Forum posts

Posted 17 years ago2006-08-21 10:53:29 UTC
in Big List of Mapping Crimes Post #194034
Corners!

I hate seeing all these walls with perfectly straight edges at the corners.
Theyre so perfect that if i ran into one in real life id probably cut myself in half.

Smooth edges off!
Posted 17 years ago2006-08-16 10:21:19 UTC
in Bloom starts on? Post #193611
"mat_forcebloom 1; mat_bloomscale 20"

it worked a treat thanks :heart: :P
Posted 17 years ago2006-08-10 16:36:42 UTC
in Bloom starts on? Post #193060
bloom takes up to many FPS for my gigantic map. might try it later anyway.

anyone know how i separate the 2 commands in the point_clientcommand?
Posted 17 years ago2006-08-10 13:55:22 UTC
in Bloom starts on? Post #193046
ok ill try that, secondly, in the commands when im putting 2 commands in how do i separate them? ("mat_forcebloom 1" and "mat_bloomscale 20")
Posted 17 years ago2006-08-10 12:56:32 UTC
in Bloom starts on? Post #193035
im trying to make bloom start on when my DM map runs so...

theres a point_clientcommand with the commands "mat_forcebloom 1" and "mat_bloomscale 20" (the commands are something like that)

My problem is how to trigger the point command. I cant put triggers on every single spawn point because theres loads of them so, any idea how i can trigger the commands when the map starts?

thx :D
Posted 17 years ago2006-07-28 13:07:27 UTC
in Wrapping a texture to repeat smoothly Post #191910
i have the physical method of making looping textures lol:

http://www.elementsgraphics.net/index.php?id=tuttiledbgs
Posted 17 years ago2006-07-07 18:06:59 UTC
in func_percipitation problems Post #189196
any idea how id make a shower? (asin water from a shower head)
Posted 17 years ago2006-07-07 18:03:42 UTC
in Parallax mapping Post #189195
FEAR also used it for the impact decals
Posted 17 years ago2006-06-22 17:47:28 UTC
in Wrapping a texture to repeat smoothly Post #186442
i know this is a late reply but try this:
http://forum.interlopers.net/viewtopic.php?t=1968

It was useless for me as i wanted to wrap a tiled texture.
Posted 17 years ago2006-06-22 17:45:26 UTC
in Furniture? Post #186441
anyway of making prop_statics non-solid?
Posted 17 years ago2006-06-22 17:44:30 UTC
in custom alpha texture problem Post #186440
yeah it was,
remember kids, always read the examples you copy and paste cos half the time they're wrong.

/closed :)
Posted 17 years ago2006-06-19 14:04:42 UTC
in Penumbra Post #185927
I just played this good adventure/horror game called Penumbra.
Its kinda like Doom3 but looks like FEAR and you have no weapons.
Its more of a puzzle game / demo.

http://penumbragame.com

The engine was home made by a team of 4 and its quite impressive.
Check it out, its worth a play!
User posted image
User posted image
Posted 17 years ago2006-06-19 13:49:42 UTC
in custom alpha texture problem Post #185926
I've made a few alpha textures which are transparent in places.
In fullbright they are fine but with lighting they seem to be following the trends of model textures
(fading black and flickering darker as your weapon does).

Sigh* Was a transparent texture with proper lighting too much to ask for? :(

Anyone know what gives?
Posted 17 years ago2006-06-13 10:39:33 UTC
in env_sun visible through brush Post #184956
Does anyone know what render settings i need to set a (breakable) brush to make the env_sun shine through it.
Posted 17 years ago2006-06-12 18:02:13 UTC
in physbox move only when shot plz Post #184857
EDIT: nm fixed it, but heres another question,

How do i make it so when a physbox is shot it just collapses instead of flying away in accordance to real physics
Posted 17 years ago2006-06-04 18:30:25 UTC
in how do u make nice looking water? Post #183788
ps: Fixed - had to drag the water so its bottom edge was below the floor of the bath. :biggrin:
Posted 17 years ago2006-06-03 18:12:02 UTC
in block tool Post #183601
clip sucks, vertex ftw.
Posted 17 years ago2006-06-03 17:56:59 UTC
in block tool Post #183588
clip tool is shift X
Posted 17 years ago2006-06-03 16:52:00 UTC
in block tool Post #183560
If im thinkin right here..

control + shift + C

you can rightclick on it in the 2d view or use the tools menu at the top.

ps: carve tool is dodgey and dangerous, recomend against using it in your map.
Posted 17 years ago2006-06-02 20:07:30 UTC
in how do u make nice looking water? Post #183371
yeah, the tubs good, i already did exactly that, i will experiment with textures. can anyone recomend any? i just need clear clean water

could it be anything to do with that water lod thing?
Posted 17 years ago2006-06-02 20:01:26 UTC
in how do u make nice looking water? Post #183365
User posted image
nature/water_canals03
Posted 17 years ago2006-06-02 18:52:23 UTC
in how do u make nice looking water? Post #183350
no leaks today. my maps in a bubble of skybox
then again , all i did was made a cube of nodraw with water texture on the top, should have know it would be harder than that.
Posted 17 years ago2006-06-02 18:34:56 UTC
in how do u make nice looking water? Post #183348
i have a bath full of clear water, but the bottom brush of the bath (under the water) is not there, just sky.
What have i done wrong :roll:
Posted 17 years ago2006-05-31 11:02:12 UTC
in Different Cubemap Problem Post #182917
The cubemaps are fine, its just that HL2DM doesnt create them properly(on any map), however when in Garrysmod i typed buildcubemaps and it worked.
I already re-installed HL2, what does it take?! Argh!
Posted 17 years ago2006-05-30 13:11:03 UTC
in Different Cubemap Problem Post #182735
cool, its drove me crazy all of this week, thanks.
I guess ill just keep mapping until they fix it.
Posted 17 years ago2006-05-30 11:03:27 UTC
in Different Cubemap Problem Post #182723
I actually deleted all the cubemaps,
so when i buildcubemaps it shouldnt even do anything but it still comes up with.

Reading unknown lump #49
Creating default cubemaps for env_cubemap using skybox sky_day02_01...
Writing unknown lump #49

So what the heck can mess cubemaps us so bad, i already re-installed the whole game. :x
Posted 17 years ago2006-05-29 09:28:59 UTC
in Different Cubemap Problem Post #182549
i removed all lightmap scales just incase and readded my cubemaps, problem remains
*heres what the compile says*

Valve Software - vbsp.exe (Jan 2 2006)
1 threads
materialPath: c:program filessteamsteamappskilvertm@hotmail.comhalf-life 2 deathmatchhl2mpmaterials
Loading C:Documents and SettingsMartMy DocumentsHL Stuffhl2mapshouse2006Light.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 76 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:Documents and SettingsMartMy DocumentsHL Stuffhl2mapshouse2006Light.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day02_01rt"
Can't load skybox file skybox/sky_day02_01 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (259954 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (259954 bytes)
Error! prop_static using model "models/props_docks/channelmarker02b_chunk01c.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_docks/channelmarker02b_chunk01c.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1351 texinfos to 949
Reduced 95 texdatas to 93 (3295 bytes to 2749)
Writing C:Documents and SettingsMartMy DocumentsHL Stuffhl2mapshouse2006Light.bsp
10 seconds elapsed
Memory leak: mempool blocks left in memory: 7
Posted 17 years ago2006-05-28 12:26:01 UTC
in Different Cubemap Problem Post #182410
its got something to do with lights or lightmap scales... :
Posted 17 years ago2006-05-27 21:12:51 UTC
in Different Cubemap Problem Post #182338
*What did you find from Tommy's lump error?.*

nothin
Posted 17 years ago2006-05-27 20:19:30 UTC
in Different Cubemap Problem Post #182331
No leaks,
too many lights/cubemaps close? Maybe, but not more than i usually do..

ps: This is the first time ive played with the lightmap scales, if that makes a difference.
Posted 17 years ago2006-05-27 16:18:25 UTC
in Different Cubemap Problem Post #182280
ok, the cubemaps are all there as per usual,
and the previous compiles worked fine until now.

I type in buildcubemaps and it does it but doesnt save.
The cubemaps haven't been created; nasty blue reflections.

Heres what it says in console after:
Any help please?

] buildcubemaps
bounce: 1/1 sample: 1/4
bounce: 1/1 sample: 2/4
bounce: 1/1 sample: 3/4
bounce: 1/1 sample: 4/4
Reading unknown lump #49 (258093 bytes)
Creating default cubemaps for env_cubemap using skybox sky_day02_01...
Writing unknown lump #49 (258093 bytes)
Posted 18 years ago2006-05-08 19:51:47 UTC
in Half Life Deathmatch Source Post #179124
just wait for black mesa :D it'l blow this shit out the water
Posted 18 years ago2006-04-01 16:33:28 UTC
in Rotating in the newest hammer Post #171911
ah ok, thanks dudes.
Posted 18 years ago2006-03-30 07:51:05 UTC
in Rotating in the newest hammer Post #171573
Nevermind, ill just go into options and set it to rotate in 15 degree intervals.
I guess they ditched the SHIFT key idea.
Posted 18 years ago2006-03-30 07:47:03 UTC
in Rotating in the newest hammer Post #171572
I havent mapped for a while but now ive started again on this new version of the source hammer.

First thing i notice (besides the model viewer in hammer) is that when i rotate a brush or model i cannot hold down SHIFT to rotate it neatly anymore.

How do u 'snap' rotate objects now?
Posted 18 years ago2005-07-27 13:05:35 UTC
in College project Post #123872
will do, i need to put in area portals but they just dont work properly damnit
Posted 18 years ago2005-07-27 12:11:51 UTC
in College project Post #123854
I decided to make my college for hl2, BAD IDEA!
i got carried away and its huge and laggy (need to add things to sort out the visibility) but here it is anyway :)

http://kilvertm.pwp.blueyonder.co.uk/web/map.htm

tell me what u think guys, thanks :lol:
Posted 18 years ago2005-07-26 18:35:21 UTC
in ingame music player Post #123750
thanks! :D
Posted 18 years ago2005-07-26 16:32:10 UTC
in ingame music player Post #123705
how would i make a button which plays the HL2 music out loud (not just clientside) ?
Posted 18 years ago2005-06-09 09:52:07 UTC
in rotating door with area portal Post #113417
answer: no, hmm, any ideas why my areaportal doesnt workthen?
Posted 18 years ago2005-06-09 09:30:05 UTC
in rotating door with area portal Post #113411
ye whatever newbie.
yes lets observer the mapper here , hees obviously stressed and cannot seem to word his question accurately so he attempts incorporating an html link which fails to work. Then, as the forum doesnt have an edit button, has to add more posts.
'Also, note the early stages of a spammer' - at least my posts had an intended purpose

moving on:

1: do doors on hl2 still need the origin brush
Posted 18 years ago2005-06-09 07:36:19 UTC
in rotating door with area portal Post #113401
fkin gay html
Posted 18 years ago2005-06-09 07:36:02 UTC
in rotating door with area portal Post #113400
<a href=http://www.modsonline.com/images/Tutorials/SOF2/rotatingdoors/rotating_doors_pic2.jpg>
i want my origins like this</a>
so do i have to cover the whole door and the origin in the area portal?
ARGH
Posted 18 years ago2005-06-09 07:32:57 UTC
in rotating door with area portal Post #113399
i do exactly what the tutorials say and they dont work
1: do doors on hl2 still need the origin brush
2: can the origin brush be slightly out of the area portal brush (so as the door doesnt open unrealisticly :http://www.modsonline.com/images/Tutorials/SOF2/rotatingdoors/rotating_doors_pic2.jpg)
and the portal still work?
Posted 18 years ago2005-06-09 07:25:36 UTC
in Architecture Post #113398
try making the structures in hte map logical, example - buildings need supports, frames, pipework, electricity - add all these and people will just assume that its all the real deal (instead of - 'wtf, thers no bathrooms' and 'why the hell is there a ladder there?') :D
Posted 18 years ago2005-05-27 11:00:57 UTC
in npc triggers alarm Post #111206
ah, cool thanks it works :P
Posted 18 years ago2005-05-26 10:33:10 UTC
in npc triggers alarm Post #110988
ball passes through trigger_multiple which outputs the filter_activator_name (looking for ball) which outputs the sound,
doesnt work
is it that the trigger has to be a different type of trigger?
Posted 18 years ago2005-05-25 19:32:37 UTC
in npc triggers alarm Post #110921
im sure this should be simple:
how do i make it so when the npc_rollermine (named 'ball') passes through my trigger it recognises it so i can go on to add an alarm?
Posted 18 years ago2005-05-19 13:29:12 UTC
in smoke from the fire when toggled Post #110134
weird when i go away from the smoke and then come back it works again.
Posted 18 years ago2005-05-19 11:15:39 UTC
in smoke from the fire when toggled Post #110105
i have the fire which on ignition toggles my red light
and env_smokestack

thing is, the smoke stack seems to only work once or twice
what the hells going on?