Forum posts

Posted 4 years ago2019-05-25 01:12:16 UTC
in Triggering blocks Post #342651
Thank you for answer.
Gotta test it then with these commands.
I already used null texture, so that should help a little. I think of doing small rooms instead of big ones, so maybe that won't cause fps drops.

I have tried to search over internet and I even asked some really good and experienced kreedz mappers, but no one knew how to make func_wall_toggle restart. I managed to do it with one way. I changed trigger_once to func_door and that's seems to be working. However there is another problem. It causes light_surface to switch on, on sv_restart 1. For the first round it's fine, I can toggle both blocks and light_surface, but after restart blocks are back to initial position, so that's fine, but light_surface is already on.

And also when I make func_door movable then When it back's to position light's go off. Making it non-movable is working but if it's gonna be bhop map then there is a problem without moving blocks.
Posted 4 years ago2019-05-24 16:51:42 UTC
in Triggering blocks Post #342648
I have found another problem. Whenever I restart round with sv_restart 1 command, then the blocks aren't resetting to theirs initial position.
Posted 4 years ago2019-05-22 20:44:13 UTC
in Resources sites Post #342644
Thank you for response. That's a nice one! However why the link is linked to the other site called example.com?
Posted 4 years ago2019-05-19 13:35:25 UTC
in Triggering blocks Post #342633
I have done a sample of my map which you can check: https://www.sendspace.com/file/e7nqwl
It's for counter-strike
Really time-consuming map. Everything is done with 32x32 blocks. I wonder how to make those small collectable blocks dissapear after "collecting" them, i guess I need to make them also func_wall_toggle. Also I wonder how to add sound when collecting them, I think its multimanager you suggested to me Jessie.

I had to cover whole map with box because it says there is a leak. Its propably because everything was an entity.

So I want to make kreedz/bhop map like that where you have to find color so the whole map will change. I am not sure if it's worth try, I mean if everything will be fine and won't be laggy. There will be many blocks included in func_wall_toggle.
There is only func_wall_toggle and trigger_once for each color.
Any ways of suggesting how to improove it or is it fine?
Posted 4 years ago2019-05-17 09:06:01 UTC
in Triggering blocks Post #342629
Guys take a look at 1:45 of this video:
https://www.youtube.com/watch?v=BfhBm6be7WM
Seems this is texture lighting, I guess it's done the way The Mad Carrot suggested?
Posted 4 years ago2019-05-16 18:26:25 UTC
in Resources sites Post #342627
Hello

Is there any list of working resources sites? I mean I am looking for sites where I can download textures, models, sounds etc.
So far I know these:
www.17buddies.rocks
www.gamebanana.com
gamer-lab.com/eng/goldsrc/

Its very hard to find some good non-repetive .wads
However the most difficult things to find are good .wav files.
Propably the best site for it was:
http://www.en.serverklan.net/index.php?file=FichierDownload&typeFichier=Sounds
but the download isn't working anymore.
Posted 4 years ago2019-05-15 15:49:54 UTC
in Triggering blocks Post #342622
@The Mad Carrot

Thank you for response
I am mapping with Quake Army Knife, I wonder if it's possible to add this entity to this program.
Posted 4 years ago2019-05-15 11:45:22 UTC
in Triggering blocks Post #342620
It might be working but since I want to divide map with like more than 5000 32x32 blocks I can't make 5000 light entities. Is there any possibility to not use light entity? Just lights.rad ?
Posted 4 years ago2019-05-15 10:12:11 UTC
in Triggering blocks Post #342618
That is working but how to make it turn-on lighting textures? I mean the light is visible before I even toggle it.
Posted 4 years ago2019-05-13 14:53:08 UTC
in Triggering blocks Post #342611
Ok thank you. But do you know how to make the first cube disapear? I mean like let's say there is one 32x32 grey cube, when I enter with my character to trigger_once block it should trigger func_wall_toggle to make red cube appear on it's place. But how to make the grye cube disapear? Something like on this video, when they are bhoping one block disapers and one apears: https://www.youtube.com/watch?v=P5ECGsLiW58 (but you can see still "shadow" of the block, its propably func_ilusionary but I don't want this effect).
Posted 4 years ago2019-05-12 23:39:01 UTC
in Triggering blocks Post #342609
ok but how to activate func_wall_toggle? I mean in game
Posted 4 years ago2019-05-12 14:10:55 UTC
in Triggering blocks Post #342605
Hello

Is there any way to trigger blocks?
My concept op map is to make the whole map with grey brick. I need to colllect colored bricks to make this map colored with 8 colors. So lets say first I need to find red cube which will activate 1/8 of the map with red color. Do you have any idea how to make it? Is it even possible? There could be like only 32-unit cubes which map is build from(also rooms etc). Then I find red cube which activates red cubes to appear on the map instead of those grey. Dunno if func_ like that exists. Also what if I make those color cubes textures with lights.rad. Will the light also appear with blocks?