Spirit help! Created 20 years ago2004-06-15 18:29:04 UTC by ZeG ZeG

Created 20 years ago2004-06-15 18:29:04 UTC by ZeG ZeG

Posted 20 years ago2004-06-15 18:29:04 UTC Post #33680
I just installed the Spirit mod... But i dont know something about it. People says: That is so cool with spirite you can make everything with it! :nuts: But how to do the amazing stuff. To exampel how to do a moving car, train, flight etc... with a breakable object. :nuts: :nuts: :nuts:
Posted 20 years ago2004-06-15 18:31:34 UTC Post #33683
With the "move with" feature, if i'm not mistaken. Look over on the main spirit site on how to use it.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-15 18:40:27 UTC Post #33688
Thank you alot... Do you another cool thing you can do with spirit? :confused:
Posted 20 years ago2004-06-15 18:51:24 UTC Post #33690
Meh, i've never really used it, but I know there's some nice "speak as" stuff so you can make barneys talk as scis, etc. plus some trigger_command for console commands and some changecvar stuff. Plus a lot more, take a look at README.htm and some example maps.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-16 01:37:31 UTC Post #33734
Why don't you visit Spirit's website? It's right over here:

http://spirit.valve-erc.com/
Posted 20 years ago2004-06-16 07:57:29 UTC Post #33805
The Spirit website is a little bare. There is a tut on the VERC for 3 nice spirit effects and one here on setting it up. Included with Spirit is a set of Aurora effects which are simply point based entities assigned to a file in the spirit folder (similar to a sprite). These effects are quite nice. To use them:

1. Take a look in your spirit folder (C:SIERRAHalf-Lifespirit) and look for a folder named 'aurora'.
2. Look at the files which end in '.aur'. These are the aurora files you can choose from.
3. Open Hammer. Create a room. Put an info_player_start.
4. Put an 'env_particle' and take a look at the Properties. You need to setup:

*Particle File - The file name of the particle you want. For example, if you want the smoke one it would be 'aurora/smoke.aur'
*Flags - Tick the first box even though theres no writing on it

5. Test your map and look at the cool effect.
AJ AJGlorious Overlord
Posted 20 years ago2004-06-19 03:43:40 UTC Post #34779
lol. Also, if i'm correct, doesn't Spirit enable reflective surfaces? And not the fake ones with 2x the polys, but real, reflective ones.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-19 04:04:08 UTC Post #34788
Only models can be mirrored, not the level architecture.
Posted 20 years ago2004-06-19 07:20:31 UTC Post #34820
level architecture would have to be done manually
Posted 20 years ago2004-06-19 22:52:00 UTC Post #34923
Basically what your doing with reflections is doubling the architexture. Not good for big maps.
AJ AJGlorious Overlord
Posted 20 years ago2004-06-20 02:54:57 UTC Post #34949
Well I knew 'bout the manual method, but in the Spirit Hazard Course Demo it showed a relective-ish vent opening. If you have it, take a look.

On a side note, can you mirror gordon? Or is player reflection still gone until HL2 (hopefully...)
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-20 03:10:38 UTC Post #34954
Yeah I saw the vent thing too, no idea how they did it. Drop a line on the Spirit forums though, they know what they're talking about :P
As for the Gordon thing, as far as I know, you can't do this in Half-Life.
AJ AJGlorious Overlord
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