Forum posts

Posted 17 years ago2007-10-10 16:18:10 UTC
in Hostie falling into floor Post #236102
I can think of a 12 letter word that equals the same thing head in hands too! but I can't see how that would help my hostie from falling 1/2 way into the floor ;) wait a minute... maybe there's a reason their 1/2 way :biggrin:
Posted 17 years ago2007-10-10 16:13:57 UTC
in original maps to source Post #236101
Thanks Tet - works great now
Posted 17 years ago2007-10-05 10:59:08 UTC
in OK, New to source where do I start? Post #235728
Hi,

I'm a fairly experienced 1.6 mapper - intermediate and not a total noob - ok maybeif I look in the mirror.

Completely new to source and want to convert a 1.6 map into a TF2 Map.

When I open the map - can see everything the way that I created it but there's nothing in the camera view - it's totally blank.

Since you guys are the best and since I'm new to soure:

1 - How do I fix the Camera thing?
2 - What's the easiest way to convert the map over. i.e.- give everything a null texture then apply textures to the visible obkects?
3 - There's a lot of info in the forums to digest and being new I'm not getting some of it. When you guys got start what did you find easy/frustrating etc. What are the things I should do? What are the pitfalls that I should avoid? Where should I start?
4 - It looked like hammer set itsself up - do I need to configure anything like 1.6.
Posted 17 years ago2007-10-05 10:29:23 UTC
in original maps to source Post #235721
Yep I can open the map in source. Can see everything in 3 windows just as I designed it - nothing shows up in the camera view though..

I'd like to thanks everyone for their helps and will not start/review threads in the source engine section.
Posted 17 years ago2007-10-03 18:02:05 UTC
in original maps to source Post #235576
Posted 17 years ago2007-10-03 17:09:18 UTC
in original maps to source Post #235565
OK, with the release of TF2, Source, does anyone know an easy way to get my .map files from CS/DoD etc. into source.

I have a really good canyon map CS 1.6/DoD (in .map/RTF) that I want to convert over to the source engine.

Once there I want to change the entire configuration/textures into TF2 and let the mayhem begin!!

Any ideas in how to do it easy?
Posted 17 years ago2007-10-03 17:00:40 UTC
in Fps Issues Post #235562
hey I had a state of the art Atari 400 once!
Posted 17 years ago2007-10-03 12:08:22 UTC
in Not Getting Shot buy a cannon. Post #235545
OK - update for you all - in DoD

I have the entity as controllable - doesn't do anything press button hand moves like it does to take over the firing of gun sequence then goes right back again. gun don't do nothin - lol - grammar!

I click active flag - oh gun works just fine - at doing whatever it it takes to kill you! this then can be further controlled to be axis or allied friendly = you not one of them and you dead.

I hope this helps you peeps out and if anyone has the answer in how I can control the gun please let me know thanks!
Posted 17 years ago2007-10-03 11:41:51 UTC
in How to reduce R_speeds in large map Post #235540
OK cool Noober!
Posted 17 years ago2007-10-02 16:49:53 UTC
in Problem with Skybox Post #235496
Ok tx for the tip on you can extract again - is there any other reason the skybox isn't loading - I see that skybox textures are tga files - my skybox textures are the same.
Posted 17 years ago2007-10-02 16:48:03 UTC
in Hostie falling into floor Post #235495
Ok will put them up on the ceiling - lol :biggrin:
Posted 17 years ago2007-10-02 15:33:13 UTC
in Problem with Skybox Post #235487
Hey thanks playbus - didn't look at it that way. What if the textures were embeded into the map - I think that would help more wouldn't it?
Posted 17 years ago2007-10-02 15:29:32 UTC
in Not Getting Shot buy a cannon. Post #235484
Wait a sec I think I forgot to tell it to shoot bullets - if I can remember to where the bullets is - lol
Posted 17 years ago2007-10-02 15:23:24 UTC
in Hostie falling into floor Post #235482
yep use them all - roach/picard/santa etc in 1/2life player mode and the floor is a solid block.

I've put them on the floor and 3 ft up from the floor but they still end up 1/2 way in.

If it's the origin thing - how would I fix it?
Posted 17 years ago2007-10-02 15:20:39 UTC
in Problem with Skybox Post #235481
:nuts: i missed seeing it sorry but I :heart: you muzzle!!
Posted 17 years ago2007-10-02 15:12:18 UTC
in Problem with Skybox Post #235479
sorry typo above should be "favour"
Posted 17 years ago2007-10-02 15:05:09 UTC
in Problem with Skybox Post #235478
Why would this be illegal? I own both 1.6 and Source. I make maps on their software to run on the steam platform owned by them- hence I take an image that they have created and put it into a map but a different version of the same game. I believe that if you placed it before a judge and gave the same explanation and asked him/her to apply the reasonable person test on it - then it shouldn't be a problem. If it is then that same judge would then have to issue a decree in vavour of Valve/Steam and order them to shut down every single server world wide that had a custom map on it. You would then be forced to play de_dust etc only - both now and forever = it would kill their game/market because most gamers would never stand for it - Notice From Valve/Steam - we won a lawsuit - your server is running a custom map - you will now have to play de_dust only.
Posted 17 years ago2007-10-01 16:15:19 UTC
in Hostie falling into floor Post #235415
Hi, Want to make a CS map called "Strange Science" good guys have to rescue the huge cockroach models. Problem is they're 1/2 way into the floor.

Models are good - it's the one I use in 1/2 life and everyone can see me just fine running across the room - same thing happens with my other models too i.e. Capt. Picard.

Any ideas what's going on?
Posted 17 years ago2007-10-01 16:08:55 UTC
in Rockets shooting straight ahead Post #235414
Ok - DoD Particle shooter shoots my rocets straight ahead - looks cool - can see the rockets! - problem is they shoot straihgt instead of 45 degrees to the right where I want them to land - any ideas? I've gone into the properties and changed it every which way but they keep going straight - the only option I haven't done is up down=kill me instantly or backwards for the same reason.
Posted 17 years ago2007-10-01 15:55:36 UTC
in Problem with Skybox Post #235413
yep that's what I'm doing - makes HL1, CS1.6, DoD look uber cool!
Posted 17 years ago2007-10-01 15:36:19 UTC
in Map crash... too many entites? Post #235409
tet you said this:

"Ok texture lighting is REALLY simple.
Just find the texture you want to use for a light, and add it into the lights.rad file. hit tab twice, then input the brightness of the light you want. Texture lights arent as bright as point lights, so just mess with the brightness values as you see fit."

Can you please explain the adding it into the rad file and the tab twice thing? Thnaks
Posted 17 years ago2007-10-01 15:29:26 UTC
in Really Stuck / making .bsp Post #235404
very cool pictures!! Can you please do me a favour and put one up showing how to do the wad include option for compiling? If I understand it right I will then only need to upload a bsp map to a server and it will run - don't need to worry about the wad files after that.
Posted 17 years ago2007-10-01 15:25:30 UTC
in Problem with Skybox Post #235401
Hi All,

Ok here's what I've done and yes you're porbably thinking - oh no not again! :D

Opened source - taken images for sky box saved them as .tga for DoD put them in the gfx/env folder where rest of skybox textures are, callled them

V2_up, dn, rt, lt, bk, ft. put into map properties environment V2_ fast compile - no vis - no rad - launch and select my new map - gets to parsing info then crashes - any ideas?

and just while we're on the topic - most source textures I see are 512x512 - will this cause crashes or should I reduce them to 256x256? I know that game will crash if large wad file used but I figured that I could chop on the wads into smaller files - by using more wads - 4 max. Using the source textures is making my map look very cool. If I use the 512x512 how much of a difference will it make in r_speeds - anyone know? :nuts:
Posted 17 years ago2007-09-27 15:16:19 UTC
in Not to be a pain but... Post #235125
We have a DoD Forum? on the net all I can find is source
Posted 17 years ago2007-09-27 15:12:00 UTC
in AllocBlock Full error-I'm crazy now! Post #235124
and did it help?
Posted 17 years ago2007-09-27 15:11:06 UTC
in How to reduce R_speeds in large map Post #235123
I read somewhere in the posts here that if you group items together(if they are already joined somehere) and then compile the parts that are joined get ignored and only the visbilbe faces get rebdered - it this correct? Will it alos cut down on r_speeds?
Posted 17 years ago2007-09-26 17:50:48 UTC
in Finding leaks using .LIN Post #235083
Thanks - I wish I had known this method months ago!
Posted 17 years ago2007-09-26 16:57:58 UTC
in Not Getting Shot buy a cannon. Post #235080
thanks will try it out
Posted 17 years ago2007-09-25 09:42:00 UTC
in How to reduce R_speeds in large map Post #234973
Hi - working on a large outdoor map and so far I'm getting large and random r_speeds. I'm sratching my head on this one.

Any ideas how I can bring them down? texture is at 2 setting. Can you place skybox texture inside skybox - would this help?

or does this also work - place the item that divides sector A and sector B 1 space above the floor that way it doesn't intersect it reducing them.
Map layout is something like an hour glass. Flows to a choke and opens outagain - really rough pic below - lol.
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Posted 17 years ago2007-09-25 09:25:32 UTC
in Finding leaks using .LIN Post #234972
I saw in another post that you can use .LIN file to find leaks.

I am putting it here because I found it burried in another post whos topic heading would cause a reader who was looking for this topic above nto to read it.

Muzzleflash - in that other posting you indicated that you can use the .lin file instead of the .pts file can you please explain how you can do this here - thanks!
Posted 17 years ago2007-09-25 09:10:26 UTC
in AllocBlock Full error-I'm crazy now! Post #234969
You can also try the big block method of finding what areas of you map contains the leak. Make big block 1/4 of your map then move the block around from sector to sector - you can find what areas to look in between compiles.

I like the comment on the lin file thing muzzleflash and will put up a separate post for that.
Posted 17 years ago2007-09-25 08:53:20 UTC
in Not Getting Shot buy a cannon. Post #234968
I've imported the cannon and rocket lauchers from the tutorials on this site into my map to give it a quick spin before making my cannons operational in my DoD map. They'll work in 1/2 life or CS - I know this because if I put the bsps into that game they work fine but the don't work in Dod.

In trying to figure it out with DoD I decompiled valve's DoD_Escape map imported their rocket launcher - it work's but in this case the laucher is stationary and fires the rockets straight ahead. If I rotate all the entities say 45 degrees the rockets still shoot straight ahead and not to the target that I want.

DoD sure is confusing to be sure - what works for 1/2 & CS doesn't seem to work all the time in this game. Argh!
Posted 17 years ago2007-09-21 17:27:35 UTC
in Not to be a pain but... Post #234700
Thanks - Ill get on it right away.
Posted 17 years ago2007-09-20 15:06:08 UTC
in Not to be a pain but... Post #234629
Guys do we have any DoD experts here? Reasoning - I love your help and most of the feedback works great but I'm finidng the DoD entities are a liitle different - see my posts on not getting shot by cannon, function tank problem and change_level problem - all of these posts plus the stuff I've done will work great in 1/2-life and CS but when I set them up in DoD the things don't work. As far as I can tell the entities are right but nothing seems to work.

Any ideas as to what I should do? Should I make a box map with just the things that aren't working on the inside and post it to the problem map areas fo you guys to see? Would that help?
Posted 17 years ago2007-09-20 15:00:00 UTC
in Help with "elevators" Post #234626
lol - I had the same problem - can't remember how I fixed it - but when I "fixed" it elevator would work hit and miss from round to round - sometimes yes sometimes no.
Posted 17 years ago2007-09-12 16:50:00 UTC
in Not Getting Shot buy a cannon. Post #233965
Yea that's right - cannon goes boom boom and buggy's still standing tall!

I'll check out the sprite values tonight!
Posted 17 years ago2007-09-11 10:50:12 UTC
in Not Getting Shot buy a cannon. Post #233892
sorry to bump this up but it's also to go with my other post and the two might be linked.

In the other post my guns work everywhere else but not in dod any ideas?
Posted 17 years ago2007-09-11 10:16:15 UTC
in Level Reset && Certain Sequence Post #233889
noob - got your email - sorry I couldn't respond - can you put down all you did insequential order here for everone else?
Posted 17 years ago2007-09-11 10:11:56 UTC
in func_tank problem Post #233888
OK wierd one - got a controllable mg, cannon, rocket launcher, etc made

works in 1/2life, counter-strike but not in dod - any ideas?
Posted 17 years ago2007-08-26 23:28:35 UTC
in Adding in FDGs. Post #232978
thanks - found the plug in
Posted 17 years ago2007-08-26 23:27:41 UTC
in Where do I find Origianl Game Maps? Post #232977
Hey Zombie thanks a lot man - I found what I was looking for - you mentioned the GCFScape tool in your post - I now have the tool to do the job thanks!
Posted 17 years ago2007-08-23 11:41:34 UTC
in Adding in FDGs. Post #232673
Can this be done as a general rule accross the board?

For example can I get a 1/2life one and put it into dod map and then will the engine know what to do with it or if I want to do a set up of this sort can we code the server to run with it?

One of the reasons I ask is that I play on a tfc - admin can randomly spawn all the 1/2 monster entities into the game who then proceed to kill whatever they see regardless of what team you're on.

If it's a yes, can some one give me the coding to spawn 1/2life monsters into dod - thanks.
Posted 17 years ago2007-08-23 11:15:58 UTC
in Where do I find Origianl Game Maps? Post #232670
I also assume that the games I play on steam are somewhere on my machine - ie - I can play dod_escape and can make the game cause it's in my lists but I can't find it via a search of my machine - I assume it's hiding with the other ones - am I correct.
Posted 17 years ago2007-08-23 11:11:22 UTC
in Where do I find Origianl Game Maps? Post #232669
Ok call me stupid but I just can't seem to do it can someone please give me a step by step version on how to do it? thanks!
Posted 17 years ago2007-08-20 17:47:24 UTC
in Prob with ambient_generic Post #232505
NOOOOBER!!! lol still having trouble with it eh? These guys are the best in answering your questions!
Posted 17 years ago2007-08-20 17:45:48 UTC
in Not Getting Shot buy a cannon. Post #232504
Ok - quick and dirty style - took cannon from tutorial and copied it into a dod map - works great except I'm not being shot and the smoke sprite appears with a black box around it.

any ideas

Great cannon tutorial too! - used the grunts and guns one.
Posted 17 years ago2007-08-20 17:09:08 UTC
in Where do I find Origianl Game Maps? Post #232501
I can't seem to find the maps - does anyone else know?

I'm trying to find dod_escape and other maps on my machine can play them on steam but do a search of my machine and I get nothing - does anyone know where they are hiding?
Posted 17 years ago2007-08-20 17:06:35 UTC
in Need to do a changelevel in DOD Post #232500
has anyone tried this yet? I could use the help.
Posted 17 years ago2007-08-10 16:58:57 UTC
in Need to do a changelevel in DOD Post #231801
can ayone else give it a try and see what you come up with? thanks.
Posted 17 years ago2007-08-10 16:58:10 UTC
in Where do I find Origianl Game Maps? Post #231800
Sajo's got it right - it's just after the mg fight through the tunnel.

Yea - I read the tut on that already I just wanted to rip the map so that I can see how they did it to also incorporate the destructabilty if of it with the rocket launcher and the rendering of it in flames.

It's a really complicated sequence entity wise and I wanted to see If I can make it work in DOD.

I'm working on a cannon for DOD but right now it isn't woking - it won't move or shoot.

So if someone knows how/where to find it - I'd Appreciate it.