Forum posts

Posted 17 years ago2006-09-08 20:43:03 UTC
in More Competitions! Post #196016
So were taking turns now?
Seriously!
Posted 17 years ago2006-09-08 20:37:23 UTC
in Dark Messiah Might and magic! Post #196015
Did anyone else play the demo for this game? It is the newest game on steam. I usualy don't go for those Medieval sword games but it is a first person sword game that actually does it right! It is so fast pace and awesome! I am loving EVERY bit of it! It was made by Ubisoft and it is INSANE! You guys gotta check it out! :biggrin:
Posted 17 years ago2006-09-08 20:06:42 UTC
in More Competitions! Post #196012
Damn, what the hell. Why can't they have 2 competitions at once? One in HL1 and one in Source. They can be different. I mean it doesn't take 2 months to think of an idea for a competition.
Posted 17 years ago2006-09-08 19:52:05 UTC
in Lighting Problem Post #196007
Ohh yeah I can see where that can be an advantage.
Posted 17 years ago2006-09-08 19:42:52 UTC
in More Competitions! Post #196006
There should be more competitions! One comes up like once a every 2 months. When I don't know what to map I should be able to go into the competitions and be like "Ill join this!" I REALLY want to join a Source competition.

I am not saying Put one out every week. But the last competition has been over for like a month and there still isn't another one.
Posted 17 years ago2006-09-08 19:14:14 UTC
in Lighting Problem Post #196001
Did you make sure the brightness isn't 0?

Also do you have a big prop or a big prop in the 3D sky box? Props like the citadel or something big. They could be casting a shadow on the map. If you do disable receiving shadows.

EDIT: Also! You have the start menu on the side of the screen!? That's weird! :P
Posted 17 years ago2006-09-07 15:26:05 UTC
in Nice Efects ?!? Post #195890
All you have to do is make a small brush into a func_tracktrain (Textured in NoDraw) then get the bird model and set it to a prop dynamic and parent it to the brush. Then set up the path. I did it in my DOD Source map.
Posted 17 years ago2006-09-06 21:36:37 UTC
in Tunnel Efect Post #195822
What you do is make an areaportal window in the middle of a func_illusionary. You texture the areaportal window all in NODRAW and the func_illutionary all NODRAW except for the face you want to be white. You texture the face you want to be white, like sky/fakewhite or something like that. Then you go into the properties of the areaportal window and set it's rendered window to the func_illusionary. Then go into the func_illusionary and disable the shadows. Set the distace for the fade blah blah blah. And that's it.
Posted 17 years ago2006-09-06 21:30:30 UTC
in Optimization Post #195819
It definitely incressed my fps. But it increesed it by like 10, but I am happy with that. All I need to do is regular compile, i'll do that tommarow.
Posted 17 years ago2006-09-06 21:29:09 UTC
in Tunnel Efect Post #195818
Did you set the settings of the func_areaportalwindow, and did you tie it to the func_illisionary?
Posted 17 years ago2006-09-06 21:27:34 UTC
in Lighting Problem Post #195817
Is your light_enviornment inside a brush or wall?

Did you surround your level with the skybox texture?
Posted 17 years ago2006-09-06 17:14:38 UTC
in Optimization Post #195805
Okay I'll test it out. Thanks.
Posted 17 years ago2006-09-06 16:54:34 UTC
in Optimization Post #195803
Ohh yeah!! Thanks man! I'll check it out now.

EDIT: THe highest is world rendering, the second highest is Static prop rendering and world prop rendering. So maybe an occluder will still help. But I don't know if you can use them in multiplayer.
Posted 17 years ago2006-09-06 16:26:34 UTC
in Optimization Post #195800
Wait, can I put occluders in A multiplayer map? Because in my budgets highest bar is "Model Textures"
Posted 17 years ago2006-09-06 10:57:46 UTC
in Optimization Post #195775
Hmm, I'll check it out, if I remember correctly when the FPS first started to get low, I had just added this destroyed building. It has a lot of vertex manipulated brushes. They are all snapped to the grid, I made sure of that; but It is still alot of brushes. Maybe that is the problem? But I don't want to get rid of it.

ALSO, Which sides whould I texture with HINT?
Posted 17 years ago2006-09-05 22:22:50 UTC
in Optimization Post #195743
I have come to the conclusion that it is impossible to make the FPS any better. Because of the reason that it is Donut shaped. If it was single player then I could use areaportals, but it is HL2DM. The worst it gets is 30 fps :(. Thanks anyway you guys.
Posted 17 years ago2006-09-05 20:22:04 UTC
in Optimization Post #195740
Actually kasperg I did that EXACT thing. Although I didn't think to mention it. It still renders the whole thing.

ALTHOUGH! I didn't texture the entire brush with the HINT texture. I am a little confused on which sides to texture HINT. Right now only the sides are textured with HINT and the top and bottom ones are skip. Is this right?
Posted 17 years ago2006-09-05 15:31:58 UTC
in Optimization Post #195721
I didn't think "always open" areaportals did that, but Okay. I need some ideas on how to make the FPS better.
Posted 17 years ago2006-09-05 15:04:56 UTC
in Optimization Post #195716
I just finished my Half-Life 2 DeathMatch map and it kinda has low FPS. I usually am pretty good with optimizing but nothing I try works. Here is a picture of my HL2DM map from an overview.
User posted image
I have made just about EVERYTHING that is worth being a func_detail a func_detail and no I didn't do overboard. I even tried areaportals, but they arent working! Here is what I tried. The redish line represents a big areaportal.
User posted image
For some reason they didn't work. I check in "mat_wireframe 1". I want it so when you are at the one end of the map (Bottom in the picture) the other end of the map (top in the picture) isnt rendered. The areaportal I used was "always open". I put HINT brushes but I am still a little sketchy on when and where to place them. Can anyone give me some tips on a better way of optimizing. I even turned the lightmap scales down on the textures! (By down I mean made the number go up :P )
Posted 17 years ago2006-09-05 11:11:38 UTC
in Weird error when I use ravenholm blades Post #195699
Well yeah, it is the blades that are in ravenholm. When you punt them with the gravity gun they stick inside the wall.

EDIT: Also the error only appears when I shoot them in the wall. It doesn't make it crash or anything, it just appears in the console.
Posted 17 years ago2006-09-05 10:00:23 UTC
in Mapping Setup for GMOD Post #195694
I think when you use the buggy entitiy, it comes up as a square, you have to choose the model you want as the buggy.
Posted 17 years ago2006-09-05 09:58:21 UTC
in Props. !!! Post #195693
Uhh, yeah there is but it is more of an advanced move. I have never done it myself but I believe you are supposed to decompile a model open it up in XSI and then scale it down. Anyone correct me if I am wrong. :)
Posted 17 years ago2006-09-05 09:56:29 UTC
in ep1 entitys Post #195692
Why couldn't they have combined Half-Life 2's and episode 1's hammer editor together! So you don't have to decide if you should map in episode 1 or in Half-Life 2. I mean they have the entities in HL2 but they don't work. What a waste.
Posted 17 years ago2006-09-05 09:48:38 UTC
in Weird error when I use ravenholm blades Post #195690
I am making a Half-Life 2 Deathmatch map and Have the blades from Ravenholm in them, when ever I stick them in the wall I get this error in the console.

Changing collision rules within a callback is likely to cause crashes!
Changing collision rules within a callback is likely to cause crashes!
Changing collision rules within a callback is likely to cause crashes!
Changing collision rules within a callback is likely to cause crashes!

It this a major error? Or can I look past it and forget about it?
Posted 17 years ago2006-09-05 09:30:29 UTC
in Map Crashes when I add an env_fire Post #195688
This is exactly what I did when I added the env_fire.

First I added it, then went to the flags and checked..

Infinite Duration
Start On
Start Full
Visable From Above
Posted 17 years ago2006-09-01 00:54:53 UTC
in Map Crashes when I add an env_fire Post #195253
When I add an env_fire to my map it crashes. What is wrong?
Posted 17 years ago2006-08-31 08:11:47 UTC
in Can't get gunships to move. Post #195178
I CAN NOT, get him to move! I tried a surplus of, info_node_air_hints, info_node_airs, info_node, info_node_hint, you name it. I tried like all of em' it doesn't work. What am I doing wrong?
Posted 17 years ago2006-08-30 11:51:49 UTC
in Can't get gunships to move. Post #195117
I also have another question, what about getting the Strider to move? I tried the same thing, path_tracks and path_corners. He just wont move.

Crap sorry for the double post, I forgot I can edit.
Posted 17 years ago2006-08-30 11:49:07 UTC
in Can't get gunships to move. Post #195116
Ohh okay, thanks!
Posted 17 years ago2006-08-30 11:36:25 UTC
in Can't get gunships to move. Post #195114
Thank you Kasperg. It works now. And it was path_track. I have a question though, if I put ino_node_airs, will it fly around better? Or just it just stay next or around the track?
Posted 17 years ago2006-08-30 09:57:00 UTC
in Switching weapon models Post #195108
I believe if you rename the model the exact name as the one you want to replace, all you have to do it put it in the models folder and it will work.
Posted 17 years ago2006-08-29 12:19:17 UTC
in Can't get gunships to move. Post #195017
How do you get a gunship to move? I tried setting it's initial speed to like 500, I tried putting tons of "info_node_air"'s and I tried giving it alot of space to fly around. Nothing works. So can any of you guys help me?
Posted 17 years ago2006-08-27 16:09:00 UTC
in Multimedia Projector in Cs_office Post #194823
Func_walls are obsolete in Source. And you can just put an overlay on the wall for the projection, and for the specs of dust, use a "func_dustmotes." (Brush based entity)
Posted 17 years ago2006-08-26 23:25:58 UTC
in Doing a vision effect Post #194706
I can't find an "env_overlay" are you sure that is what it is called?
Posted 17 years ago2006-08-26 20:52:56 UTC
in Doing a vision effect Post #194688
You know when you first use the teleporter in klieners lab? And it malfunctions because of lamar? And you go teleporting all over the place. Throughout the whole time you are teleporting you have this cool vision effect. How would I do this?
Posted 17 years ago2006-08-26 20:50:52 UTC
in Making a squad in Half-Life 2 Post #194687
Ohh okay, thanks you guys!
Posted 17 years ago2006-08-26 15:35:11 UTC
in Making a squad in Half-Life 2 Post #194659
You know in the later levels of Half-Life 2 where you get a squad and they follow you around and you can like command them to go where you want. How would I do that?
Posted 17 years ago2006-08-25 22:30:37 UTC
in Compile error Post #194580
If you compiled it without entities and it worked, then obviously it is the brushwork. Because that is the only thing left. Microbrushes maybe?

Do you have any area portals in your map?
Posted 17 years ago2006-08-22 13:46:33 UTC
in AI is disabled when I reload the map. Post #194158
I got it to work, I just typed in ai_disable 0 and it works now. Thanks!!
Posted 17 years ago2006-08-22 13:45:38 UTC
in Big List of Mapping Crimes Post #194157
When people don't include custom textures in their maps. So it is just checkered purple and black boxes.
Posted 17 years ago2006-08-22 13:43:00 UTC
in Invisible Models? Post #194156
No problem.
Posted 17 years ago2006-08-22 10:48:36 UTC
in How would I do this? Post #194139
Never mind, I figured it out, In the outputs I had to set it to "toggle."

Thanks!
Posted 17 years ago2006-08-22 10:20:09 UTC
in Invisible Models? Post #194131
Set the prop as a prop_dynamic. It's last property is "Start Disabled" This means it will be invisable until activated by A trigger. So set it to "Yes."
Posted 17 years ago2006-08-22 09:23:24 UTC
in How would I do this? Post #194124
How do I hook it up to the logic_timer? Put them in the outputs??
Posted 17 years ago2006-08-21 22:57:21 UTC
in How would I do this? Post #194085
I remember in Half-Life 2 there was this obsticle where steam would come out of a pipe and it hurts you if you touch it. It would turn on and off so you would need to move when it turns off to avoid being hurt. How would I do this?
Posted 17 years ago2006-08-21 09:51:37 UTC
in AI is disabled when I reload the map. Post #194028
What if I put a point_client commmand that automatically puts ai_disable 0??

Also, so it is not a problem with the map? I could send it to my friend and it wont happen?
Posted 17 years ago2006-08-20 18:35:41 UTC
in AI is disabled when I reload the map. Post #193987
I recently just made a single player HL2 map, and when I reload the map, or die and respawn, it says "AI: Disabled..." on my screen and the AI is disabled. What is wrong!? Can anyone help!?
Posted 17 years ago2006-08-18 12:59:28 UTC
in loading map problem Post #193811
It can be a large number of different things. It usually helps to read through the compile log and see if there are any discrepancies. If you don't know how to do that, then copy and paste your compile log in here.
Posted 17 years ago2006-08-16 10:54:14 UTC
in displacment surface edges Post #193614
Screenshot
Posted 17 years ago2006-08-15 13:01:02 UTC
in Need help with npc_template_makers Post #193520
I need help getting my npc_template makers to work. Can anyone give me a good tutorial on how to use this?