My first questions Created 18 years ago2005-12-13 10:32:11 UTC by gordonfreeman gordonfreeman

Created 18 years ago2005-12-13 10:32:11 UTC by gordonfreeman gordonfreeman

Posted 18 years ago2005-12-13 10:32:11 UTC Post #152006
Recently I've started mapping for source.
And now the first questions came up.First i tried putting down simple stuff crates etc using prop_physics but all of them were invisible. (only could see them when broken) and one more, whats the difference between the prop_physics and prop_physics_override? These may sound stupid to you guys but you can give the best help.
Posted 18 years ago2005-12-13 11:00:25 UTC Post #152011
Ah glad you turned to the good side of the force...
The reason they are invisible is because you may have noticed in hammer that there is a circle in the middle of the model on the 2D square...Well that can be changed for big maps so when the player is far away it isn't drawn and becomes invisible.

In other words make a new prop_physics and don't touch the circle in the middle.

Prop_physics_overide is ahem what I accidently used in de_boshi...
Basically what it does is any physics object you have is solid...So if you made a shelf with that entity but accidently positioned it to float a little off the ground then it will just stay there floating...like a solid object where nothing effects it...
Habboi HabboiSticky White Love Glue
Posted 18 years ago2005-12-13 11:18:51 UTC Post #152012
Change the fade numbers in properties.
I can't remember them though, and I can't check cuz someone ruined my hammer,, and the funny thing is,, the first name in his nickname is HA as in hammer! >=/
Madcow MadcowSpy zappin my udder
Posted 18 years ago2005-12-13 11:46:46 UTC Post #152014
OK it worked so thanks.
And... there are a lot of tutorial vmfs downloaded with hammer i looked at the one with water but i dont seem to understand... what do you need and how do you make the water?
Posted 18 years ago2005-12-13 13:27:19 UTC Post #152040
Great site for lots of tuts. Has a good one on water.

http://interlopers.net
Posted 18 years ago2005-12-13 13:50:07 UTC Post #152046
thanks alot, it is good now i dont need to ask everything! :cyclops: :)
edit: followed the tutorial step by step BUT:
it didnt seem to reflect anythin and from below all i could see was black nothing. nearly like hl1 water.... can anyone help?
Posted 18 years ago2005-12-13 15:06:47 UTC Post #152097
water is easy. you dont even have to make an entity.

just make your water brush, texture all faces nodraw except the top one. pick a water texture for that
Archie ArchieGoodbye Moonmen
Posted 18 years ago2005-12-13 18:46:39 UTC Post #152176
Posted 18 years ago2005-12-13 18:48:11 UTC Post #152177
[m]Do not 'bump' your topics (post pointlessly after half an hour of no replies![/m]
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2005-12-14 13:16:25 UTC Post #152271
OK sorry 7th it won't happen again. Oh and I've changed the water texture and moved the env_cubemap a little higher. But I don't know which one solved the problem...
Edit: and what does water_lod_control do? Ive seen it in the sdk_water.vmf but i dont know hat it does
Posted 18 years ago2005-12-14 17:47:34 UTC Post #152295
Place a cubemap above the water like you did and in-game type buildcubemaps and it'll work.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2005-12-14 18:00:39 UTC Post #152299
Water_lod_control tells the water when to change to cheap water. So if you have a large enough body of water, like a lake or ocean, after a certain distance from you, the water will change to a cheaper version of itself. It helps save on FPS.
Posted 18 years ago2005-12-15 09:03:15 UTC Post #152404
OK thanks. One more, ive experimented around with rotating stuff and parenting entities, i dont know how to create rotating fan or something which obeys the laws of physics, so like something is rotating and it slows down and stops after an impact of something or after shot.
Posted 18 years ago2005-12-15 09:46:03 UTC Post #152408
Not sure on that one, too complex for me ;)
Probs with thrusters...
Habboi HabboiSticky White Love Glue
Posted 18 years ago2005-12-15 18:56:45 UTC Post #152513
That is what the phys_motor is used for, go see it used in the sdk example maps :)
Posted 18 years ago2005-12-15 20:01:59 UTC Post #152524
haha, that same thing happened to me when i started for source

The noobiesh problem was when i hl1 mapped and couldnt figure out how to see my map in 3d with textures instead of wireframe :P
Posted 18 years ago2005-12-16 12:08:32 UTC Post #152640
ok i'll check it.
Is there a way to change the underwater viewable distance?
Posted 18 years ago2005-12-16 14:15:19 UTC Post #152654
Not unless you edit the .vmt and remove the fog command line...
Habboi HabboiSticky White Love Glue
Posted 18 years ago2005-12-16 16:15:44 UTC Post #152671
Um.. OK.
Can anyone can give me tips how to improve my lighting? Yet all I can do is placing normal light entities and light_environment from the skybox. I would thank for any good tips or links to tuts on this.
Posted 18 years ago2005-12-16 19:11:17 UTC Post #152704
Well, I can give you a tip, use light_spotlights to enhance your lighting.

Remember to set the constant to 200000 or so for better results.
Posted 18 years ago2005-12-17 15:37:20 UTC Post #152846
http://www.akilling.org/akg/?akg=tutlights

A very good place to learn about different lightning styles.
Posted 18 years ago2005-12-17 17:23:04 UTC Post #152880
Sorry FresheD but it's light"ing" ;)
Habboi HabboiSticky White Love Glue
Posted 18 years ago2005-12-17 18:07:59 UTC Post #152885
thanks this looks good ill try some.
can anyone tell me how to create the combine forcefield?
Posted 18 years ago2005-12-17 20:03:02 UTC Post #152921
Wanna know how I learnt? Via decompiling...
Habboi HabboiSticky White Love Glue
Posted 18 years ago2005-12-18 06:06:59 UTC Post #152970
So they made a decompiler for source too... could you tell me from where can I get it?
Posted 18 years ago2005-12-18 13:25:25 UTC Post #153038
Sorry FresheD but it's light"ing"
Dude, I know that..

I just typed fast, sjeesh..

Spare such "post-raisers" next time :P
Posted 18 years ago2005-12-21 11:57:22 UTC Post #153714
would someone tell me where can I find a bsp decompiler for source?
Posted 18 years ago2005-12-21 14:01:02 UTC Post #153736
...

...

...

I Pm'd you it...A WEEK AGO!
Habboi HabboiSticky White Love Glue
Posted 18 years ago2005-12-22 09:44:25 UTC Post #153906
So it was that... damn it...
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