I'm working on something very similar, so if you need any textures/prefabs I could help you out.
[QUOTE=Tyen]I will need to find a way to turn it red as you get close to it.
In the actual game, when it objects/areas turn red that indicates a possible path you can take.
Do you know of a way I could do this?
[/QUOTE]
I guese you could make a multiple trigger. Make two duplicates of that, one red/one white. Then make it a func_wall_toggle and toggle between them?
[QUOTE=borisjake]I guese you could make a multiple trigger. Make two duplicates of that, one red/one white. Then make it a func_wall_toggle and toggle between them?[/QUOTE]
Wouldn't that just switch the colors instantly?
Only when you become within a certain distance. And after using the object you could disable the trigger and turn it white again.
What options would I have if I wanted the colours to fade in quickly?
Well. I'm not sure, source is very good at doing a lot of things. But I've never seen fading out before. I can only suggest changing.
I don't think it's possible without custom coding.
[B]Edit:[/B] Well you could make a thousand func_wall_toggles and then script it real tight.
But that'd be quite ridiculous.
[QUOTE=rapperkid04][url]http://www.halfwit-2.com/?page=tutorials&id=163&PHPSESSID=6a1e35177f319bc4489e8d6ef975fb7a[/url] I think this zipline would be really useful for the zipline part.[/QUOTE]
Thanks man it works great!
Here it is being tested out,
[code][url]http://www.youtube.com/watch?v=08AVph_V-M8[/url][/code]
I made it blue too.
Could some one tell me the tags to embed future youtube videos?
That link doesn't work. Here:
[quote][url]http://www.youtube.com/watch?v=08AVph_V-M8[/url][/quote]
Needs an awesome ziplining sound.
[QUOTE=Tyen]Thanks man it works great!
Here it is being tested out,
[code][url]http://www.youtube.com/watch?v=08AVph_V-M8[/url][/code]
I made it blue too.
Could some one tell me the tags to embed future youtube videos?[/QUOTE]
It's
media /media
Also no prob. I am looking forward to your map.
[QUOTE=Tyen]Thanks man it works great!
Here it is being tested out,
[code][url]http://www.youtube.com/watch?v=08AVph_V-M8[/url][/code]
I made it blue too.
Could some one tell me the tags to embed future youtube videos?[/QUOTE]
Use media tags: [media]
Also. I'm actauly really interested in this map, think you could do more?
[QUOTE=rapperkid04]It's media /mediaAlso no prob. I am looking forward to your map.[/QUOTE]
[QUOTE=borisjake]Use media tags: [media]Also. I'm actauly really interested in this map, think you could do more?[/QUOTE]
Thanks both of you for giving me the tag.
Borisjake, I'll be working on it alot more in a few weeks. You'll see some major progress then.
[QUOTE=Lord Ned]Needs an awesome ziplining sound.[/QUOTE]
I have ripped and tidied up the sound from one of the trailers.
I've put it in /sounds/zipline/zipline.wav
Although it is not coming in the sound list for the func_tracktrain Move Sound.
I have reloaded the sounds.
Type it in manually, You have to add it to a manifest or something for it to show up in the list. Just type \sounds\zipline\zipline.wav there, or \zipline\zipline.wav
[QUOTE=Lord Ned]Type it in manually, You have to add it to a manifest or something for it to show up in the list. Just type \sounds\zipline\zipline.wav there, or \zipline\zipline.wav[/QUOTE]
I have edited the game_sounds_manifest, and created my own file that tells the manifest where to precache the sound.
The option to choose the file I've specified comes up. But the sound does not play, I've followed the guide here;
[url]http://www.editlife.net/tutorial.php?tutid=44[/url]
For the format and settings for the sound files.
Is there anything that anyone can think of that will help?
Hammer can't preview .mp3 files if that's the problem.
[QUOTE=Terrenteller]Hammer can't preview .mp3 files if that's the problem.[/QUOTE]
I am using .wav files right now.
I tried mp3 files also and they did not work in hammer or in-game either.
it didn't get a error the game crashed and i had to restart my comp
I was contacted by someone who was interested in this map, they gave me some new textures to use.
Turns out they look absolutely gorgeous!
Here is how they look ingame.
[b]Reflections![/b]
[URL=http://img338.imageshack.us/my.php?image=mirrorsedgetrailermap00mv2.jpg][IMG]http://img338.imageshack.us/img338/9062/mirrorsedgetrailermap00mv2.th.jpg[/IMG][/URL][URL=http://img516.imageshack.us/my.php?image=mirrorsedgetrailermap00jg2.jpg][IMG]http://img516.imageshack.us/img516/1338/mirrorsedgetrailermap00jg2.th.jpg[/IMG][/URL][URL=http://img412.imageshack.us/my.php?image=mirrorsedgetrailermap00eb9.jpg][IMG]http://img412.imageshack.us/img412/7351/mirrorsedgetrailermap00eb9.th.jpg[/IMG][/URL][URL=http://img505.imageshack.us/my.php?image=mirrorsedgetrailermap00xd7.jpg][IMG]http://img505.imageshack.us/img505/3858/mirrorsedgetrailermap00xd7.th.jpg[/IMG][/URL]
My god, it's so beautiful, I need new pants now!
It looks... [i]amazing[/i]!!!
:excited::excited::excited:
AWESOME! I suggest you start the coding where you'll be doing the actual parkour.
This looks like its going to be a great source mod, but the big downside is a map this big in the end will be difficult to run on the source engine.
[QUOTE=Error200]This looks like its going to be a great source mod, but the big downside is a map this big in the end will be difficult to run on the source engine.[/QUOTE]
From what I've seen the engine has been supportive of this map, and will be if I were to extend the map.
Here is a view from within hammer to show the relative size or the map as it is right now.
[URL=http://img516.imageshack.us/my.php?image=hammermessizeje0.png][IMG]http://img516.imageshack.us/img516/7041/hammermessizeje0.th.png[/IMG][/URL]
[QUOTE=.miniman.]AWESOME! I suggest you start the coding where you'll be doing the actual parkour.[/QUOTE]
Next step!
[QUOTE=Jesus666]My god, it's so beautiful, I need new pants now![/QUOTE]
I suggest you get a bucket
[URL=http://img509.imageshack.us/my.php?image=mirrorsedgetrailermap00rx7.jpg][IMG]http://img509.imageshack.us/img509/6789/mirrorsedgetrailermap00rx7.th.jpg[/IMG][/URL][URL=http://img520.imageshack.us/my.php?image=mirrorsedgetrailermap00wo9.jpg][IMG]http://img520.imageshack.us/img520/9445/mirrorsedgetrailermap00wo9.th.jpg[/IMG][/URL][URL=http://img520.imageshack.us/my.php?image=mirrorsedgetrailermap00fy3.jpg][IMG]http://img520.imageshack.us/img520/239/mirrorsedgetrailermap00fy3.th.jpg[/IMG][/URL]
You may want to add and env sun and change the skybox to something brighter to bring out the lighting and shadows.
[url]http://www.interlopers.net/tutorials/1808[/url]
As for size, you can easily expand your current map by quite a bit. Mappers have had no trouble making maps that take up the entire grid on our mod (Empires mod).
Although as many faces as you have making up the current map I'm not sure how much further you can go.
[QUOTE=Ta16]You may want to add and env sun and change the skybox to something brighter to bring out the lighting and shadows.
[url]http://www.interlopers.net/tutorials/1808[/url]
As for size, you can easily expand your current map by quite a bit. Mappers have had no trouble making maps that take up the entire grid on our mod (Empires mod).
Although as many faces as you have making up the current map I'm not sure how much further you can go.[/QUOTE]
Thank you for that link, I went for the very bright one for now.
I'ld like to talk about the creation of custom skyboxes, how would I go about putting one together?
Also, I have the option of using props instead of the many faced buildings I've built with brushes, what are the pros and cons of doing this?
The buildings in the skybox all look the same. Try adding some variation.
I suggest you use the militia skybox from Counter-Strike Source, it fits Mirror's Edge just right (with the exception of a pretty annoying gray line at the horizon, but that's fixable).
[b]Edit:[/b]
[QUOTE=Tyen]Also, I have the option of using props instead of the many faced buildings I've built with brushes, what are the pros and cons of doing this?[/QUOTE]
Pros: Greater amount of detail, better looking, more variation.
Cons: Slower if you make every building one prop (I suggest you make like 10-20 buildings for each prop), takes more time.
[B]Edit:[/B] Also, here's another good sky list: [url]http://developer.valvesoftware.com/wiki/Sky_List[/url]
[B]Edit:[/B] By the way, are you using nodraw on the textures in the skybox you can't see?
[QUOTE=Tyen]
I suggest you get a bucket
[/QUOTE]
Should have told me to get 2 buckets since it is so damn sexy.
I downloaded the pack to view the maps and models, not be bombarded by a new background and sounds and view models. :argh:
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