Forum posts

Posted 19 years ago2005-02-18 08:21:32 UTC
in SLAM Post #91436
How can I place the Slam in a custom mp map, I dont see a weapon_slam or item_slam entity.
Posted 19 years ago2005-02-17 00:33:56 UTC
in dm_canyonoasis_b1 Post #91145
if you get a chance you should check out the new screens i just posted on my site for b2, the new textures kick ace hole!!
Posted 19 years ago2005-02-16 23:45:04 UTC
in Resetable Trap? Post #91143
Yeah for the canyonoasis map im doing, but as iemc states its just not possible to reset physics traps. That map needs alot work lol, i just did a total texture revamp of it and its looks 1000% better. Im kinda embarrased of b1 now. I'll post new pics of it shortly at my site.
Posted 19 years ago2005-02-15 17:22:59 UTC
in Resetable Trap? Post #90853
Just so in mp games you can have more fun with it other then a one time use. Habboi, there is also ways to set it up so you can forcespawn only when noone is looking at it, atleast I remember I could from working with the explosive barrels using a math_counter and and point_template.
Posted 19 years ago2005-02-15 07:43:37 UTC
in Resetable Trap? Post #90683
In my mp map I have this platform you can walk on and its tied to a func_physbox. One of the supports can be destroyed by shooting an explosive barrel next to it. the platform falls and if you were on it, chances are it will fall on top of you and crush you. I was just wondering if it is possible for me to make it reset after a certain amount of time?
Posted 19 years ago2005-02-15 02:35:05 UTC
in displacement tools Post #90653
Its the tools you use to make terrain.
Posted 19 years ago2005-02-14 19:40:26 UTC
in My elevator works...but won't stop?? Post #90584
The first path track entity you put in should be where the elevator starts. you need to put one in per elevator stop point, so if you have 2 levels the elevator is going to be at rest at, you need to put one in at each of the stops.
Posted 19 years ago2005-02-13 07:15:55 UTC
in dm_canyonoasis_b1 Post #90036
i dont know why but you cant just click on the link and it take you right to the zip, you have to put thats in your address bar, damn you geoshities
Posted 19 years ago2005-02-13 07:12:45 UTC
in dm_canyonoasis_b1 Post #90034
Posted 19 years ago2005-02-13 06:32:18 UTC
in Water prob Post #90025
Yep that worked, thanks Viper!
Posted 19 years ago2005-02-13 04:38:57 UTC
in Water prob Post #90019
im using the water_canals03 texture for it. could it maybe not work cause its all displacement surfaces thats the water is covering. Its just a large hole in the ground but the sides, and floor are all displacement surfaces. Could that be why its not working?
Posted 19 years ago2005-02-12 11:43:52 UTC
in Problem map Post #89896
Thanks Anthony for checking it out for me, compiles fine now! :)
Posted 19 years ago2005-02-12 11:42:27 UTC
in Water prob Post #89894
yeah i already have that. its weird, like when your looking outside in, all the surfaces the are touching the water brush turn transparent, like there is a no draw texture on em. Then when you jump in everything appears normal and looks great, its just the top surface that isnt showing.
Posted 19 years ago2005-02-12 08:25:12 UTC
in Water prob Post #89836
Ive posted a screen shot of the prob in my map section. along with a zip file of the vmf for it.
Posted 19 years ago2005-02-12 07:49:16 UTC
in Water prob Post #89834
I play tested this map im working on and I set up BSP to run normal, VIS to not run at all, and RAD to run fast. I have a pool of water in the middle of the map but on the surface of the water there is no texture and looks like there is no water there at all until you jump in it. when you swiming around and look up though you can see the water texture from under it. Does VIS have to run in order for it to work or am I not doing something. If I set VIS to run it takes forever for my map to compile, last time i let it run for 12+ hours and it still wasnt done compiling and I wasnt sure if it ever was going to.
Posted 19 years ago2005-02-11 23:18:44 UTC
in Problem map Post #89798
Ive posted a problem map here and if someone has the time/ patience can you check it out and see what im doing wrong thats making my compile time so long. Its called canyon and ive posted it in my map section. Its pretty much all done other then the lighting, textures, and some touch up details to make it a lil prettier.
Posted 19 years ago2005-02-11 22:17:45 UTC
in rope parent:barrel Post #89795
Hey, I looked at your problem map also you said you wanted the map to be dark but its fullbright when you load it. Well if you havent added a light to level yet, when you load the game it automaticly turns full bright on. otherwise you wouldnt be able to see a damn thing hehe. Just add a little light entity in the corner or something but turn the brightness on it down.
Posted 19 years ago2005-02-11 22:05:57 UTC
in rope parent:barrel Post #89794
Oh crap, one more thing. Click on the phys_lengthconstraint and you will see a little circle thing in the middle. drag that lil bastard up to your move_rope entity.
Posted 19 years ago2005-02-11 22:03:13 UTC
in rope parent:barrel Post #89793
Ok i looked at the example map i made with the tire swing which I think is basicly the same thing your doing but with a barrel instead. You use a move_rope entity and place that where your rope starts ( what it will be attched to, like a branch of a tree for example on a tire swing) then you make a keyframe_rope and name it something like keyframe_rope1, and place it where it conects to the barrel. Now name the barrel to something like swinging_barrel or whatever and amke sure the barrel is a prop_physics. Go into the keyframe_rope entity and in the parent field put the name of the barrel, in this case "swinging_barrel". Now go into your move_rope entity and put in it the next keyframe field the name of the keyframe_rope entity, in this case "keyframe_rope1". Now make a phys_lengthconstraint and put it in the exact same place as the keyframe_rope entity and name it something like "lengthconstraint_1". Now go to the "entity 1" field and type in or select the name of the barrel, which in this lil guide would be called "swinging_barrel". Thats it, tell me how it goes!
Posted 19 years ago2005-02-10 20:25:34 UTC
in rope parent:barrel Post #89565
you place the phys_lengthconstraints right on top of the keyframe_ropes. I think thats how i did it. I cant get to the snarkpit, they had a tutor on it that i used and it worked, pretty simple too. Anyone know why that site is down? Id check it out on my example map that I made but my computer is still compiling lol.
Posted 19 years ago2005-02-10 20:19:47 UTC
in Elevators in HL2 Post #89563
Yeah I got it now, I had to insert a crap load of logic branch and compare entities following the example map some dude did for that tutor. that was really hard to follow the flow of logic, my ears are bleeding hehe.
Posted 19 years ago2005-02-10 16:29:31 UTC
in Compiling Question Post #89498
Whoops, whyd I post im not done hehe. so anyways its been running for about 7+ hours now and Im getting ansy. I want to play my guitar and all my mp3's are on that computer, and I just had the solo down to frayed ends of sanity, which i just happen to be losing, and I lost the justice cd, dont sue me lars, lol :P.
Posted 19 years ago2005-02-10 16:23:41 UTC
in Compiling Question Post #89497
Im running on a 1.2 ghz. To get the idea of the size I am just doing a remake of canyon oasis from DF2, its about the size of dm_overwatch. Pretty much its all displacement surfaces, and its mostly all open. so controlling visibility is pretty much out except for in like 1 or 2 places (but i think that areaportals and occluders helps game performance and not cut down on compile time, right?) I placed a hint brush over the top of the canyon seperated from the skybox that im using to seal off the level (is that ok? to use the skybox to seal it off).
Posted 19 years ago2005-02-10 07:32:22 UTC
in Compiling Question Post #89417
Is it normal to wait 24+ hours waiting for a medium sized level to compile.
Posted 19 years ago2005-02-09 11:52:55 UTC
in Elevators in HL2 Post #89246
Well, hehe slight change of plans. Instead of that switches on the outside controlling the doors and the elevator (which is dumb), I want the switch on the walls outside controlling the doors and put a switch inside the elevator (that is actually a part of that elevator, moves with it) to control the elevator moving between floors, and obviously opening the doors when they arrive at the destination. I guess the main thing I want to know is which entities I need to use for the buttons, elevator, and elevator path points. I can stumple through the inputs and outputs on my own hehehe.
Posted 19 years ago2005-02-09 09:47:49 UTC
in Elevators in HL2 Post #89230
Im adding an elevator with opening doors into a hl2 dm level and I have a few questions. The way im setting it up is I have 2 levels, an elevator shaft with doors on the exits and an elevator that I have made from scratch. When you want to use the elevator, you press the switch on the wall next to it and I want it to
1. move the elevator to the level that your on if it isnt already there,
2. open the doors on the elevator shaft
3. wait about 5 seconds and close doors
4. move the elevator to the next stop.
5. open doors on the next point when elevator arrives.
6. wait about 5 seconds and close the doors.

For my elevator and elevator doors that I made, what kinda entity should I assign it to, func_brush? I read the tutorial here on elevators but its for hl1 and I dont see a func_train in there anymore. I did see func_tracktrain but I dont think that will work. And another thing, for the switch I wanted to use the combine_button model. Can I just make it a prop_static and doodle in the inputs/outputs to make it work or what? Can someone shed some light on this.