Forum posts

Posted 19 years ago2005-04-02 16:45:56 UTC
in Monster Entitys dont show up Post #100939
You're not running with +deathmatch 1 perchance are you?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-04-02 16:43:51 UTC
in more questions. Post #100935
Did anyone notice There may be only one water level height in a PVS if the water is expensive.?

They're in different PVS's, if there's expensive water in two areas of a map.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-04-02 16:42:34 UTC
in Texturing Post #100934
Or you can just select a texture before you make the brush and then it's automatically applied, but that's not the problem :/

Just experiment with the fit button...a standard tex ratio is .25x.25 now as opposed to 1 but it's not too different. (ie, a 512x tex fits correctly onto a 128x brush.)
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-04-02 05:43:30 UTC
in condition zero Post #100810
I could mail it to you right now, but not for every update ;< - Arizona isn't toooooo far away :P
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-31 02:50:00 UTC
in VIS groups Post #100306
No problem :)

I guess the top toolbar functions in controlling additions to visgroups. Additionally, you should be able to set them in any object's properties.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-31 01:34:51 UTC
in VIS groups Post #100303
Hm, you should be able to have groups in a VisGroup. Did you group them, select the group(s) you want to hide, then hit that little red box on the toolbar, and select the group you want to add it to?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-30 21:25:03 UTC
in Song you are listening to [closed] Post #100276
Eels - Numbered Days
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-30 20:30:50 UTC
in Simple prop_static questions Post #100268
The easiest way to ensure that they are accurately scaled is to import a player model from the sample model set and use it to scale things...a player is 72 units. Not sure how that corresponds onto the Maya grid.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-30 13:47:59 UTC
in lots of npcs Post #100163
You'd make a mod and make them 1/16th scale :)
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-30 11:21:35 UTC
in Mapping for HL2? HOW? Post #100120
You need the game activated and installed (and purchased) in order to use the SDK.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-29 20:54:45 UTC
in Stress Test Difference? Post #99998
Ever heard of bumpmapping? It's probably the _a texture, and you're using the _b one. I've had it happen before.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-29 20:00:53 UTC
in Help with making buildings! Post #99990
Your swap buffers seem extremely high. Anything like the following?
Swap Buffers: This is typically caused by transparent textures/effects such as glass, env_steam, env_smoke, and of course, func_water. As long as it doesn't do it for a large section of your map, you will probably be ok. So if the swap buffers only go crazy when you stare RIGHT into an expensive water texture or some heatwave style env_steam, you probably don't have a problem... that's just what they do.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-29 19:58:20 UTC
in Breaking pieces of glass seperatly Post #99988
Make one piece and cut-paste it all over.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-29 19:55:40 UTC
in Big brother is watch you! Post #99986
Yes, it's worth learning static prop modelling for Source because the engine really relies on props for detailed maps.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-29 19:45:25 UTC
in Big brother is watch you! Post #99982
MAX/Gmax is soooort of similar to Hammer, but not really.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-29 19:24:22 UTC
in Avatars! Post #99975
Yep.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-29 18:55:55 UTC
in Button that plays music wont stop... Post #99971
If you want the sound to start or stop depending on the button presses, you need to toggle it instead of starting and stopping it.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-29 18:53:28 UTC
in Some basic mapping help Post #99970
Righto.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-29 18:53:15 UTC
in Help with making buildings! Post #99969
Run with +showbudget in the console and screenshot the graph, then post it here.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-29 18:51:59 UTC
in New Glock! Post #99967
Nice.

They have good military surplus too ;D
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-29 18:49:32 UTC
in Avatars! Post #99966
I've had mine since the Kungfu espisode of W+B was released :< - I've changed it from 'drunken pirate' to 'monkey stance' along the way.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-29 18:04:05 UTC
in Some basic mapping help Post #99946
Gimme the server nfo and I'll drop by.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-29 18:01:26 UTC
in rendering error..? Post #99945
Argh, the problem with this is because you've used a model texture on that brush. Just use a texture that doesn't have models/ in front of it, or use a prop.
It happens to me too and everyone I know who owns the game!
Not if you're using a proper texture ;)
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-29 17:59:23 UTC
in Importing weapons Post #99943
Huh? How do you want to import them? Do you want a prop of a weapon or something?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-29 03:18:55 UTC
in light_environment? help plz :( Post #99806
Change the brightness to something like 1000 and see if anything happens.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-28 23:48:32 UTC
in Help with making buildings! Post #99795
Oh, I'm online, I probably wasn't then though :P - I'll leave AIM on.

Office doesn't have any building models, most of the skybox stuff was done with brushes. There are some skybox models in props_buildings though.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-28 22:31:32 UTC
in Help with making buildings! Post #99789
A little, if they're simply decorative and don't serve any purpose other than being there. (ie if they're not within the playable area.)
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-28 19:17:11 UTC
in Room Names Help Post #99773
Yes, do it with teh final BSP.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-28 19:14:12 UTC
in env_render? Post #99772
You can't really use func_wall_toggle, it's really for legacy support.

use func_brush instead. Experiment with the I/O system, it replaced a lot of those ents like relays and renders.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-28 19:03:47 UTC
in SnarkPit down Post #99770
Damn right ;>
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-28 17:47:33 UTC
in Room Names Help Post #99757
Generate a nav mesh (nav_generate).

nav_edit 1.

nav_toggle_place_mode.

Then set something with nav_use_place (ie nav_use_place ctspawn) and bind a key to nav_toggle_place_painting. Then hit that key, aim at all the squares in your given location (they turn green) and then hit the key again when you're done.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-28 05:18:50 UTC
in Help with making buildings! Post #99666
Go ahead :) - I've got a bot mesh to compile for a while so I'll be hanging around with nothing to do.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-28 05:15:37 UTC
in Button that plays music wont stop... Post #99664
Have the button 'ToggleSound' if there is such an output instead.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-28 05:12:20 UTC
in Help with making buildings! Post #99661
Can't really comment on it since it's heavily WIP :P

I suggest you use the prebuilt models for the time being.

Streetlamps should be models, too, use a prop_static and check the props_c17 folder. Anything relatively complex like that should be in model format, most things are already built.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-28 04:55:12 UTC
in What is the env_cubemap for? Post #99658
Depends if you're running with good or shit shaders :)
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-28 04:42:22 UTC
in Help with making buildings! Post #99654
Only a few. Perform a filter for 'props/' and you'll see what I mean.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-28 04:37:50 UTC
in Help with making buildings! Post #99650
Those 'model' textures are part of the de_dust prop set, which you can use on a prop_static entity. Images of them are here for reference out of the editor as they don't include thumbnail images:

http://rabidmonkey777.bluewolf72.com/imagery/prop_images

The tall skyscrapers are part of a 3D skybox, which uses a sky_camera entity to project an image of a 1/16th scale 'skyscraper' at the world's origin (0,0,0). The Source SDK docs have some more nfo on this, and I have an example map on one.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-28 04:35:25 UTC
in Compo 13 - [closed] Post #99648
Curses ;<
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-28 04:33:53 UTC
in Compo 13 - [closed] Post #99645
/query Alex can we have a HL2 subcompo :>?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-28 04:30:24 UTC
in Microsoft Visual C++ .NET 2003 v7.1 Post #99642
Ooh, can someone say Nice?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-28 04:27:27 UTC
in Help with making buildings! Post #99637
Oh, btw, Ant, there is a directory called 'props' with some textures in it that were leftover from the earlier days of HL2 that can be used on brushes. The real distinction is their base dir in the Material System is props/ and not models/props ;)
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-28 04:25:54 UTC
in Help with making buildings! Post #99633
First step, don't carve ;<

Second, the easiest way to make buildings is going to be to make each brush individually, or with the clip tool, or to use textures with windows on them already. Carving will ruin your brushwork so it's advisable to not use it.

The color problem is indeed the 'model' textures. Models are cheap to render in Source because they use a cheap lighting method. (Vertex Lit, as opposed to Lightmapped.) The model textures are defined as VertexLitGeneric in their nfo files (vmts) and they won't be useable on something that's to be lightmapped (ie a brush.)

You can indeed make models for windows in Softimage (which is really crappy imo :p) or another Source-supported modelling program. (3DS max, my personal preference) or Maya, for example. I'd advise against learning modelling in the beginning, though, unless you're really interested in it, though, and save it for later on in your mapping.

If you have any more questions, catch me in IRC or on MSN.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-28 01:39:07 UTC
in Song you are listening to [closed] Post #99620
Divit - Plan B'

#I've got my gun, I've got my plans, I've got my alibis, they understand#
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-27 23:19:32 UTC
in Modelling appy Post #99604
Meh, just get 3DS, Gmax doesn't have the exporters.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-27 21:50:12 UTC
in 2 questions Post #99593
Black Mesa East is just a nickname, I suppose - The actual facility seems to be some sort of an old military bunker. Probably had nothing to do with the actual BM.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-27 20:49:53 UTC
in Modelling appy Post #99572
3D Studio Max.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-27 19:10:32 UTC
in Microsoft Visual C++ .NET 2003 v7.1 Post #99512
Of course things are, you just have to know where to look ;)
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-27 19:09:27 UTC
in question on some entities- Post #99506
ballsocket and lengthconstraint are two different things. A ballsocket applies a constraint at teh given point and allows things to rotate upon it (like the lights in de_prodigy.) Lengthconstraint can be added to something to make sure it's a certain distance away.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-27 06:17:52 UTC
in Missing pictures - World Model Post #99299
Are these CS:S props? For they don't have their own images.

I've compiled a big list with images for everything CS:S: http://rabidmonkey777.bluewolf72.com/imagery/prop_images/

If they're HL2, I have no idea - They should always be displayed. Try right-clicking and seeing if there's a 'thumbnail' option.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-03-27 05:08:25 UTC
in Func_Physbox properties Post #99290
Valid point. In any case you use a physbox, it's always going to have messed up lighting, I suppose D:

The junk prop problem is interesting, I had the same issue in Petrol with the sawblade and cinderblock. Try putting it on prop_physics, and make sure it's not colliding with any other physics props or the world.
RabidMonkey RabidMonkeymapmapmapfapmap