Forum posts

Posted 15 years ago2009-03-03 14:17:20 UTC
in gmax question... Post #263662
I'm trying to make a chair as a model and am currently having difficulties with the back of the chair. It's made of three boxes like this:
User posted image
Now I want to make it like this:
User posted image
Or at least like this:
User posted image
Can someone please tell me how to do this because gmax is currently successfully driving me mad.
Posted 15 years ago2009-03-03 14:01:57 UTC
in Desktops of March Post #263658
Jesus christ. With that many icons and a wallpaper thats so...lively, I couldn't find shit on there. :rly:
Well I don't use most of them so I just have to know where to find 7 or 8 of them. I did some cleaning up and rearranging, and here's the newer version. Though it's still holy cow-ish.
Also I have a lot of other wallpapers ready, I change them regularly.
User posted image
Is that allowed (posting more than one desktop)?
Posted 15 years ago2009-03-03 11:44:53 UTC
in Desktops of March Post #263653
WC where did you get that wallpaper? I love it!
Anyway here's my desktop:
User posted image
Posted 15 years ago2009-03-02 16:33:48 UTC
in Spirit Post #263601
Ah I see. So it's a mod that allows some more mapping techniques.
Posted 15 years ago2009-03-02 15:24:45 UTC
in Spirit Post #263597
I've seen people talking about Spirit but I don't really understand what that is and how it works. I've heard that you can even combine two entities with this technique. So is it possible to use it in CS and is there any guide that explains what it is and how it works?
Posted 15 years ago2009-02-19 19:11:08 UTC
in [UTILITY] Compilator 3 Public Beta Post #262986
Ah yes, it works now. Thanks. Btw is there a guide for all the different options in the compilator (or maybe a guide for batch files that I could read to understand what those options do)? Because I, being a novice mapper, barely understand any of them... I only know for those that I coincidentally came across with in other guides and such.
Posted 15 years ago2009-02-19 18:16:48 UTC
in [UTILITY] Compilator 3 Public Beta Post #262982
Hmmm... I can only set the hl.exe as the half life executable. The file type is automatically set to 'Half life executable' and it doesn't recognize cstrike.exe as such.
Posted 15 years ago2009-02-19 17:36:04 UTC
in Now Playing: ... Post #262978
Bushido - Sonnenbank flavour

and no, I'm not from Germany.
Posted 15 years ago2009-02-19 17:34:19 UTC
in [UTILITY] Compilator 3 Public Beta Post #262977
This works for counter-strike maps, right? I mean, the batch file should really be the same. I should probably put cstrike.exe under half life executable though, right?...
Posted 15 years ago2009-02-19 17:23:35 UTC
in GoldSource Mapping Tips Post #262973
Ah thanks I was looking for something like this.
Posted 15 years ago2009-02-14 15:19:02 UTC
in HINT Post #262678
Ah, yes of course, hotdog meant that it should intersect the corner. I saw that in the tutorial now.
OK, I think I understand how they work now. Thanks for the help guys.
Posted 15 years ago2009-02-13 17:47:05 UTC
in HINT Post #262621
So hint brushes have to intersect the walls, not only touch them?
Posted 15 years ago2009-02-01 14:15:14 UTC
in HINT Post #262223
More tutorials:
http://www.countermap2.com/Tutorials/tutorial1e85.html?id=54
http://www.countermap2.com/Tutorials/tutorial0b30.html?id=2
Ah, so these are the tutorials that the zhlt site refers you to. For some reason I couldn't open them from there...
And a tutorial about pyramid-shaped hint-brushes: http://home.comcast.net/~ninjagrinch/pyramidhint.htm
Yes, this one I managed to find myself. Or rather from the link you gave me somewhere else.

Thanks a lot for the help guys.
Posted 15 years ago2009-01-31 15:29:29 UTC
in HINT Post #262188
all right I think I get it now. I'll have to check the rmfs in the tut when I get the chance though. Thanks for the help and the links.
Posted 15 years ago2009-01-31 13:38:12 UTC
in HINT Post #262185
I've read this tutorial but I still don't really understand what hint brushes are and how they work.
As I understand it, if you make a hint brush, then any brush or entity behind it will not get rendered until the player passes through the hint brush. Is that correct or not?
Posted 15 years ago2009-01-26 17:46:50 UTC
in A couple of questions Post #262004
well maybe I'll try it out sometime. First I have to finish the map I'm working on... Which is taking way way way longer than I thought it would. And it will also be the first real map I've made for cs.
Posted 15 years ago2009-01-25 15:55:43 UTC
in A couple of questions Post #261970
Is mapping much different than for cs?
Posted 15 years ago2009-01-23 10:42:01 UTC
in A couple of questions Post #261892
Do you mean that the map had no hostages, bombs, etc. and was just the t's and ct's killin' each other? 'Cause if it was, you could replicate that by putting one hostage in a map that is inaccessible to anyone in any way (like sticking them in a box away from the rest of the level). The only problem with this is that when the time runs out, the terrorists would always win. (my knowledge of CS is limited, and may have some flaws
If I wanted that, I could just include no hostages and no func_bomb_target.

I meant a team deathmatch game, which means it has no rounds, you respawn immediately after you die and the team score is equal to the sum of the kills of all the players of that team.
Posted 15 years ago2009-01-22 14:01:03 UTC
in Diablo II Post #261848
I play Diablo II LoD...

Don't play on battle.net though.
Currently playing single player and having a hard time getting past Act II in hell with a Chargeadin (a paladin with salvation and charge + zeal and fantacism + fist of the heavens).
Posted 15 years ago2009-01-09 14:37:54 UTC
in strange sv_airaccelerate problem Post #261317
so what do you use to be able to surf walls then?
Posted 15 years ago2009-01-04 16:59:00 UTC
in info_teleport_destination (for multiplay Post #261093
yeah that's what I did now and it works partly. I get 2 or 3 worldspawn deaths every round and I don't know the reason. None of the spawn points are in a wall, they have space between eachother, there is enough space between the info_teleport_destinations.

EDIT: ah nvm, I fixed it. Apparently they still weren't far apart enough.
Posted 15 years ago2009-01-04 13:59:01 UTC
in info_teleport_destination (for multiplay Post #261090
what's not possible? Teleporting everyone? Or doing it with only one teleport?
If you mean teleporting everyone then why not? You just put them over a trigger_teleport, they fall into it and get teleported.
Posted 15 years ago2009-01-04 13:51:21 UTC
in info_teleport_destination (for multiplay Post #261088
If I want all the players to be teleported at the beginning of the round, do I have to make a trigger_teleport for each of them?
Because I don't see any brush entity called func_teleport_destination or something like that which means that if I made just one teleport, it would teleport all players into the same point which would probably cause problems...
Posted 15 years ago2009-01-02 15:19:32 UTC
in sky problem Post #260979
well then he doesn't need... ah I see :)
Posted 15 years ago2009-01-02 14:28:33 UTC
in sky problem Post #260977
well when you do, won't the cliffs already mask what's behind them?
Posted 15 years ago2009-01-02 08:05:52 UTC
in strange sv_airaccelerate problem Post #260964
Hmmm... this might be a cs only thing.

It increases (or decreases) the velocity with which you move through the air (so if it's set to e.g. 50, when you jump and hold forward while in mid-air, you'll move faster than you would normally when you jump). But it only affects the speed with which you move when you're in the middle of the jump. It won't affect the initial speed of the jump. This is I believe used in surf maps.

When you set it to negative, it gets quite funny. Because then if you run forward and jump while still holding forward, you will jump forward but then almost instantly change direction and start going backwards even though you're holding the forward key.

This setting is especially fun when used in combination with a low sv_gravity.
Posted 15 years ago2009-01-01 17:44:46 UTC
in strange sv_airaccelerate problem Post #260935
I have a strange problem when I try to use the sv_airaccelerate command ingame.
It only works if I input a negative value (e.g. sv_airaccelerate -10) but it doesn't do anything if I write a positive one (I've tried sv_airaccelerate 1, 10, 30000, I haven't yet tried 0 though).
Posted 15 years ago2008-12-31 19:03:24 UTC
in New Year Hour Post #260881
57 minutes... Slovenia
Posted 15 years ago2008-12-30 05:30:38 UTC
in sky Post #260754
Shouldn't be a problem with a decent gfx card.
which I unfortunately don't have...
Posted 15 years ago2008-12-29 16:35:03 UTC
in Extracting Textures Post #260721
I think textract is what you want.
Here's what you need:
1) BSP file, like de_inderno.bsp
2) Textract
3) Put them in the same folder
4) Open a command window there
5) Type: textract de_inferno.bsp de_inferno.wad
6) And press enter
Posted 15 years ago2008-12-29 16:30:18 UTC
in sky Post #260720
a very rough idea where things would line up
that's ok, I don't really need it to be super-exact.
Oh, and last time I made a skybox I used Skypaint to configure it correctly.
Oh, I'm just editing the original city skybox (the one that's already implemented into hl) so that the city is only on one side (and not on all four) and a couple of other little changes. And I'm using photoshop 4.0 for it :nya:
Posted 15 years ago2008-12-28 17:54:13 UTC
in sky Post #260694
argh... lol :D
that's not the weird part. The weird part is that north is bk (back) and south is ft (front). But if east is on your right then north is in front of you...
Posted 15 years ago2008-12-28 17:35:11 UTC
in sky Post #260690
which of the skybox parts is the southern one? ft or bk? Because on a forum I found on google it said that rt=east, lf=west and then ft=south, bk=north which I find a little weird since east is to the right if you're facing north...
Posted 15 years ago2008-12-28 16:44:25 UTC
in sky Post #260689
ok. I'll try it out when I manage to create a skybox (I just found out that this one sucks...).
Thanks.
Posted 15 years ago2008-12-28 15:49:02 UTC
in sky Post #260686
Is there a way to see what the sky will look like ingame in hammer? I have a sky called city and I want to know how it will look like ingame combined with a manually made road that's supposed to look like it leads into the city.
And I want to be able to edit it without compiling every time to see if it looks ok. So is there any way to load the sky into the hammer?
Posted 15 years ago2008-12-28 07:01:21 UTC
in Avatar problem Post #260671
ah, so no not-animated gifs either.

OK thanks it works now.
Posted 15 years ago2008-12-28 06:32:07 UTC
in Avatar problem Post #260669
I tried uploading an avatar but it just didn't upload. I went to My Control Panel -> Change Avatar and I checked the Image Upload then I browsed the pic and pressed Change Avatar and it went to my profile but it didn't change the avatar. Any suggestions?

Also
are animated gif files allowed and what are the allowed file extensions for the avatars?
Posted 15 years ago2008-12-27 19:27:31 UTC
in How to make that crazy thing under the r Post #260663
Ah thanks.
Now the area naming should get a lot less pain-in-the-assy.

oh and btw thanks for the guide as well (you did make it didn't you?).
Posted 15 years ago2008-12-27 19:05:13 UTC
in How to make that crazy thing under the r Post #260660
W00T I got it to work! It took way more time than it would have if I had read the whole source guide though (I didn't use the toggle_mode_painting).
So madcow actually wins. It is exactly like sources only that you have to put the bot_ prefix before each nav command.
But one thing I don't know is how you set certain commands to keys. Because doing it like I did is a real pain in the ass (manually typing/going up in the list of previous commands). It would be much simpler if you could at least set the toggle_mode_painting 0 and 1 and maybe some of the more commonly used places with the use_place command to certain keys. Does anyone know how to do that?
Posted 15 years ago2008-12-27 10:59:55 UTC
in How to make that crazy thing under the r Post #260595
ok, I did some research and found this. I've already experimented with it, looks like it could work but I don't know how to set a name (I mean I can use the command e.g. bot_nav_use_place DoubleDoors and it says DoubleDoors used for the current place but it doesn't do it.)... Otherwise it's quite similar to source's:
NAVIGATION MESH EDITING

Each of the following bot_nav_ commands operate on the navigation mesh, allowing hand-tuning of the automatically learned data. It is recommended that these commands be bound to keys for ease of use while editing.
CAUTION: There is no "undo" operation. Save your navigation mesh often.

bot_nav_mark
Marks the currently selected nav area for later operations.

bot_goto_mark
Causes one bot in the map to move to the center of the currently marked area. This is useful for testing the walkability of specific portions of the navigation mesh.

bot_nav_delete
Deletes the currently selected nav area.

bot_nav_split
Splits the currently selected nav area into two new nav areas, along the white split line.

bot_nav_merge
Merges the currently selected nav area and a previously marked nav area into a new, single nav area. The merge will only occur if the two areas are the same size along the merge line.

bot_nav_connect
Creates a ONE WAY link from the currently marked area to the currently selected area, telling the bots they can walk FROM the marked area TO the selected area. For most areas, you will want to connect the areas in both directions. However, for some "jump down" areas, the bots can move one way, but cannot get back the other.

bot_nav_disconnect
Disconnects ALL connections from the currently marked area to the currently selected area.

bot_nav_begin_area
bot_nav_end_area
These two commands allow the creation of new nav areas. "bot_nav_begin_area" marks one corner of the area. "bot_nav_end_area" marks the opposite corner of the area and creates it. To cancel the operation, issue a "bot_nav_begin_area" command again.

bot_nav_splice
Creates a new nav area between the currently marked area and the currently selected area, and bidirectionally connects the new area. This command is especially useful for creating sloped nav areas.

bot_nav_crouch
Flags the currently selected area as "crouch", requiring bots to crouch (duck) to move through it.

bot_nav_jump
Flags the currently selected area as "jump". This is a hint to the bots that they should jump to traverse this area.

bot_nav_edit [0,1]
Setting this cvar to 1 allows hand-tuning of the bot's navigation mesh. Once edit mode has been activated, the bot_nav_* commands can be used.

bot_nav_zdraw <height value>
This value determines how high above the ground to draw the "nav mesh" when in nav edit mode. If the terrain is very irregular or highly sloped, it can be useful to increase this value to 10 or 15. The default value is 4.

bot_quicksave [0,1]
If nonzero, the analysis phase of map learning will be skipped. This is useful when iteratively hand-tuning nav files. Note that withough this analysis, the bots will not look around the world properly.

NAVIGATION MESH PROCESSING

bot_nav_analyze
Analyze the navigation mesh to determine Approach Points and Encounter Spots. This may take several minutes based on the size and complexity of the map.
NOTE: This command requires one bot to be in the game. The recommended procedure is to save the mesh, add a bot, and quickly enter bot_analyze.

bot_nav_save
Saves the current navigation mesh to disk. The navigation mesh ("nav" file) is automatically named to correspond to the current map file. For instance, if the map is de_dust.bsp, the nav file will be de_dust.nav.

bot_nav_load
Clears the current navigation mesh, and loads it from disk.

DEBUGGING

bot_walk [0,1]
Force all bots to walk (disallow running).

bot_stop [0,1]
If nonzero, all bots will stop moving and responding.

bot_show_nav [0,1]
If nonzero, the nav mesh near each bot is drawn.

bot_show_danger [0,1]
If nonzero, the "danger" in each nav area is draw as a vertical line. Blue lines represent danger for CTs, and red lines are danger for Ts.

bot_traceview <value>
Used for internal debugging of bot navigation.

bot_debug <value>
Used for internal debugging of bot behavior.
Posted 15 years ago2008-12-21 17:14:42 UTC
in A couple of questions Post #260402
4) Yes, but that would make it a custom wad file and you'll have to included it into the BSP, if you're ever plan to release your map to public.
eh, I'll have to do this anyway, since I already have a custom wad (otherwise I'd be using more than 8 different wads)...
I'd say yes, unless CS has completely re-vamped the entity type class system. Afaik, CS hostages are based off HL scientists, making them NPCs or monsters, as HL calls them.

I'm not sure if monster-only trigger flags still exist in CS though. You may also have to use both the HL and CS FGDs at the same time to see it in-hammer.
ok, I'll try it out.
Posted 15 years ago2008-12-21 11:55:26 UTC
in A couple of questions Post #260392
1) hmm... are hostages considered monsters? If they are, then I know how I'd do it. Guess I'll try it out when I have time.
2) thanks.
3) ok, I'll try to google it then.
4) wow, I was sure I had zhlt.wad included in my custom wad :o Is it possible to add a wad file to an already existing wad file in Wally? Or do I have to make a completely new wad?
5) thanks.
Posted 15 years ago2008-12-21 09:58:51 UTC
in A couple of questions Post #260386
1) (CS) Is it possible to somehow create an entity combination that would make it so that when all the hostages are rescued, an entity is triggered?

2) Is it possible to define how far a func_door will move? Or do you have to use a func_train for that?

3) (CS) Yesterday I played a TDM (team deathmatch) game on a cs server so now I want to know: Was that a server setting or a map setting (I mean, cs is usually search and destroy or something).

4) I've seen many comments about nulling the faces that you can't see but I can't find the null texture anywhere. All I can find is info_null and that's a point entity that is (or at least the entity guide on this site says so) a spotlight target...

5) Which direction will a player face (info_start_player) if you don't change it?
Also to change it do I change the angle or the pitch yaw roll?
Posted 15 years ago2008-12-19 12:48:50 UTC
in How to make that crazy thing under the r Post #260280
but I always get this on the maps like de_dust2, de_aztec or de_inferno even if I play a solo game with bots and I don't use any server commands...
Posted 15 years ago2008-12-18 09:48:19 UTC
in door problem Post #260196
hmm... had it set to 90 instead of up. I changed it to up now, but the gate still won't open. Anyway the properties of the gate:
zhlt_invisible 1
angles 0 90 0
targetname gate
rendermode 4
renderamt 255
rendercolor 0 0 0
delay 0
speed 16
movesnd 6
stopsnd 6
wait -1
lip 0
dmg 100
health 0
unlocked_sentence 2
I've found something that could be causing the problem though. In the VHE I made the gate where the wall would be if there was no gate (so that the wall above the gate blocks the gate). This could be the problem.
However ingame the gate is automatically placed so that there is no wall above it (it's placed in front of the wall-hole where the gate is in VHE) so I don't know if this really is the problem because as it is placed ingame there is nothing blocking it or in any way preventing it from moving.
Posted 15 years ago2008-12-17 17:05:50 UTC
in door problem Post #260165
did that, still can't press the darn button :S
Posted 15 years ago2008-12-17 12:39:41 UTC
in door problem Post #260154
There's no need to give entities a name (targetname) if their not going to get triggered.
yeah, but when/if I manage to get this to work I'll make a game_team_master so that only the team escaping will be able to press them. And the tutorial I read said that you need to target the entity with the master and give the master's name under entity's master property. Which means the button needs a name.
zhlt_invisible should be 0, or do you want the buttons to be invisible? :S
well no, I don't want them invisible, but it's set to yes by default and they're not invisible.
So I'm guessing that you need to set the Render Mode to the proper option to make them invisible.
Posted 15 years ago2008-12-17 12:18:26 UTC
in door problem Post #260149
zhlt_invisible 1
renderamt 255
rendercolor 0 0 0
angles 0 0 0
speed 5
health 0
lip 0
wait -1
delay 0
_minlight 0
targetname button
target gate

under flags I only have checked Don't move.
Posted 15 years ago2008-12-16 18:50:26 UTC
in door problem Post #260090
No, in the map you posted, the buttons target a multi_manager.
yes but I changed that:
Anyway I still can't press any of the buttons, now I've made them so that all four buttons are tied to one func_button entity which targets 'gate' which is the name of the gate. Any other ideas?
Why not just target the gate directly?
and here you go:
I want them all to trigger when I use one button because I want them all to be unpressable until the round ends if you press any one of them.
.. i don't even know what the problem is anymore.
..............LOL. Plain and simple:
I made four buttons tied to a single func_button with a func_door's name set as a target but I can't press any of the buttons ingame. Clear enough? :D

(I do have a game_team_master set as their master but it didn't work before I set that either. Though I will try it again without the master and see if it works).
Posted 15 years ago2008-12-16 18:14:14 UTC
in door problem Post #260083
Its better to tie each button to a func_wall entity and then have them all target the gate.
I'm guessing that by func_wall you mean func_button.
I want them all to trigger when I use one button because I want them all to be unpressable until the round ends if you press any one of them.