help needed Created 19 years ago2005-04-30 09:36:45 UTC by AE AE

Created 19 years ago2005-04-30 09:36:45 UTC by AE AE

Posted 19 years ago2005-04-30 09:36:45 UTC Post #106477
please can someone help me out ,
i am createing a training map , with targets that move etc
i have tryed creating a decal that is a target by following this tutorial
http://www.valve-erc.com/srcsdk/Materials/decals.html
i followed it , it was slightly confusing but made a decal which is on my targets ,
i made a target.res and filled it with this info
"resources"
{
"materials/target/target1.vmt" "file"
"materials/target/target1.vtf" "file"

}
which allows people to download my custom files -

info in .vmt

[quote]"LightmappedGeneric"
{
"$basetexture" "target/target1"
"$decal" 1
"$decalscale" 0.20
"$translucent" 1
}[/quote]
in short , some people can see teh targets and some people cant
any help ??

screenshot of target

http://www.assassinselite.gamecw.com/board/downloads/target0001.jpg

btw that screenshot is an old one i know the decal has to be to the power of two so i alterered the size

and the .res is what points towards the cutom textures ( i think )
if anyone can enlighten me on this , i will be greatfull!
Posted 19 years ago2005-04-30 14:09:31 UTC Post #106492
I combined it into one post.

Whyzzit a decal? It's big enough to be a regular texture.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-04-30 15:15:21 UTC Post #106504
Is the texture temporary?

If not, it would benefit from a few texture filters. :)
Posted 19 years ago2005-04-30 16:11:30 UTC Post #106518
no its not temp i want it to be from start to end , how do i go about giveing it texture filters???
btw thx for the reply i apreciate it
Posted 19 years ago2005-04-30 16:27:54 UTC Post #106519
I meant to load it into some editing program and adding a texture and small details to make it look more real. Right now it has a certain Made-in-paint-and-glued-into-HL feel to it. :(

(Really horrible, dreadful) example:

http://xs.to/xs.php?h=xs26&d=05176&f=fugly_tex.jpg
Posted 19 years ago2005-04-30 16:30:00 UTC Post #106520
lol well it is a jpeg of an actual target , taken from google ]
cant ge much better then that
Posted 19 years ago2005-04-30 16:35:52 UTC Post #106521
Well, imho it can. Right now it doesn't look like it belongs in the game. And that's reason enough for tweaking it. :P
Posted 19 years ago2005-04-30 17:13:12 UTC Post #106529
well im not intrested in tweaking it, just getting it working
Posted 19 years ago2005-05-01 07:24:00 UTC Post #106608
ok i have figured out that , once people have downloaded the texture , they need to disconnect then reconnect and they can see the targets ,
how do i get steam to download the textures before the bsp so it can be loaded in straight away!.

also can anyone please tell meteh trigger to strip any wepaons that people have taken into a certain part of the map , all weapons includeing nades
i have made it a knife only map to start so when people spawn they only have knives but , after a round if someone is still alive and the had say a shotty from the last round they spawn withit , which i dont want!!
so i intend on making the whole spawn area strip u of weapons ,
if someone can hel me out!......please

by the way this is a cs:s map not hl2
Posted 19 years ago2005-05-01 07:25:14 UTC Post #106609
Where did he get the shotgun from?
If there is a buyzone then you can't fix that unless you delete it!
Habboi HabboiSticky White Love Glue
Posted 19 years ago2005-05-01 07:28:14 UTC Post #106610
as it is a range there are weapons in the ranges - like awp's in the sniper range etc
Posted 19 years ago2005-05-01 07:56:47 UTC Post #106622
player_weaponstrip
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-05-01 08:03:15 UTC Post #106625
doesnt work , i tryed it and i get an error in console something along the lines of cannot make weapon_strip blah blah some old tosh
Posted 19 years ago2005-05-01 10:49:00 UTC Post #106675
unless i have put a setting wrong...
is there a tutorial on this or does someone actualy know the process...??
anyone....
Posted 19 years ago2005-05-01 14:19:28 UTC Post #106722
there you go -

Attempted to create unknown entity type trigger_weapon_strip!
Can't init trigger_weapon_strip

any other ideas???
Posted 19 years ago2005-05-01 14:35:50 UTC Post #106730
No, I said player_weaponstrip.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-05-01 15:06:03 UTC Post #106739
ok sorry lol
easy mistake to make ;)
thx btw
Posted 19 years ago2005-05-01 16:21:59 UTC Post #106751
Use BSPZIP to include the files.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-05-02 12:54:49 UTC Post #106931
thanks alot ,
i have found a tut on bspzip,,
i have one last question -
i am makeing targets that will be in 2 postions -
postion 1 is at teh very end of the range where they will be shot at,
postion 2 is right up by where the player shoots so they can check how they have been doing on the target!!
i was going to use the elevator function for this but i have tryed a couple of tutorials on this but i cannot seem to to get them actualy to move via the button ,
can anyone help me on this please!
thanks in advance
if there is an easyer alternate way to do this
Posted 19 years ago2005-05-06 22:11:01 UTC Post #107843
anyone????
please....
Posted 19 years ago2005-05-07 01:51:05 UTC Post #107855
Re-read the tutorial?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-05-07 08:10:37 UTC Post #107918
the thing is, i have like i dont know 30 + targets , and i need to get it working straight away , as i have to repeat it numerous times! :
Posted 19 years ago2005-05-07 15:12:44 UTC Post #108042
Try func_train, then have the button provide the appropriate output (ToggleTrain? Or something, I haven't played with trains yet.)
RabidMonkey RabidMonkeymapmapmapfapmap
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