Forum posts

Posted 17 years ago2006-11-21 13:56:20 UTC
in Rope for crane? Post #203543
No-no, I'll put in in Example maps AFTER i complete it.
Posted 17 years ago2006-11-21 13:09:21 UTC
in Rope for crane? Post #203539
Okay, I'm currently creating a crane that can move crates (quite funny, you know!). I have almost everything working, but the main issue is the rope. I need it to change it's length when the corresponding keyframe_rope is moved up and down (thanks to func_tracktrain, i managed that quite easily =)). However, even with the box "Auto Resize" checked, it won't get shorter, but remain dangling up there like a sausage froma dog's mouth :P.

Also, I'll post the complete map in "Example maps" perhaps - i simply love the way I implemented parent and tracktrain system in tha level! Although the controls are a bit stiff...
Posted 17 years ago2006-11-21 07:40:46 UTC
in BSP converter? Post #203506
Do this ONLY and ONLY if you want to get the idea of how certain things are done, or something like this. DON'T COPY IT OVER!

The maps that are been decompiled get HUGE MESS in them. Looks like they were created using only the clipping tool, very badly used. Loads of invalid brushes, some brushes don't even load due to "errors in the file". Horrible!

By the way, does anyone know if Source decompilers create the same mess?
Posted 17 years ago2006-11-21 06:48:00 UTC
in why does this happen? Post #203504
The weird thing with Hammer 4.x is that it made some adjustments to the way entinties and solids are created. If you placed a brush at a point (x,y,z) of the map, then Hammer will most likely try to mimic the SIZE and POSITION of the next brush as exactly as possible. So let's say you created a prop_phys with a model of a wooden crate (40.3u x 40.2u). Then the next time you create a brush, let's say in top-view (x and y), Hammer will try to:

a. Align the new brush in z-dimension to the same heigh as the crate you just created-

b. Make the brush 40.3 units HIGH.

That's just like it. Create a few brushes with sides divisible with 64, and you're fine, as Hammer will buffer those new dimensions instead of the odd ones you currently have.
Posted 17 years ago2006-11-21 06:42:45 UTC
in Cubemaps? What's that? Post #203502
Ok, thanks alot. So, basically, a cubemap takes a "picture" of the nearest surroundings, and every reflective surface within those surroundings will reflect what the cubemap "pictured"?
Posted 17 years ago2006-11-21 06:41:46 UTC
in Spawn controller? Is it possible? Post #203501
Just parent each spawn point to a func_train with some high speed, so by the time the players finish the tutorial, the info_player_starts are in new place. Use logic_auto "on map spawn" or whatever to trigger the trains. I am currently building a complex crane which bases on func_trains and parent function (veeeery handy!). So far a test version is working.

These 2 features let you move practically every entity - monsters, player starts, props...anything! I doubt it, but I guess lights too. Could make some nifty results like this =).
Posted 17 years ago2006-11-20 10:19:32 UTC
in Cubemaps? What's that? Post #203344
I've recently taken interest in some source mapping, but I just don't getit what the cubemaps are for. The "Help" button in Hammer is very vague, as well as the description in the Hammer wiki page. Can anyone explain it to me throughoutly, and maybe give an example or 2? I'd be grateful for ever!
Posted 17 years ago2006-11-20 10:09:49 UTC
in Hammer crashes on origin brush Post #203343
But there still exists an origin texture in source! And some source tutorials I've read include func_rotatings with origin textures applied to them. Also,I still don't get it why Hammer suddenly crashes exactly on the "origin" inclusion.
Posted 17 years ago2006-11-20 10:07:25 UTC
in Great Source for Custom Textures Post #203342
Can someone please learn me how to tile the textures? I've tried but so far not succeeded. I didn't manage even the simple metal patterns. Quite disturbing =( Hate using provided textures in places where they just won't cut!
Posted 17 years ago2006-11-20 10:00:51 UTC
in Hammer crashes on origin brush Post #203339
Okay, I'm relaively new to the Source mapping, so I might not know something. But whenever I create a func_rotating that includes an origin brush, my hammer crashes and gets some error on "memory couldn't read xxxxxx" or something. I don't have my PC with Source SDK right now, so I don't remember the exact error message. But it's something like this. I have so far not tried to create any other entities with the origin brush, but this one is enough. Any ideas?

Thanks in advance!
Posted 17 years ago2006-11-13 12:51:46 UTC
in Null Post #202622
AHA, so it's kinda like "nodraw" texure in Hammer for Source?
Posted 17 years ago2006-11-13 12:36:45 UTC
in Additive mode bugged? Post #202621
My drivers are up to date. They are at least newer than those on omegadrivers.com. Problem not solved :(
Posted 17 years ago2006-11-12 16:24:21 UTC
in Additive mode bugged? Post #202560
I found some render dlls, copied them over to my HL folder...and game started to crash. Glad I had those old copies! No idea how to fix this. Also, my steam version of render dlls are up to date, but it still is weird. Don't forget that my old computer didn't have those problems!
Posted 17 years ago2006-11-12 15:34:08 UTC
in Additive mode bugged? Post #202555
User posted image
This is maybe a mapping website, but I'll ask anyway. It's "HL Engine Discussions" anyways, right? :lol:

So, I had recently upgraded my PC to somewhat godly (for me) hardware: Core2Duo Intel processor, double to 1GB RAM, 250 GB hard drive, and a new graphics card... THAT is, I think, my major problem. It crashes games like HL2, and Civilization 4. And ALL HL-engine based games have something weird ahppening to them. Sven Coop, HL, CS....everything! At certain points of the gameplay (That means in space, not in time), all the sprites, and all other entities that use "additive" render mode, appear non-additive, but solid-coloured instead! You can see a "puff" from a gunshot, which has ben "un-additified" ( :zonked: ). It also happens to func_illusionary with "fade" texture, for example.

So, my question: does anyone have any idea what might be causing this peculiar bug, and how can it be fixed? Also, I might soon buy a new graphics card, but what if the effect lingers???

Sorry for the possibly wrong forum topic, but I'm desperate!
Posted 17 years ago2006-10-23 17:37:34 UTC
in Lit ladder? Post #200587
Thanks alot! That seemed to fix it!

By the way, the map is about 85-90% complete. I need to place spawns, as well as some details on them. Also, I want to update the skybox and respective lightning. I've decided this to be happening at dusk. Compiling right now.
Posted 17 years ago2006-10-23 07:06:30 UTC
in Lit ladder? Post #200498
Okay, I make my first serious map, named "fy_glasshouse" (Yes, I'm a glass addict :P). I have nearly everything done, only some small details remain to finish (Detailing in the spawn rooms, for example). However, I have a big problem: at a T spawn, which looks alot like an office in Black Mesa, I have a ladder that leads to second floor. It is metallic, with hols in stairs, so naturally I must tie it to entity func_wall, so that the holes will be transparent. I did this, and set Render Mode to "Texture", Render FX is 255, Render Colour is "0 0 0". However, my ladder to be lit! Almost like it's a "+" texture, even though the only textures used are "Grate-something" and "Steel". I tried to re-tie the ladder to entity, but it still seems illuminated. And no, it is not fullbright, and the room has little light.

Does anyone have any ideas to how to solve it?
Posted 17 years ago2006-10-18 12:46:17 UTC
in Rotating beams? Post #200007
Thank you guys! Now I can start all those pesky different-named func_train's at once!

But about sprites, which ones are best for beams?

By best I mean good looking.
Posted 17 years ago2006-10-18 06:20:57 UTC
in Rotating beams? Post #199963
Thanks guys,I worked it out!

Though my "device" looks rather weird now. It's a shame that the "path_corner" entity is so huge. They overlap each other and almost competely hide the brushwork (in editor only).

Though, I made a HUGE lot of mess. I copied the whole thing over to a separate map to work easier with it (reduced compile times). But even then... First I didn't figure out that each path_corner must be connected to a next one.Then I wrote wrong entity names on the triggers. Then I had to create some extra triggers, to trigger the differently named func_trains together at same time. Can anyone tell me how I can use a multimanager? I never figured out how it works! It has only name as an attribute.

Also, is there any fast way to find decent sprites for my beams in half-life folder? I don't like the dull boring laserbeam.spr. While at the same time previewing all sprites with an env_sprite can be quite a lot of work. Can you suggest me some nice sprites?
Posted 17 years ago2006-10-17 12:48:08 UTC
in Rotating beams? Post #199916
Okay, I want to add some eye candy on my map, and I have an already finished idea. The idea is that there will be a kind of "apparatus" thst looks like the Matter Analyser in original Half-Life (Anomalous Materials - Unforseen Consequences). The idea is that my apparatus will shoot out 5 beams of light from 5 different "emitters", that are specifically motioned: they are divided into pairs, and 1 central. The paired ones will rotate, one clockwise, one counter-clockwise. The emitters construction:

Topmost 2: o=====O=====o (CCW)

Middle 2: o===O===o (CW)

Lowest 1: O (Stationary).

Now, the problem is, I can't make the beams follow the tips of the emitters! (The emitters themselves look like cones of metal that should produce the beams) I tried grouping the ready-made func_rotating's with info_target entities, so that the targets would move with the emitters. No use!

Any ideas?

BTW, hello everyone, I'm new to the forum!