Forum posts

Posted 19 years ago2005-04-14 00:02:08 UTC
in Nessecary addition? Post #103839
and i know I spelled it wrong... iam tired.. lol
Posted 19 years ago2005-04-14 00:01:43 UTC
in Nessecary addition? Post #103838
first let me describe the map situation, simplified. One room building, outside and inside. I was told it would increase R_speeds to make thinner "ground" brushes, and place a null texture brush underneath them, since they would never be seen by players. Is this neccesary, or would the ground, connecting all the way to the edges of the map and not leaving any gaps be enough for the game engine to know it doesnt need to be rendered? (there is hollow space under my building, from a "pit" dug out, so its not a level surface) If need be Ill give a screen shot
Posted 19 years ago2005-04-13 23:54:41 UTC
in Complications Post #103837
can all 3 of those things be tied to the lights? or am I getting too complicated without source?
Posted 19 years ago2005-04-13 23:53:41 UTC
in Complications Post #103836
and for the light, its 3 target things, A_ a switch that turns em on/off B_shooting the switch breaks it, making it stay on, or off (wichever they were at last and C_ shooting out the lights (obviously nulls the switch use, and turns the lights off, permanently)
Posted 19 years ago2005-04-13 15:14:20 UTC
in Complications Post #103766
you do know iam on counter strike 1.6 and not source right?
Posted 19 years ago2005-04-13 14:37:23 UTC
in Complications Post #103765
i mean is there a simple way to check what i have, like through valve hammer or something, to show "using ZHLT vs. x.x.x" *kicks computer for saying I have a leaf error.. nothings complex.. how the hell... gerrr*
Posted 19 years ago2005-04-13 14:09:57 UTC
in Complications Post #103763
whats the latest version.. i thought I had it.. but iam not sure now.
Posted 19 years ago2005-04-13 13:41:34 UTC
in Complications Post #103754
oh yea, I know its a bit complex sounding for normal COUNTER STRIKE, but someone said it was possible.. but Ive been fooling around with options for hours and havent been able to get things to work.
Posted 19 years ago2005-04-13 13:40:39 UTC
in Complications Post #103753
Ok, besides the sprinkler idea another one shot outta my skull, first of all a light fixture with a light in it, that not only can you shoot out, but turn off and on AND if that wasnt complicated enough for some, the light switch that controls the on/off of the target lights, that if it is shot and broken, the lights remain off or on, wichever they were on last. Possible?
Posted 19 years ago2005-04-13 12:11:02 UTC
in Sprinkler System Post #103712
iam rather confused, is there a tutorial with something related? (begining mapper*)
Posted 19 years ago2005-04-11 20:11:05 UTC
in Sprinkler System Post #103400
OK how can I make a sprinkler system that starts off, but can have a button activate it and its sound, and also be turned off again, using the Rain stuff? possible?
Posted 19 years ago2005-04-11 19:44:03 UTC
in Starting over... again Post #103398
well its not that i need so many, but see, i have doors, and the one i like is in such and such wad, say office, then the lights i like are in Aztec or such, and i just find what I like then extract those images and put them in my own wad for now. Speaking of wich i forgot the dooR! if anyone has the sprinkler idea down... itd be great.. i was thinking something to do with the "button" and the multi manager tools.. but um.. i dunno.. lol iam still at "pretty boxes" mode. The thing will multi wall is this... say you have your house mapped out, but then you want to add a break away in one of the walls... do you delete that wall and start it over or just carve a hole in it for the break away piece to fit in?
Posted 19 years ago2005-04-11 00:32:15 UTC
in Starting over... again Post #103204
on makin my own wad, how will i allow others to easily get onto my server/map? most get a "cannot find x.wad" when loading. on the door, so itll be 3 pieces to start, the left wall, the right wall, and the overhead wall area of the door, then make the frame to the door in the gap? (and the door of course) that seems like it would slow it more makin more brushes ....
Posted 19 years ago2005-04-11 00:25:58 UTC
in Starting over... again Post #103202
OK. Ive blown another map to hades. Now Iam restarting once again, and Iam going to take advice before I even start.
1_ would you suggest making your own wad file or using a multitude of wads (probably more then 8 to get all the textures I want)
2_keeping rendering in mind, is carving a door frame out a good idea?
3_realizing I only thought I knew a lot about hammer, I need help

Heres my new plan. Build walls 1 by 1, taking it 1 room at a time (note* Iam not sure this is a good idea or not... would it hurt speed and performatnce? picture 10 rooms side by side, 2 walls could be shared the main walls, like LLLl if that was 3 rooms, the Top and bottom could be 1 wall...should it be? or 6 seperate walls makin sure the map is on 1 unit and lining them on the grid to touch) after that, making the environment (wich Iam so going to need more then 1 tut. on) and testing it as is. Then add the fun stuff like vents, break away areas etc. (is it ok to hollow a box for the break, then make little pieces that break out that fit in the box? performence i mind) Other then that I just wanna make it where I can turn the sprinklers on making "rain" inside, and turn series of lights on or off, and parts of those lights being shot to break *very complex there, imagine a row of flurecent lights, they all turn on/off with same button, but shooting the 3erd one will break it, but the other 2 still work. (maybe not possible?) Thanks! my first map is challenging to all extremes, but itll be one hellova start when its done. (not to mention letting me get to know all kinds of things about the mapping for future fun events)
Posted 19 years ago2005-03-17 18:30:59 UTC
in problem with ping Post #97595
I have a CS server, and I went on and tested a rather large map.. and my ping was great, until I used nightvision in a dark large room, or anywere, then it jumped 300 or 400 and my buddy logged in and started at around 150 ping and jumped to about 800, although Most the map isnt done and some lights arent installed (fear that lights would hurt ping more) I read around and found that if you merged vertices on the walls, so they fit smoothly at a corner, this helps lag? is this right? and how could I do it if so, I use hammer but Iam new at it. Iam making a department store, and the close peremiter outside of it, for a map, i figured id start wall by wall first, got a basic blue print going, and got hit with this problem, so I dont have "skyboxes" or anything outside.. and no, I didnt hollow a giant box to make my level.