Forum posts

Posted 15 years ago2009-06-13 00:15:23 UTC
in Scripted_sequences, lighting, and disapp Post #268238
oh i see what you're saying now. I must've misread that the first time through. Well have you tried making the other 5 faces of your displacement the 'nodraw' texture? that might help..
and i cant get any scripted_sequences to work for me either.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-06-12 07:42:35 UTC
in The "Official" Competition 27 Post #268219
We all Will. But i hope this is the first compo that i can just spend the last week optimizing instead of actually making it.
It always comes down to the last minute whether you start early or not.
Unless you have no life, or your name is doodle.
(I think last compo, doodle's map was in first WAY before everyone elses- if not, disregard that last part)
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-06-12 07:40:36 UTC
in triggers after mm death? Post #268218
Why don't you just create the garg in another room (without a Monstermaker) and teleport him in after the other dudes are dead?
That way you can still get the "on death - blahblahlah" Trigger
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-06-11 21:20:57 UTC
in The "Official" Competition 27 Post #268205
Not really bitching as much making sure my modifications go over well with the judges. I like this layout.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-06-11 12:08:19 UTC
in The "Official" Competition 27 Post #268198
So long as the general flow of the map is the same?
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-06-11 11:23:10 UTC
in The "Official" Competition 27 Post #268196
Yeah how leinent are you with the 'organic' outline in that top part. It doesnt have to fit exact does it?
My guess says no but you guys did say you were going to be more strict this time around.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-06-10 14:26:16 UTC
in Desktops of June Post #268175
Nice.
Yeah I did pick that because the main background color matches my computer case LED's almost perfectly.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-06-10 14:23:48 UTC
in A little help please. Post #268173
You can get a basic work-around for it.
Here's what i would do:

Make a func_tracktrain to follow a set of paths.
First path: Jeep path
Second path: camera eject path

Parent the jeep to the tracktrain and parent the point_viewcontrol to the jeep. Start your tracktrain moving on the course you want your jeep to follow and when it gets to the last path_track in the jeep part, have it do the following:

Say the last path_track in the jeep thing is called: jeep_end and the viewcontrol is called camera_start. Make sure you have Camera_start set to teleport, else the controls will get all wierd.

jeep_end:
OnPass > viewcontrol > parent > tracktrain
OnPass > jeep > disable? (Not too sure on that one, or how to kill the parent-relationship)

anyway, after that's all done, you can just end the camera sequence at the playerstarts head because the player model isnt visible when you're 3rd person anyway. If you need a picture, i'll draw one up. I'm at work right now else i'd test it myself.
Good luck.
You may want to do some research into wether or not the jeep can follow paths itself. I just think that if you parent it to a tracktrain, the jeep won't really bounce on the ground and stuff. You know.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-06-10 14:14:07 UTC
in Scripted_sequences, lighting, and disapp Post #268172
I'm not sure about the scripted sequences, but your lighting issues seem like A) you have a leak in the level. or B) you need to change your lightmaps on your textures.

As for the dis-appearing desk.... are you trying to place the desk on a displacement? I know there was a glitch a while ago about objects not coliding with displacements.

If that's not the case i can't help ya.It might be leak-related.

And for the scripted, try just running 4 different names for the combine.
Maybe since they all have the same name everything is b0rked
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-06-10 14:00:01 UTC
in Desktops of June Post #268171
Tetsu0, that wallpaper looks a lot like that BFG wallpaper you used in January.
I know i was thinking the same thing myself.
My you have a good memory.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-06-10 13:14:08 UTC
in The "Official" Competition 27 Post #268168
Mine is a Hybrid map. Combines a lot of different themes.
I have all but 2 areas sketched out on paper, and i have the areas i sketched out Dev-textured.
I'm making another SP map so i'm going fo functionality first, then looks later.

Plus it'll be my first ever source SP map. so it'll be an intersting learning experience.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-06-09 12:47:45 UTC
in Super Half-Life Tools 3.9 Post #268119
I bet that new entity would be awesome for making grass. Have a bunch of func_illusionaries on the ground simulating blades of grass. Yet in truth only one is rendered.

That's how they did it in one of the Halos

:) genius
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-06-08 23:02:55 UTC
in Two Noob Questions... Post #268102
Don't use cycler_sprite.
that's for sprites.
Use a cycler if available (which i dont think it is for CS)
Try a monster_furniture
And for test compiles, use fast mode.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-06-08 21:57:09 UTC
in Sven Co-op Mapping Contest (HL1) Post #268099
Hmmm if only i played sven co-op.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-06-08 21:55:27 UTC
in Two Noob Questions... Post #268098
Ok It depends on what model you want to enter into your map.
you can use a cycler, and browse for the model in your directory. Just make sure to take off the first part of the filepath and just leave the "model.mdl"

Or you can use a monster furniture for the same effect.

you will have to use CLIP brushes to make the solid parts of the model.
(A clip brush is a brush that's invisible in game but you can still run into it, and can shoot THROUGH it. It looks like the AAA trigger only white. - a dudes face)

And for texture lighting here's a fast tutorial:

Take any texture you want, in this case, "generic_001" and add it into your lights.rad file with the brightness and color you want.

Your lights.rad file is located in the folder with your compile tools in it. CSG, RAD, ect ect

Anyway. To set it up for a white light with brightness 500, you would type it like this

GENERIC_001 [TAB-KEY][TAB-KEY] 255 255 255 500

You can also follow the way that the other lights in there are made.

Anyway once you compile, any surface that has the texture GENERIC_001 applied to it will emit light. If you take a light entity and set the color to whatever you want, you can just copy the 3 numbers from there to get the color.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-06-08 09:52:46 UTC
in The "Official" Competition 27 Post #268067
Im in with source. I've become quite familiar with the in/out system finally.
Now to figure out lighting....

Anyway. Thanks for the info Grim, and sorry about starting that first thread there. My bad.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-06-06 23:14:07 UTC
in point_viewcontrol Post #268012
I know, double post. I don't care.
I've tried probably 5 ways of doing this and nothing i do works.

Heres what i wan't to do:
I have 4 rooms set up in a "U" pattern, and a point viewcontrolset up in the sky to look over the map. I have the 3rd person controls working fine but the camera movement is not working how i want it to...

So when you move from room 1 to room 2, the camera should scroll once you reach room 2. That works. As does the transition from rooms 2 to 3, and rooms 3 to 4. But i can't get the camera transitions to move to the other rooms
say if i walk into room 3 from 2 but change my mind and go back to room 2, i want the camera to follow.

It doesnt do that.

Ive tried doing the following:
-Editing the FGD to include the HL1-style func_train to follow path_corners.
in the door-way between each room i have a trigger_multiple with these outputs: On trigger > box (train) >set next path corner > roomN
That doesnt work
-Using the Hl1 style func train with a logic_case.
each case relates to entering a room from another room and changed the path corner to suit. THAT didnt work
-Changing the func_train to a func_track train.
I can't even get the damn thing to move
-Having the camera itself move
The camera moves once activated and there are no seperate controls to stop or start movement once the camera is on WITHOUT turning it off.

The key here is that the camera is on the whole time.

I've also tried a lot of other combinations but i can't remember them all....
So anyone know how i can work my way around this?
Figured it out

When i changed the Path_corners over to path_tracks, the first flag was ticked. It was set to disable.
So i fixed that, and then i set the initial velocity and the max velocity of the train to 250. So as soon as the map starts it moves. BUT on each path_track, i have an output saying : on pass > train > toggle. That stops the train movement on the first path_track. I could probably use stop But toggle works flawlessly, and i dont want to fix something that's not broken.
And in order to start the train, toggle also works, but the way i have the triggers set up it's buggy. start forward works fine for that.

:) the sweet satisfaction of figuring something out for yourself. Almost unmatched.

Now the only problem is i can't have more than 2 rooms linked together. There's no way (that i've found so far) that i can change the next path track value of a track_train
There's only branch path options. In this case i have 2 possible branches.:
Room2 can go to Room3, or go back to Room1.
Room3 can go to Room4, or go back to Room2.
Even if i can get the train moving backwards eliminating the need for a that branch, the other branch would only allow me to have 3 options in a room.
I would like to have 6 to make the map as non-linear as possible.
Choices being:
Move forward, backward, left, right, up, down.
If i can get a good system working i would only need to set the path modifications at the threshold of the room entrance, and i would not have to worry about every single case (player moves from room 5 to 3 then to room 6 and back to 5 then falls to room 15 but takes a ladder to room 9 etc etc)
Got it to work. But it's very VERY sloppy.
Upon further testing it's too unpredictable to work.
I'll have to tackle this agin tomorrow.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-06-06 21:57:53 UTC
in Applying Texture Question Post #268040
In addition to what El Capitian said, make sure that you don't mix water textures with solid textures either. Else it results in a sloppy "Mixed Face Contents" error
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-06-06 14:03:34 UTC
in Competition 27 Post #268028
Don't even bother rushing the mods. They take their time no matter what they do.
They have the same work ethic as Blizzard: It's done when it's done.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-06-06 14:00:56 UTC
in Desktops of June Post #268027
User posted image
I just googled "cool wallpaper" and found that.
It'll entertain me for a week or so.

Oh BTW. New monitor.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-06-05 22:58:56 UTC
in Create Game Engine from Scratch! Post #268007
http://www.gamedev.net/reference/programming/features/enginuity1/

I'm reading through this right now. It's quite interesting. It may be a good summer project for me.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-06-05 21:06:36 UTC
in point_viewcontrol Post #267940
Awesome. Thanks for that link Strider.
Now i was also having some trouble getting the camera to move.
Say i have 2 rooms and 2 path corners.
The camera starts in room one and when the player enters room 2 the camera would move from path_corner 1 to path_corner 2.

I can't get it to do that. I have the viewcontrol set to be on the first path corner, and the path corner's next node is set to path_corner 2.

I've tried multiple ways to get it to move but none work.

Got the prop_dynamic player movement thingy working flawlessly minus one detail.
I can't get the prop to play an attack animation when i click.
nevermind. i got it. I was making things too complicated. If you just want to play an animation when you click you don't even need a logic_compare. >.<
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-06-05 20:15:22 UTC
in Problems Valley Post #268003
Posted 15 years ago2009-06-05 17:51:11 UTC
in Echo Post #267996
and if you're not careful they can extend into other rooms as well.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-06-05 17:47:37 UTC
in Problems Valley Post #267994
I have a question for you before i answer that
actually 2
1) can the rails be displacements
2) have you tried making a spacer 80 units wide, and rotating it on every bend so that you know the track is always 80 units away?

And i know you can do S-bends using 2 circles and a tangent between them. I just have to figure that out in hammer.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-06-05 12:20:52 UTC
in Problems Valley Post #267978
coolbeans. thanks for the award!
any other problems you're encountering?
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-06-05 12:19:05 UTC
in Adding custom weapons without replacing Post #267983
What if you switch to Opposing force and replace the wrench with a crowbar?
Plus you'll get a whole slew of new enemies
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-06-04 14:34:27 UTC
in Problems Valley Post #267948
here's what you do.
1) intersect the 2 legs of the track to make a 90deg angle
2)choose what radius you want for the track
3)create a cylinder with edges on the inside rail make a large amount of sides (48 should do). You're only dealing with 1/4 section of track so make it 4x how many links you want (in this case 12)
4)make a rail following the radius of that cylinder
5)delete the cylinder and follow step 3 and 4 with the outside rail.
6) delete the 90deg angle part of the track, tie into the curve and you're done.

Idk if that's how it's really done, but that's what i would do.

PS you want your 2 cylinders to have the same center point, else you're screwed.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-06-04 09:49:41 UTC
in point_viewcontrol Post #267933
Wow great responses there guys! Thank a bunch!

@Habboi - I'm using the Ep1 Engine and just HL2 so that should work very nicely. I'll have to search for the videos and such, and i refuse to 'hack' anything. I don't feel like dealing with that stuff.

@Strider - Will that work with a NPC? Say if i spawn the player-start and NPC at the same origin with an automatic trigger, will the NPC move as the player moves? I only ask because I cannot try it myself for another few hours.
Seems everytime i want to try something in source i get hung up on something stupid like this :)
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-06-04 07:57:11 UTC
in point_viewcontrol Post #267925
Well Now my question is. How would you parent something to the player? Is it possible? The only way i can think of this working is if you parent, say, a BARNEY NPC to the player, and have a gui_control (idk if that's the right name) to control the animations and movements while having the player move....

But i also want to interact with objects.

I dont need any weapons, just the use of the E key.

Maybe the Gravity gun.

I'll be at work for another 7 hours. So until then i'll just draw up more floor-plans and puzzles.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-06-03 23:40:51 UTC
in point_viewcontrol Post #267912
damnit. I have to mimic the SDK experiment then?

http://www.youtube.com/watch?v=LHxdiQHAU-o
Thanks Penguin.

When/ if i figure how to do that. I'll let you know.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-06-03 21:56:38 UTC
in point_viewcontrol Post #267908
I'm porting one of my test maps (3rd person puzzle map) from HL1 to HL2 trying to leave HL1 behind.
Anyway. I have the point_viewcontrol working nicey-nice, but i want to be able to see and control the player while looking through the camera.
How do i do this?
I've been trying for hours.. The wiki is no help, neither are any of the old Threads on source cameras.
Thanks in advance guys. If i come up with anything in the meantime i'll let you know.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-06-03 20:13:48 UTC
in Competition 27 Post #267902
Cool
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-06-03 18:13:51 UTC
in Competition 27 Post #267897
Yeah. I can wait.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-06-03 18:07:45 UTC
in Trigger allot of entitys at once Post #267896
Is this for counterstrike? I know there's a way to re-set entities after each round, but it's difficult to do.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-06-02 19:27:18 UTC
in Post Your Photos Post #267843
i like the pool
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-06-01 21:31:34 UTC
in Problems Valley Post #267776
how do you get the sky after you terragrn'd
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-05-29 19:28:47 UTC
in Release: PSILO's KILLBOX (Redux Edition) Post #267642
I remember the original version of this.
Not much went on I'll give it a d/l
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-05-25 00:26:03 UTC
in Entities causing Leaks Post #267440
You can make a func_door move 512 units straight up through the ceiling into the void and you'll be all set. So long as the entity STARTS sealed from the void you're good.

Did you try importing the lin file?
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-05-24 20:59:33 UTC
in U.S. Army 2030: Things to come Post #267428
We can, It's just that while we were making gas guzzling muscle cars, they were making gas sipping fuel saving compact cars.
They had about a 20 year head start in that department and it shows. No United States built car can match the economy of the Japanese cars.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-05-24 12:03:44 UTC
in PLEASE HELP! " Warning: Leaf por Post #267398
Warning: Leaf portals saw into leaf
Problem at portal between leaves 78 and 81
That usually means you have something in your map that is wayy to complex for the compiler to handle. Basically you crashed the engine. I would recommend compiling on Full vis, but you already are, so go check out the coordinates the compiler is giving you. In the case of the quoted error, the coordinates would be:
(1999.776 2243.701 1153.073)
(2000.000 2243.484 1132.781)
(2000.000 2240.377 992.000)
(1819.230 2054.043 992.000)
(1964.026 2207.974 1204.000)
Those are X, Y, and Z values within the hammer grid system. So just write down a few of those and move your mouse around (noting the coordinate position in the bottom of the screen) and see if there's any way you can simplify the geometry in that area.
If not, put a hint brush or 2 in there to cut the leafs.

Good luck!
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-05-24 11:22:22 UTC
in The rumored handheld Xbox360 Post #267393
I agree.
Mini jet-turbine all the way.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-05-24 01:54:31 UTC
in The rumored handheld Xbox360 Post #267374
I dont have time for portable gaming anymore. The only times i used to play was on the bus or in a study hall. since i drive and go to college, my DS has been collecting dust. Plus i got my computer, wii and a crap-ton of roms i can just mess with whenever i want.

But i guess playing gears of war wherever the hell i want would be pretty sick

And i liked the zune.
Itunes can suck my big.. fat..
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-05-23 22:06:45 UTC
in Stargate: The Last Stand Post #267370
http://www.interwavestudios.com/projects/stargatetls

Released finally. I remember i was looking forward to this a while back, and forgot about it until just now.

I'm downloading it now.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-05-22 10:53:09 UTC
in Gamer movie Post #267316
I got excited when i read about the plot. It reminded me of unreal tournament. Great plot, but i think it's going to succumb to a poor execution, and turn out to be extremely mediocre. I wont be seeing it in theaters that's for sure.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-05-18 14:42:13 UTC
in Wal-Mart now in used games business Post #267199
It just goes to show that big business will do anything to damage the local jobs.
They don't WANT to damage the little guys, they just wan't the upper-hand.
Damaging the little guys is just a concequence of gaining the upper-hand. one that the big guys don't care about.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-05-18 14:39:56 UTC
in Custom Texture problem Post #267198
Idk i just did a quick search.
Never even thought about a seperate country.
How selfish am i? :(
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-05-18 09:53:27 UTC
in Custom Texture problem Post #267186
go to newegg and sort for cheapest price. I'm sure there's one you can get for under $50

Edit: I stand corrected. Here's 3 for under $25
http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&N=2010380048%204093&name=$10%20-%20$25
And this baby Runs CS:S max settings at 120fps.
All for $38.00
http://www.newegg.com/Product/Product.aspx?Item=N82E16814130313
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-05-18 09:46:26 UTC
in Scenario Post #267185
I'd try and tell everyone to meditate and slow their heart rates. Just calm down as much as possible, try to extend the four hours.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-05-17 15:16:21 UTC
in TF2: The Sniper Update Post #267149
You should get that looked at
Tetsu0 Tetsu0Positive Chaos