Rooms: Source! (co-op) Created 11 years ago2008-12-31 02:27:26 UTC by Strider Strider

Created 11 years ago2008-12-31 02:27:26 UTC by Strider Strider

Posted 11 years ago2009-01-10 08:53:16 UTC Post #261360
I reduced the slack to 0 , I thought that was the problem.

But I spoke to grim on MSN and the problem is that I don't have any move_ropes or phys_lengthconstraint.
Source is actualy more difficult than I expected.
Striker StrikerI forgot to check the oil pressure
Posted 11 years ago2009-01-13 07:16:52 UTC Post #261464
I'm still messing around in the testing phase for my map's main props, the chess pieces... and getting nowhere fast. I've tried to make them glow via textlights and light_dynamics in a variety of ways, all with mixed, unpredictable results--blinding fullbright for no apparent reason and horrible shadows. I'd like to make all the pieces glow like the queen standing up:
User posted image
Any hints would be appreciated! I'm going to try fiddling with render properties for a little bit, and then try to focus on geometry of the map and the rest of the pieces.
:P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 11 years ago2009-01-13 10:42:50 UTC Post #261468
I'd use an unlit texture, and cut out the dynamic lights and textlights. HDR should take care of the glow.

[quote]
UnlitGeneric
{
$basetexture blah\blah
}
[/quote]

EDIT:
Bit of an update on mine:
User posted image
The room's about, I dunno, 80% built. Then it needs some entity work.
Strider StriderTuned to a dead channel.
Posted 11 years ago2009-01-14 13:48:39 UTC Post #261499
I don't exactly know why Strideh, but I have quite some 'meh' feeling from that point of view. The upper wall texture might be ruining it a bit for me. Just sayin'.
Posted 11 years ago2009-01-16 00:56:16 UTC Post #261565
I'm not completely happy with it either, don't worry. I'm letting it slide because I want to actually finish something.. for once. >_>
Strider StriderTuned to a dead channel.
Posted 11 years ago2009-01-16 01:54:05 UTC Post #261567
http://twhl.co.za/vault.php?map=5234

Here's mine. It's terrible.
You can use it as a connecting hallway or something.
Tetsu0 Tetsu0Original Cowboy
Posted 11 years ago2009-01-16 06:27:33 UTC Post #261573
I fucking hate source lighting. One moment the faces are lit and well done , next moment it's dark and only the props have light on them.

What can I do ? I hate the light-adjusting effect ( when you go near the light, the brightness is less than when you go further from it or much worse , it happens in reverse )
I hate hdr . I thought hdr was just some glowing effect near the light but it's fucking miserable .

The only thing I like until this point is the cool metal effect on the metal textures , the water ,physics and the reflections.
Striker StrikerI forgot to check the oil pressure
Posted 11 years ago2009-01-16 06:41:25 UTC Post #261574
Learn how to use these things before you bitch about them.
Strider StriderTuned to a dead channel.
Posted 11 years ago2009-01-16 08:02:25 UTC Post #261576
The_(c)Striker, would you please remove yourself from the forums? Thank you
Posted 11 years ago2009-01-16 08:09:12 UTC Post #261577
Whut? ^

Anyway Striker, have you got a picture? There's a certain way to get the best out of HDR and one of the main problems people dont realise is sometimes you have to build the cube maps and then reload the entire game. This only happens to some people and I feel sorry for them.
Habboi HabboiSticky White Love Glue
Posted 11 years ago2009-01-16 11:48:50 UTC Post #261587
The_(c)Striker, would you please remove yourself from the forums? Thank you
You're being an asshole and maybe I'm an asshole too for not noing source mapping , but I'm just asking for help here. You made a useless post. Thank you.

I made a video so you can see what I'm speaking of.

Here's the link : http://www.youtube.com/watch?v=5l5Gysbi-dc

When I turn on the hdr compiling, it just messes up like this and there's a strange bug : the light dissapears and only appears again at some point (depending on my viewing).
If I turn off the hdr compile, the lighting looks good but the disappearing bug still exists.

I didn't find tutorials about that here on twhl and interlopers is no workie for me.
Striker StrikerI forgot to check the oil pressure
Posted 11 years ago2009-01-16 11:55:42 UTC Post #261588
1. make sure you're compiling full vis & rad
2. make sure you're not using any prop/model textures on brushes
3. place and build cubemaps
4. Close game.
5. Open game
6. Load map
7. Stop whining because you don't know how to use source tools.
Archie ArchieGoodbye Moonmen
Posted 11 years ago2009-01-16 12:11:33 UTC Post #261589
You're using HL2 to test your maps aren't you? Because your flash light is the old style.

If I recall, I don't think HDR works with HL2...
Habboi HabboiSticky White Love Glue
Posted 11 years ago2009-01-16 12:12:24 UTC Post #261590
Ok sorry for asking more information , but what are cubemaps useful for ?
Striker StrikerI forgot to check the oil pressure
Posted 11 years ago2009-01-16 12:20:58 UTC Post #261591
http://developer.valvesoftware.com/wiki/Env_cubemap

Did i not gave you a link to the Developer Wiki yesterday?

Everything you need to know about Source mapping can be found there.

Basically, cubemaps are reflections on shiny surfaces of the environment around it.
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2009-01-16 12:47:33 UTC Post #261592
Now answer me the next question I can't find there : Are they necessary ?

[EDIT] Just found the cubemaps article ( not the env_cumbemaps) . Thank you anyway.

[EDIT2] I'm beginning to get the idea with cubemaps , but not completely . At least the reflections in the water made me fall off the chair :o :o
Striker StrikerI forgot to check the oil pressure
Posted 11 years ago2009-01-16 12:53:46 UTC Post #261593
Look it goes like this. Place an env_cubemap in each room at player height level and in places where it's dark etc and then in-game type in console:

"buildcubemaps" - Watch the magic and that's it. Also use EP2 engine.
Habboi HabboiSticky White Love Glue
Posted 11 years ago2009-01-16 12:54:45 UTC Post #261594
I only have hl2 ... I can't buy myself ep2 ...
Striker StrikerI forgot to check the oil pressure
Posted 11 years ago2009-01-16 13:03:49 UTC Post #261595
Strideh quote:
Orange box will be the engine, specifically Episode Two. If you don't have it, don't worry. Building it in Half-Life 2 or Episode One will be fine, the final version(s) can be compiled in Episode Two.
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2009-01-16 13:31:48 UTC Post #261596
So in other words don't compile HDR and let Strider worry about it when he puts it together.
Habboi HabboiSticky White Love Glue
Posted 11 years ago2009-01-16 13:38:07 UTC Post #261597
Thank you habboi now I can move to making my map fizically and not worrying anymore about hdr .
Striker StrikerI forgot to check the oil pressure
Posted 11 years ago2009-01-16 15:52:31 UTC Post #261606
Sjeesh, if you (Striker) have so many difficulties with Source mapping I suggest the Source help section of the forums instead of filling this thread up. Also, there is no need to bash up on him (Striker) for getting fustrated. :\
Posted 11 years ago2009-01-16 19:17:39 UTC Post #261622
Tweaked my entry a bit.

http://twhl.co.za/vault.php?map=5234
Tetsu0 Tetsu0Original Cowboy
Posted 11 years ago2009-01-17 17:42:31 UTC Post #261680
Mind if I add a little puzzle in my map ? (you have to do something in order to go through the second door to the next room )
Striker StrikerI forgot to check the oil pressure
Posted 11 years ago2009-01-17 18:27:32 UTC Post #261682
Will it actually be a puzzle? :D

(unlike your compo entry, cough)
TheGrimReafer TheGrimReaferADMININATOR
Posted 11 years ago2009-01-17 18:56:42 UTC Post #261683
cough
Striker StrikerI forgot to check the oil pressure
Posted 11 years ago2009-01-22 13:07:25 UTC Post #261843
Any people still working on this or what, because there isn't much activity going on in here..
Posted 11 years ago2009-01-22 14:26:58 UTC Post #261849
I'm workin' on mine right now, and:

Rimrook said in his journal he's doin one
Tetsu0 submitted his--the first one i think?
Striker's still workin on his (striker yes?)
Strider is still tweaking and will submit sometime this summer
IMUS said he'd do 2 rooms
doodle said he was in
SpaG and Urby said maybe
RotorSplint?

If i missed anyone i'm sorry! I know some people in the goldsource thread were talking about doing the source version too..
Captain Terror Captain Terrorwhen a man loves a woman
Posted 11 years ago2009-01-24 20:49:38 UTC Post #261951
I'm in for this now. Its a pure learning project for me so my entry won't be pretty.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 11 years ago2009-01-31 07:58:55 UTC Post #262107
<took down the download for updates. will be back soon>
Captain Terror Captain Terrorwhen a man loves a woman
Posted 11 years ago2009-01-31 09:34:57 UTC Post #262179
My video card broke. So no mapping until i get a new one. And that could take a while.
Posted 11 years ago2009-01-31 23:57:29 UTC Post #262205
User posted image
Damned if I can get my head around lighting in this bloody engine. If its not too dark its too bright. So yeah, extremely WIP :rly:
UrbaNebula UrbaNebulaGoldSourcerer
Posted 11 years ago2009-02-01 00:12:16 UTC Post #262209
Yeah i'm having trouble too urban, but that looks sweet so far = )
Captain Terror Captain Terrorwhen a man loves a woman
Posted 11 years ago2009-02-06 14:00:07 UTC Post #262364
Working on a map for this atm. Bunker style thing. Im not too great with source so mine will definately be a learning project. Will probably post a screen later.
EDIT
One problem I am having is how to make the effect "models/effects/vol_light128x256.mdl" appear properly on my map.

Any solutions?
EDIT 2
Screen
User posted image
Additionally the skewed girder next to the gantry crane in the picture above isnt shown like that Hammer, so I think it's a compilation error. Any solutions?

(Yet another edit) The girder hasnt messed up on a recent compile (???) don't know what the cause is. Most confusing.
Posted 11 years ago2009-02-07 00:14:35 UTC Post #262387
no one uses lights for lighting in source, they're usually just for adding colour or atmosphere. light_spots are where it's at.
Trapt Traptlegend
Posted 11 years ago2009-02-07 01:30:56 UTC Post #262388
Strider is still tweaking and will submit sometime this summer
Haha. ;D
no one uses lights for lighting in source
What.
Strider StriderTuned to a dead channel.
Posted 11 years ago2009-02-07 07:05:44 UTC Post #262393
I think i see what he means. If you look at the screenshot above, the flourescant light somehow illuminates the ceiling behind it.
Replaced the lights with ligh_spots. Ive tweaked things and moved stuff about, will upload a screenshot either tonight or tommorrow.
Posted 11 years ago2009-02-07 14:19:37 UTC Post #262408
Hey, I'll give that a try later.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 11 years ago2009-02-07 23:22:57 UTC Post #262424
What.
Don't mock me, you know I'm right.
Trapt Traptlegend
Posted 11 years ago2009-02-08 01:41:53 UTC Post #262426
You guys don't have texture lights or anything to that extent? That's gotta be a pain in the ass.
Posted 11 years ago2009-02-08 03:32:03 UTC Post #262427
Don't mock me, you know I'm right.
I use point lights probably more than I use light_spots.
You guys don't have texture lights or anything to that extent?
We do, but I find them useless.
Strider StriderTuned to a dead channel.
Posted 11 years ago2009-02-08 09:22:48 UTC Post #262430
I tried using the light_spots but they failed to illuminate the room altogether.
New screens:
User posted image
Shot at 2009-02-08
User posted image
Shot at 2009-02-08

I cant seem to fix that unlit face on the huge generator in the second screen. Any suggestions?

Also is it possible to super-charge the Physcannon in the EP2 engine?
Additionally how can I make a combine weapon stripper?

The generator is still very much a WIP
Posted 11 years ago2009-02-08 10:21:41 UTC Post #262431
1.
Also is it possible to super-charge the Physcannon in the EP2 engine?
Should be, use the info_player_citadel prefab to understand how it works.
2.
Additionally how can I make a combine weapon stripper?
Player_weaponstrip with a fancy effect around it. I think.
Notewell NotewellCall 141.12
Posted 11 years ago2009-02-08 12:56:54 UTC Post #262433
That works great! Thanks JeffMOD! :D

A new issue has presented itself, however. The combine generator prefab (yes I know its a prefab! Shock, horror! Im new to source; sue me!) allows combine energy balls to be punted out of it, but it doesn't like them being inserted (snigger balls being inserted (just thought i'd beat you all to that one)).

Any solutions?
EDIT
Problem fixed, I fiddled with the physics_trap and the generators being very polite now.
My entry is almost complete (I've benefitted from a week off of college, and one coming up soon as well (UK got pwned by sudden snowfall)) I just need to make the main generator room look nicer now.
EDIT II
User posted image
Shot at 2009-02-08

The generator has been updated. That damn panel STILL wont illuminate.
It's almost done one prop near the bottom didnt render, so I need to fix that. Almost ready to submit. (Also that black line that seems to emerge from the Grav Gun isnt shoddy map work, it is infact a cable).
Posted 11 years ago2009-02-08 13:28:42 UTC Post #262434
Damned if I can get my head around lighting in this bloody engine. If its not too dark its too bright.
Try messing with the "Constant" line in the light's or light_spot's settings, instead of just the "Brightness" line. I took a look at cp_well the other day and the last control points for either team are lit almost entirely by a single pair of light_spots with Constant set to 2000, save for a few other small point lights and the skybox.

(Of course, I don't know if Goldsource has the constant setting already. You could know this already and I could be an idiot for pointing it out. :D )
Posted 11 years ago2009-02-08 18:29:01 UTC Post #262437
"You dare bring light_spot to my lair? YOU MUST DIE!" Sorry couldn't resist.

First spawnings of my mappings is done: http://www.twhl.co.za/vault.php?map=5247

Any suggestions for improvement welcome :D
Posted 11 years ago2009-02-10 02:57:40 UTC Post #262477
Well back in early January, my computer exploded, my hardrive along with it. :heartbreak: I gratefully regret I'll will not have a new computer till next month so I'm dropping out of this one. :cry:

UNLESS you guys are planning on having this going for another month or so.
Posted 11 years ago2009-02-10 03:45:43 UTC Post #262479
my computer exploded
Yeah, there's a lot of that going around lately...

P

Captain Terror Captain Terrorwhen a man loves a woman
Posted 11 years ago2009-02-10 05:38:52 UTC Post #262480
are you running full RAD, Lord Newton?
If you're only running Fast, it'd explain your dark panel & why your light_spot entities weren't illuminating properly.
Archie ArchieGoodbye Moonmen
Posted 11 years ago2009-02-10 05:42:18 UTC Post #262481
RAD is on full ya. I have an idea though, somone suggested it in a different thread to use both point lights and light_spots, so I'll probably try that.
I have also realised that the texture on the mega-generator (the one with the unlit panel) is reflective so I will try putting a couple of env_cubemaps in and seeing how that rolls.
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