Forum posts

Posted 7 months ago2024-03-27 01:53:35 UTC
in Sky textures not downloading to client. Post #348669
So I had assumed files in gfx/env/skyname.tga were automatic downloads and that's why they weren't generated by resGen.
But then I found out clients were only seeing default skys.
So I added them to the res file. But they still weren't getting them.
I had to gather the files and send them directly to client.
Only then could they see the sky intended for the map.
So what am I doing wrong?
Posted 8 months ago2024-03-11 02:17:26 UTC
in Hurt trigger in map changes gravity!!! Post #348641
might be a bug in dod (or even in all first party titles) where taking damage from trigger_hurt resets gravity?
I made a test map with only spawn ponits a couple of flags and a hurt buttom that could be shot and one that could had to be pressed to activate.
And the .25 gravity and the reset to 1.
It worked fine.

In my log file for the map causing problems I have 4 errors in hull 1 hull 2 and two in hull 3 like this:

SolidBSP [hull 1] 500...1000...1500...2000...Warning: Ambiguous leafnode content ( EMPTY and SOLID ) at (3099,936,409)-(3110,1009,424) in hull 1 of model 0 (entity: classname "worldspawn", origin "", targetname "")

The coordinates don't seem to bring me to any thing obvious and they are all model 0 so that doesn't help.
I did a GoTo on func_detail, func_wall to see if there were any empty referances but didn't see any.
Posted 8 months ago2024-03-06 04:56:20 UTC
in Hurt trigger in map changes gravity!!! Post #348635
added jmf file (jack editor) is that ok?

Oh! hadn't saved with error so made this version to show you.
played map and it is when shooting and triggering the hurt is when the trigger_gravity stops working.
Posted 8 months ago2024-03-05 22:37:23 UTC
in Hurt trigger in map changes gravity!!! Post #348632
Sorry the area I was speaking of was set by walking through a trigger_gravity set to .25 and surrounded by trigger_gravitys set to 1
so you would walk through trigger_gravity set to 1 which would have no change then hit trigger_gravity set to .25 letting you jump higher. then when you get to any of the triggers surrounding it gravity would be reset to 1.
and all places I have these triggers in all versions of the map work fine. but when I add the func_button (shootable) target the trigger_hurt.
all func_gravitys stop working and gravity remains at 1. but they do work when the map is first started. once it fails all func_gravitys set to .25 do nothing.
Posted 8 months ago2024-03-05 04:42:51 UTC
in Hurt trigger in map changes gravity!!! Post #348629
I was wondering if anyone has ever had an issue like this:
I have a day of defeat map I'm working on were in different areas of the map I have low gravity.
I've been working on the map all year different versions and the gravity at these locations always stay as I set them.
On this version I decided that a character in the map will cause you harm if you shoot it.
So I put a hurt over the room, put a func_button around the character set to trigger the hurt.
All looked good play tested and seems to work fine but after a time suddenly all the low gravity spots are back to normal levels.
Rebuilt all in this version I had worked on a few times but still after a while playing the low gravity areas would revert back to normal gravity.
So I left all changes this time but removed the hurt and button triggers and every things ok again.
How in the world is one related to the other and how would it only over some time effect the other?
I'm trying to optimize my map but I get this error in J.A.C.K. and I get it on a number of my maps.
Is this something I'm doing wrong or is J.A.C.K. not set up right or...?
So I noticed there are triggered animations on some models when using cycler to add models that are not there when using env_model.
But when triggered they [well when I tried it] splatter yellow blood and doors fly out of it. (tried on another map and red blood and rifles )
Does anyone know how to get the triggered animation with out the freak show happening?
(would be nice to have say a hanging lamp sway when shot with out doors or what not rain down on you)

This is for the old day of defeat mod off of HL
Posted 5 years ago2019-07-16 18:28:33 UTC
in how to unrender! Post #342868
Thank you very much for your help!
That worked.
8^)
Posted 5 years ago2019-07-14 16:26:52 UTC
in how to unrender! Post #342861
Used the advice here to get things working, Thanks, But was turning the alarm off and on to test the addition of shutters to the lock down event.
when on the second time around the func_rotate only went around a couple of times then stopped. Still rendering.
I have multi_manager with siren, doors, a sprite {Glow}, light_spot, env_render and another env_render with 40 second delay
to turn func_rotate off when siren stops, doors open, glow goes off and spot light turns off.
so every things times to start and stop at the right time.
so why wouldn't it all work again for another time used?
Posted 5 years ago2019-06-09 23:30:43 UTC
in how to unrender! Post #342718
TY for your reply.

Tried sending trigger from MM to relay to env_render with all no render flags checked.
(used relay to set delay so would trigger when everythings done.)
but I see no change.
Side note siren sound stops when done but second later starts playing again for a short time.
is there a way to stop it when I want?
Posted 5 years ago2019-06-09 04:40:32 UTC
in how to unrender! Post #342711
I am making maps for Hal-Life mode DoD
My latest map I have a siren go off and doors close.
for the lights I'm using func_rotate for the lights going around and env_rend to turn func_rotate on.
(button opens doors one door targets siren sound, the other a spot light and multi_manager which targets env_render and func_rotate)
but when the siren stop and doors open again the func_rotate stops rotating but doesn't stop rendering.
So how do I make it invisible again.
Posted 7 years ago2017-04-22 16:12:13 UTC
in how to reset doors after round is won? Post #334564
Hi I am new to mapping and have tried finding a way to reset doors after round is won.
I want two doors left opened to access a capture area and of course close when round is won.
Another door is opening as an area is being captured but needs to close if
capture fails.
this is for the old DoD mode using halflife engine.

Thanks greatly to anyone who can help.