295034
You use the BBCode button that says "green", or the 'green' tags.
Also, I am interested in Source and Blender as well.
Notewell NotewellGIASFELFEBREHBER
Posted 13 years ago2011-05-28 22:44:46 UTC Post #295035
Ha i never noticed that bbcode link right above me TY.
:P =P = )
Captain Terror Captain Terrorwhen a man loves a woman
Posted 13 years ago2011-05-29 15:42:47 UTC Post #295054
Texturing a button with NPC_CLIP will automatically make it non-solid afaik
User posted image
Rimrook RimrookSince 2003
Posted 13 years ago2011-05-30 23:04:58 UTC Post #295096
QUICK QUESTON:
Using func_lods in my map cause the map to crash upon loading in CSS everytime i try to use them. This ever happen to anyone else?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 13 years ago2011-05-31 22:55:47 UTC Post #295104
QUICK QUESTION:
I have a Prop_Dynamic that needs to be only damaged by a trigger hurt. I have the setup with the hurt, prop, and a damage filter. Though I can't seem to get it so it works.

I have it like this.

Prop:
OnTakeDamage > DamageFilter > Test Activator

The filter is detecting for GENERIC damage, which the hurt is set at. Then I have the outputs fire from the damage filter. Magically it doesn't work.

Halp?


found an alternative, but i would still like to know.
Rimrook RimrookSince 2003
Posted 13 years ago2011-06-04 17:53:26 UTC Post #295218
I suppose we can use this thread for problems?

Source continues to surprise me with new errors. This time I got this:
User posted image
and my new map(because gm_abysslift seems uncompilable...) hasn't even started to take a form.
What does it mean?
Striker StrikerI forgot to check the oil pressure
Posted 13 years ago2011-06-04 20:49:53 UTC Post #295231
Use -Chart parameter and confirm how close you may be getting to any resource limits?! What a funny error btw! =)

EDIT:
Also, here some results from Interlopers.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 13 years ago2011-06-05 07:39:17 UTC Post #295256
Ok, not very helpful but I can tell from those searches something's not good with my map. I want to create a small architecture scene. The problem is that I only have a little walkable space and it's already pretty "detailed". Not as in fancy visuals, but from the geometric point of view.
What can I do? Don't tell me I have to run a program like propper, that means source engine is as shitty as hl1 used to be.

Also, thank you CT that you're the only one that gives a fuck about people's problems on these forums...
Striker StrikerI forgot to check the oil pressure
Posted 13 years ago2011-06-06 00:24:55 UTC Post #295261
Did your run the -chart command? it will tell you if you're coming close on any of the limits, even give you a warning like "oh shi.. you have a lot of planes, BETER WATCH OUT!"

P

Also, there are TONS of optimization thingies you can do. Start Here, but also look up:

-occluders
-func_lod
-model fade distance
-func_detail all small stuff, stuff off-grid or rotated. Pretty much anything that's not a visblocker
-nodraw unseen stuff obv.
-yes propper too!

)

Captain Terror Captain Terrorwhen a man loves a woman
Posted 13 years ago2011-06-07 19:17:37 UTC Post #295377
QUICK QUESTION
I can't seem to find the main content(namely all the ambient_generics) for HL2, even after checking all the gcfs... WHERE THE HECK ARE THEY HIDING?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 13 years ago2011-06-07 19:31:35 UTC Post #295378
Uhm, source sounds.gcf? :

Also, I didn't have time to apply what you said. But I basically only have one solution: propper. The other suggestions don't apply because the map is giving me this error when all I have is 3 detailed stairways( YES, isn't that frustrating? crashing a game with basically nothing)...
Striker StrikerI forgot to check the oil pressure
Posted 13 years ago2011-06-07 19:47:51 UTC Post #295379
LOL they devoted an entire gcf to sounds!? Allthis time i was looking for the "sound" folder in the main half-life gcf... THANK YOU. =)

ZOMG Striker just let me see this map already. I'm just really intrigued what is causing all the problems... (plus we can rule out if it's your machine or the map is fucked up)

Propper Hint: if you're making a detailed brushwork a propper_model, make a custom phsyics mesh to cut down on over-complicated, expensive collision models. It's very easy to do, just approximate the size/shape of your model with brushwork, texture with player_clip, and turn it too a func_brush with a name. Under "physics mesh" property, insert the name of the func_brush in there. (for the func_brush, you can also use nodraw, blocks light textre, if you want).

HAPPY PROPPERING! =)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 13 years ago2011-06-07 22:05:22 UTC Post #295384
[b]QUICK QUESTION:
Can somone tell me what target input to use(via output), to change an entities render fx amount? like SetRenderAmt or SetRenderFX some such? can i even do it that way?
[/b]
Captain Terror Captain Terrorwhen a man loves a woman
Posted 13 years ago2011-06-12 16:39:20 UTC Post #295507
[b]QUICK QUESTION:
I have a transparent fence next to a bush made of transparent textures, and when looked at from the back, parts of the fence become completely transparent where they overlap the bush. Is there a workaround for this glitch or should i just make the bush opaque?
[/b]
Captain Terror Captain Terrorwhen a man loves a woman
Posted 13 years ago2011-07-20 15:35:41 UTC Post #296862
Wow, came to this thread to post my problem only to find that I posted it not long ago.
User posted image
Yeah, mostly the same error. I tried propper- propper CRASHES during compile. I am not compiling from the execrable hammer interface that shows me pictures from 5 to 5 minutes instead of actual progress anymore. I am using VBCT(an external source compiler, much like muzz's The Compilator, only for source).
The map compiles fine, but it gives me this error when I try to launch it in-game.
I turned the more complex geometry in "func_illusionary" so I could save on ... I even forgot what's the name for the thing, that manages collisions. (CULL ?)

[EDIT] Also, here's a screenshot of what I have until now:
User posted image
I should add that the hammer 3D window is very jerky, with low FPS sometimes( even though I have a good video card- sigh... stupid low quality developer tools)
Striker StrikerI forgot to check the oil pressure
Posted 13 years ago2011-07-20 16:45:24 UTC Post #296864
Can't give you a definitive solution, Striker, but here's what I got from some research:
This happened with my map. It happened when I had LOADS of vertices visible to the player in a single visleaf.
you have to divide your map up some and use a few areaportals so it isn't so much of a strain on the video card. Just make it so less things have to be rendered all at the same time.
I've gotten this before when i used a LOT of the same texture
There also seems to be a few cases where it's been a single brush which has been too big, usually a func_precipitation.

Or is that whole structure one big func_detail? Because that would cause it. Tie it into many small func_details.
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-08-27 10:41:26 UTC Post #298396
Strker: I could never get VBCT without error, so i personally stick to hammer compiler.

As for propper i've found the thtead on steampowered forums by the author of propper VERY useful. if you post your compile log, the author and other users will help you troubleshoot your why your propper model is not compiling.

As for func_illusionary, that entity IS NOT meant for source and will cause you inexorable bugs and glitches. Use func_detail instead.

QUICK QUESTION can you make an info_texlights entity for source instead of using the lights.rad? (i understand texlights in source are not generally supposed to be used)
Captain Terror Captain Terrorwhen a man loves a woman
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