[QUOTE=ep9832]Where have I seen this before, oh ya,
[url]http://www.fpsbanana.com/tuts/7416[/url][/QUOTE]
[quote]Special thanks to:
Occlusion[/quote]
Learn2Read.
Have a source of that information? None of the keyvalues support that claim. Even if it is given the keyvalues for a light VRAD doesn't handle it during calculations. Doesn't seem able to function as a dynamic light either.
Updated the .fgd with further information on beam_spotlight.
I'm not getting any textures nor grid either :(
[b]Edit:[/b]
Heck, the views aren't rendering anything.
No grid and my hammer crashes when I try to open any of my maps.
So i started mapping a map to this.
It's a test. Trying to add stairs too the escalator stair.
Did everything again but still got the same thing. Hammer crashes all the time and screens don't render anything.
Anyways, seems i can't run my maps, i'll just wait till valve releases a update on SDK source.
[QUOTE=Terrenteller]Have a source of that information? None of the keyvalues support that claim. Even if it is given the keyvalues for a light VRAD doesn't handle it during calculations. Doesn't seem able to function as a dynamic light either.
Updated the .fgd with further information on beam_spotlight.[/QUOTE]
Cheers, i'll add you to the credits, sorry i didn't earlier.
[highlight]Main post updated, step 5 was causing errors and causing maps to not work. Fixed.[/highlight]
Yay, it's working now.
Also I have a problem, I tried to use info_player_start, but still I fell down of the map.
Anyone know why?
Whats the entity i need to get medkits, Guns, stuff like that here?
also
whats the ent for like the safe house door?
Do you even have to create a new mod? I mean can't you extract the stuff to hl2 or ep1 or something?
[QUOTE=Occlusion]However, I recommend that you do [highlight]now[/highlight] put [i]Left 4 Dead[/i], or [i]Left4dead[/i]. Since it might screw up your SDK when the official SDK is released for L4D[/QUOTE]
That typo is dangerous.
Thanks a lot for this :D
it's missing the ent, logic_choreographed_scene, used in l4d_farm01_hilltop at spawn. Please add this.
I'm missing all the textures for some reason :(
I mean, they all work in hammer but when I go in-game they all show up as a missing texture (black and pink tiles).
[QUOTE=DesertRaptor]Whats the entity i need to get medkits, Guns, stuff like that here?
also
whats the ent for like the safe house door?[/QUOTE]
[url=http://developer.valvesoftware.com/wiki/List_of_l4d_entities]List of L4D Entities[/url]
[QUOTE=no-named]Do you even have to create a new mod? I mean can't you extract the stuff to hl2 or ep1 or something?[/QUOTE]
Nope. If using a host configuration pick an Orange Box game.
[QUOTE=EliteGuy]it's missing the ent, logic_choreographed_scene, used in l4d_farm01_hilltop at spawn. Please add this.[/QUOTE]
Added.
Anyone with a solution for my texture problem? I mean, I understand some textures not being usable but every texture, even the ones I can see in hammer, just show up as missing in-game :(
[b]Edit:[/b]
I think I got it solved.
By the way, I think the fgd is missing light_environment, since whenever I try to use it I get:
Engine Error: CModelLoader::FindModel: NULL name
[QUOTE=tomatmann]Also I have a problem, I tried to use info_player_start, but still I fell down of the map.
Anyone know why?[/QUOTE]
Is your map nav'd?
[b]Edit:[/b]
In a hilarious turn of events, neither func_usableladder or func_simpleladder work.
[QUOTE=HubmaN V2]Is your map nav'd?
[b]Edit:[/b]
In a hilarious turn of events, neither func_usableladder or func_simpleladder work.[/QUOTE]
How do i make it nav?
[QUOTE=tomatmann]How do i make it nav?[/QUOTE]
You need to have a safe room up and working, then create 2 *.cfg files in the "Left 4 Dead/left4dead/cfg" folder, call them "navigation" and "director" and put the following inside each:
[b]navigation.cfg[/b]
sv_cheats 1
nav_edit 1
nav_mark_walkable
nav_generate
nav_analyze
nav_edit 0
sv_cheats 0
[b]director.cfg[/b]
sv_cheats 1
director_stop
director_start
sv_cheats 0
Then on the console in-game write:
bind n "exec navigation"
bind m "exec director"
Start the game in your map and press N, if the safe room is set up correctly then the map should reload twice and you'll have a proper navigation file created, once that is done press M for the director to do its magic. You only need to do this once for each build of the map.
More here:
[url]http://developer.valvesoftware.com/wiki/Your_First_Left_4_Dead_Map[/url]
[url]http://developer.valvesoftware.com/wiki/Skybox_(2D)#Creating_a_2D_Skybox[/url] (for info on the l4d skyboxes)
[QUOTE=Technopath]You need to have a safe room up and working, then create 2 *.cfg files in the "Left 4 Dead/left4dead/cfg", call them "navigation" and "director" and put the following inside each:
[b]navigation.cfg[/b]
sv_cheats 1
nav_edit 1
nav_mark_walkable
nav_generate
nav_analyze
nav_edit 0
sv_cheats 0
[b]director.cfg[/b]
sv_cheats 1
director_stop
director_start
sv_cheats 0
Then on the console in-game write:
bind n "exec navigation"
bind m "exec director"
Start the game in your map and press N, if the safe room is set up correctly then the map should reload twice and you'll have a proper navigation file created, once that is done press M for the director to do its magic. You only need to do this once for each build of the map.
More here:
[url]http://developer.valvesoftware.com/wiki/Your_First_Left_4_Dead_Map[/url]
[url]http://developer.valvesoftware.com/wiki/Skybox_(2D)#Creating_a_2D_Skybox[/url] (for info on the l4d skyboxes)[/QUOTE]
Thanks :D
Use CS:S, I suppose.
[b]Edit:[/b]
Oh, shit, forgot that. Thanks!
You're welcome, I spent all morning working on a map so I had to do quite a bit of research. Anyone figured out yet how to stop the ammo pile from shining when there's a light nearby?
-snip-
[b]Edit:[/b]
I still don't get it, though - how does one designate a spawn room? I've placed and info_player_start and info_survivor_postion in a room but I still keep getting "ComputeFlowDistances: ERROR - Cannot determine start area" errors.
[QUOTE=HubmaN V2]-snip-
[b]Edit:[/b]
I still don't get it, though - how does one designate a spawn room? I've placed and info_player_start and info_survivor_postion in a room but I still keep getting "ComputeFlowDistances: ERROR - Cannot determine start area" errors.[/QUOTE]
That's weird, I just put 1 info_player_start and 4 info_survivor position a few units above the ground (the height of a person) and they spawn fine.
Well, I've pretty much given up for now. The only thing I can think of doing is jiggling around the spawn entities around.
[QUOTE=HubmaN V2]Well, I've pretty much given up for now. The only thing I can think of doing is jiggling around the spawn entities around.[/QUOTE]
I'm not giving up so easily. Since this morning I fixed a lot of issues, first the materials, then the environment lighting, I've got a safe house fully functional, skybox is working and so is the navigation file.
Right now the only problem is the overly shiny ammo stash because of the light, damn I even got the rain working with sound and everything :D
Build cubemaps to fix overly shiny objects.
It's not working for me, I get
[code]
ComputeFlowDistances: ERROR - Cannot determine start area
[/code]
I do have a start area.
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