The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[QUOTE=Aspen;41692306]yes when i launch hammer.exe from my hl2 folder it doesnt load models correctly, even the stock ones[/QUOTE]
Have you ran HL2 since the steam pipe update?
Here is a 4k version of a skybox i'm working on. I'm sorry about the color banding, there isn't much I can do about that. Thought maybe somebody wanted to use it as a bg or something.
[url]https://dl.dropboxusercontent.com/u/3779442/Screenshots/sky_night4k.png[/url] File size is pretty large.
Looks absolutely rad, but I feel god rays are a little out of place at night.
GTA IV textures are really not good for intersections, but I tried
[t]http://cloud-2.steampowered.com/ugc/597010849501969632/54355716E34B472096529B2E7AC786BD47770FAF/[/t]
The whole scene is look [I]really[/I] nice. How are you gonna do the corners in the road?
[QUOTE=~ZOMG;41698190]The whole scene is look [I]really[/I] nice. How are you gonna do the corners in the road?[/QUOTE]
Not sure yet.. probably some concrete and dirt overlay on it
[QUOTE=Legend286;41692455]Have you ran HL2 since the steam pipe update?[/QUOTE]
yes
what is the best way to put ambient music into my map? ex. cs_office radio, mvm upgrade station
[QUOTE=DrPyspy;41699613]what is the best way to put ambient music into my map? ex. cs_office radio, mvm upgrade station[/QUOTE]
I've personally become a big fan of soundscapes for things like that since it's guaranteed to work all the time if you set it up right, where as ambient_generics seem to have a mind of their own sometimes.
[QUOTE=wazanator;41699664]I've personally become a big fan of soundscapes for things like that since it's guaranteed to work all the time if you set it up right, where as ambient_generics seem to have a mind of their own sometimes.[/QUOTE]
I find it too much work for so little profit, is there like a tool for making them?
[QUOTE=Joey1;41697898]GTA IV textures are really not good for intersections, but I tried
[t]http://cloud-2.steampowered.com/ugc/597010849501969632/54355716E34B472096529B2E7AC786BD47770FAF/[/t][/QUOTE]
Get an info lighting on those curb props
[QUOTE=Giraffen93;41699746]I find it too much work for so little profit, is there like a tool for making them?[/QUOTE]
For soundscapes? [url=https://developer.valvesoftware.com/wiki/Soundscape#Custom_Soundscapes]It's really easy[/url], hardest part is just tweaking the soundscape file to make your sound come out just right if you are going for a certain effect.
[QUOTE=wazanator;41700691]For soundscapes? [url=https://developer.valvesoftware.com/wiki/Soundscape#Custom_Soundscapes]It's really easy[/url], hardest part is just tweaking the soundscape file to make your sound come out just right if you are going for a certain effect.[/QUOTE]
Well it's making those files, if i have a very large map and want ambient noise in every room, that's gonna require a lot of those right?
[QUOTE=Giraffen93;41700703]Well it's making those files, if i have a very large map and want ambient noise in every room, that's gonna require a lot of those right?[/QUOTE]
You only need one file, name convention being soundscapes_mapnamehere.txt after that you just keep putting more and more soundscapes into it that you need, you can reuse soundscapes as well if you want in multiple areas of the map.
[QUOTE=wazanator;41700716]You only need one file, name convention being soundscapes_mapnamehere.txt after that you just keep putting more and more soundscapes into it that you need, you can reuse soundscapes as well if you want in multiple areas of the map.[/QUOTE]
yes and it's adding all those, what a big pain, especially with positioning and such
right now i use ambient_generic for everything, and it's easy because i can place them out where i can see them
[QUOTE=Giraffen93;41700740]yes and it's adding all those, what a big pain, especially with positioning and such
right now i use ambient_generic for everything, and it's easy because i can place them out where i can see them[/QUOTE]
Positioning is the same exact way you would position an ambient_generic except with the added benefit of also being able to use a env_soundscape_triggerable if you don't like using a radius. Ambient generics are good for sounds that need to be interacted with through I/O but if you are looking to have a constant source of ambient sound or music soundscapes are much better and are very much worth learning.
[QUOTE=wazanator;41701605]Positioning is the same exact way you would position an ambient_generic except with the added benefit of also being able to use a env_soundscape_triggerable if you don't like using a radius. Ambient generics are good for sounds that need to be interacted with through I/O but if you are looking to have a constant source of ambient sound or music soundscapes are much better and are very much worth learning.[/QUOTE]
but positioning them via relative positions seems awfully time consuming
[QUOTE=Giraffen93;41701621]but positioning them via relative positions seems awfully time consuming[/QUOTE]
this is the world we live in.
[QUOTE=Giraffen93;41701621]but positioning them via relative positions seems awfully time consuming[/QUOTE]
You don't have to use the positioning field in your soundscape.txt, I frankly don't use it often myself I just plop all the sounds I want into it then set it up for that room. To be clear I only use soundscapes for looping sounds such as ambient background noise, wind or music. For things like sparking sounds on a keypad I still use ambient_generic. Soundscapes are just useful for looping sounds, I wouldn't recommend it for something that needs a precise position in a room.
[QUOTE=wazanator;41704047]You don't have to use the positioning field in your soundscape.txt, I frankly don't use it often myself I just plop all the sounds I want into it then set it up for that room. To be clear I only use soundscapes for looping sounds such as ambient background noise, wind or music. For things like sparking sounds on a keypad I still use ambient_generic. Soundscapes are just useful for looping sounds, I wouldn't recommend it for something that needs a precise position in a room.[/QUOTE]
They're also good for being able to easily/precisely manage random sounds to make the experience seem less bland and linear; more dynamic.
[QUOTE=Aspen;41692306]yes when i launch hammer.exe from my hl2 folder it doesnt load models correctly, even the stock ones[/QUOTE]
It's not in the hl2 bin folder it's in the Source Base 2013 bin folder.
Is there an entity with an I/O for player death? I want something to happen every time a player on a team dies.
[QUOTE=Ichverbot;41705718]Is there an entity with an I/O for player death? I want something to happen every time a player on a team dies.[/QUOTE]
Going to need Lua for that.
[QUOTE=Ichverbot;41705718]Is there an entity with an I/O for player death? I want something to happen every time a player on a team dies.[/QUOTE]
You could try covering the whole map in a trigger_multiple and fire an output whenever a player leaves the trigger (= dies).
[QUOTE=Aspen;41702740]this is the world we live in.[/QUOTE]
then i'm not gonna bother learning them
[QUOTE=Giraffen93;41708922]then i'm not gonna bother learning them[/QUOTE]
soundscapes are good for large environments or stuff that just needs to be repeated as someone mentioned above, aka wind cars beeping etc
use ambient generic for the little things
[QUOTE=Aspen;41710102]soundscapes are good for large environments or stuff that just needs to be repeated as someone mentioned above, aka wind cars beeping etc
use ambient generic for the little things[/QUOTE]
i use ambient_generic for everything, and i always have :v:
[QUOTE=Giraffen93;41708922]then i'm not gonna bother learning them[/QUOTE]
That is the worst attitude you could possibly have.
[QUOTE=HoliestCow;41710182]That is the worst attitude you could possibly have.[/QUOTE]
if it's not broken, don't fix it
[QUOTE=Giraffen93;41710264]if it's not broken, don't fix it[/QUOTE]
If it's not broken, improve upon it and learn new skills and techniques.
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