Forum posts

Posted 8 years ago2010-10-29 18:17:50 UTC
in Few questions Post #286696
Yeah i figured that... Ah well, just have to deal with what i have, ive tested the texture i made and it works good, so it no control is needed.
Stojke StojkeOPL - 3
Posted 8 years ago2010-10-29 10:10:37 UTC
in Few questions Post #286690
@ Rim

Ohh! I get it now, that makes it a lot easyer than. Thanks for explanation!

@ Darkie

Yeah i know about that, the thing is, is that a trap in my map is an invisible wall (wall toggle) that activates and deactivates as the terrorist pushes the button. There are 2 walls, and when he pushes the button one is active other isn't.

I wanted to use clip because its a perfect way of making the wall not detectable by either putting a LOGO on it (spray) or shotting in it to see is it there. I achieved the anti-logo part using NULL texture, but the player can still shoot at that place and find out on which side is the real wall.

Well i think i am quite skilled xD

I still haven't tried bevel, but i think that will just make the player fall trough it (i was thinking of putting bevel all over and null at the bottom side of the wall).
I don't know, ill experiment... :D
Stojke StojkeOPL - 3
Posted 8 years ago2010-10-28 12:23:55 UTC
in Few questions Post #286671
What do you mean by "Let the map optimize itself." ?

What about FULL rad and stuff?
Stojke StojkeOPL - 3
Posted 8 years ago2010-10-28 10:18:43 UTC
in Few questions Post #286668
@ Moaby, well i wanted to do it like that, thats why i asked can hint go trough an entity, thanks :D

@TJB

Oh i see, well i thought it was something like that my self, thanks! That answers one question.
Stojke StojkeOPL - 3
Posted 8 years ago2010-10-28 09:16:04 UTC
in Few questions Post #286665
Instead of making a lot of threads ill just ask here.

1. Can hint texture go trough an entity thats on the middle of the hallway corner? Example:

http://img43.imageshack.us/img43/7971/hintq.png

Green - how i put it
purple - can i put it like this?

And what do you recomend.

2. A little hint when placing models, what are the common errors / problems and stuff, and how do i import models into hammer (i want to place custom models on my map)

3. Whats the most optimal compile settings, using Nems BC, when doing a final compile?

4. Why cant a block with CLIP texture be used as an entity?

5. When making an animated texture whats the number limit? And can i set the speed of the animation? And if you can point me to an tutorial about this.

Thanks. Sorry if im boring with all the questions ^^
Stojke StojkeOPL - 3
Posted 8 years ago2010-10-28 02:22:40 UTC
in Leak problem... Post #286658
Oh shi! Wrong RMF! sorry! :S

Here is the fixed RMF of the part im working on:

http://localhostr.com/files/3b418f/4testv.7z

The map is out of 5 parts... That what i uploaded is aincent! XD
If any one would like to see the whole RMF i will happily share.

The problem with my map was that i made origin texture out of 4 parts, the elivators in the right part, and it bugged. Good thing i noticed, lol, i started to dissect the entire map O_o
Stojke StojkeOPL - 3
Posted 8 years ago2010-10-27 02:53:12 UTC
in Leak problem... Post #286652
@ Darkie

Oh that, yeah i know that, first thing i learned after told to use null texture xD

Also thanks Unbrakable! It worked! It was those blasted trains >_<
I fixed their origin and some other stuff, and it compiled like a charm. But i am puzzled, why did the lin and pts file show the other part of the map when there was no leak at all on that part O_o
Neither was the leak on the other part...
Stojke StojkeOPL - 3
Posted 8 years ago2010-10-26 17:25:50 UTC
in Leak problem... Post #286642
@ joe & atom

http://localhostr.com/files/1652e1/test.7z

pts, lin, compile log

yeah i tried following it, and it lead me to a part that didnt create a leak wen i compiled before i added more stuff...
Ill try again tomorrow. Also atom can you explain the "brush entites don't seal your level, even if they completely block access to the void" a bit more? Thanks.

@ Unbreak

Yeah i was gonna try that too, will do it tomorrow, thanks for the tip! :D

Well off to sleep, gonna try stuff tomorrow...
Stojke StojkeOPL - 3
Posted 8 years ago2010-10-26 15:57:34 UTC
in Leak problem... Post #286637
Tried that too, no luck...
Stojke StojkeOPL - 3
Posted 8 years ago2010-10-26 14:53:03 UTC
in Leak problem... Post #286631
I am sorry for asking a lot of questions, but i have stumbled upon a leak i have no idea how to find... If any one can help here is the RMF, or point me to a site with explanations on how to find leaks other ways than using point file.

http://localhostr.com/files/52675b/4test.rar
Stojke StojkeOPL - 3
Posted 8 years ago2010-10-24 06:22:44 UTC
in Env beam and trigger hurt Post #286593
I have done it with env_laser, 2 multimanagers contacting each other and an trigger_once!

Thanks for your help guys! :D
Stojke StojkeOPL - 3
Posted 8 years ago2010-10-23 18:10:16 UTC
in Env beam and trigger hurt Post #286585
how can i achieve this? With 2 multi managers contacting each other in a specific period of time? Or?

Also it would be a lot easier if i could ON OFF a death trigger at the correct time...

But thanks ill try :)
Stojke StojkeOPL - 3
Posted 8 years ago2010-10-23 15:12:58 UTC
in Env beam and trigger hurt Post #286583
Hey guys i need more help.

I am making a death run map, and i have set up a trap that has lasers and i want that trap to stay active for 3 seconds and deactive for 2 and fire again.
And if the player jumps trough the beams he should die.

But the player doesn't die even when i have set 10000 dmg...
User posted image
env_beam

starting entity - lwr1a
ending entity - lwr1b
render FX - normal
brightness - 100
beam color - 255 128 0
radius - 256
life - 3
width of beam - 50
ammount of noise - 10
sprite name - sprites/laserbeam.spr
texture scroll rate - 35
Strike again time - 2
damage / second - 10000

I use those settings and FLAG start on.

Also can i some how make it that when laser strikes trigger hurt activates? Thanks.
Stojke StojkeOPL - 3
Posted 8 years ago2010-10-16 09:50:27 UTC
in env_beam rotation Post #286420
It works! Thank you! :D
Stojke StojkeOPL - 3
Posted 8 years ago2010-10-15 11:17:32 UTC
in env_beam rotation Post #286381
So its like a hollow cilinder? Hmm... Ok thx. I will just have to think of something else >_<
Stojke StojkeOPL - 3
Posted 8 years ago2010-10-15 07:44:20 UTC
in env_beam rotation Post #286378
I already know how to make a ring... But o dont know how to make a standing ring... Like on this picture:
User posted image
Stojke StojkeOPL - 3
Posted 8 years ago2010-10-14 15:52:49 UTC
in env_beam rotation Post #286362
Hello guys, ive been visiting here for some time, and have learned a lot from your web site and one of your cool members :D (yup thats you skals man).

But i have a question. I am making a counter strike deathrun map, and i want to make a circular vertical ring. Ive been using Skals ring shock wave effect to try and do this, but the it only creates a horizontal ring... ive tried rotating and changing train paths, but all it does is create a long cilinder.

Is there a way to create a ring? (trough which the player can jump)
Stojke StojkeOPL - 3