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[editline]11th November 2012[/editline]
When I try to use either of Firegod's night skyboxes, only the top part appears. I've checked the paths and the vtfs and they're both correct, but in-game the sky sides are all black, with only the top texture working. When I change it back to a previous custom texture, it works.
does anyone know how to make it so items and weapons can only be picked up using the use key
[QUOTE=TCB;38410162]Are you an administrator?
[editline]11th November 2012[/editline]
When I try to use either of Firegod's night skyboxes, only the top part appears. I've checked the paths and the vtfs and they're both correct, but in-game the sky sides are all black, with only the top texture working. When I change it back to a previous custom texture, it works.[/QUOTE]
Add me on steam so I can help debug.
[QUOTE=vladnag;38411105]does anyone know how to make it so items and weapons can only be picked up using the use key[/QUOTE]
If in gmod look how falco did it in darkrp.
If in hammer and only doing it for a few weapons make a prop_dynamic which, when used, kills itself and spawns a weapon_ in its place.
[QUOTE=vladnag;38411105]does anyone know how to make it so items and weapons can only be picked up using the use key[/QUOTE]
Since this is being asked int he mapping section, I assume you mean to make a weapon that is placed in the map by default mapping. Here is how to achieve that effect:
Create a prop_dynamic and set the model to he weapon you want, and name it.
Create a weapon_(type) and name it.
Create a point_template, and name that as well. set Template 1 to the name of the weapon_(type).
Create a func_button over the prop_dynamic, and set the output to:
-- "OnPressed, (point_template), ForceSpawn"
If you want it to destroy the weapon once collected, add this to the func_button:
-- "OnPressed, (prop_dynamic), Kill"
-- "OnPressed, (func_button), Kill"
-- "OnPressed, (point_template), Kill"
[QUOTE=Rory;38416947]Since this is being asked int he mapping section, I assume you mean to make a weapon that is placed in the map by default mapping. Here is how to achieve that effect:
Create a prop_dynamic and set the model to he weapon you want, and name it.
Create a weapon_(type) and name it.
Create a point_template, and name that as well. set Template 1 to the name of the weapon_(type).
Create a func_button over the prop_dynamic, and set the output to:
-- "OnPressed, (point_template), ForceSpawn"
If you want it to destroy the weapon once collected, add this to the func_button:
-- "OnPressed, (prop_dynamic), Kill"
-- "OnPressed, (func_button), Kill"
-- "OnPressed, (point_template), Kill"[/QUOTE]
This
did you really have to reply to it just to say "this"
you could've just rated him agree
How would I go about making wooden props unbreakable?
Set the Min Damage to Hurt to 99999
Thanks Firegod!
After all these years i think im getting back to mapping but quick question. When it comes to downloading textures from a server, is it better to have more smaller files, or fewer larger files.
As an example im making speaker textures for a car audio section. Would it be better to put all the speakers on one texture, or have them be individual textures.
Or does it not even make a damn difference.
im still having issues with my map not even compiling. (using the CS:GO SDK version of Hammer editor.)
if anyone could help me out that'd be really swell. i've got a month left to show some sort of finished map.
[QUOTE=fanerddu;38433104]im still having issues with my map not even compiling. (using the CS:GO SDK version of Hammer editor.)
if anyone could help me out that'd be really swell. i've got a month left to show some sort of finished map.[/QUOTE]
I have the same issue and it was about five months ago so bear with me. You're going to be pretty upset with the fix but it's the only way around it:
Change your saved map file directory to csgo/bin
Drag the .VMF onto the following in [b]THIS SPECIFIC ORDER[/b]: vbsp.exe; vvis.exe; vrad.exe
Congratulations, your map is compiled. Unfortunately every time you want to compile it you now have to manually compile it or run a batch file.
While I'm thinking about it, you could set the VBSP.exe's path file to the batch file, and clear the rest of the paths on the settings directories. I don't know if that would work but it might re-enable the ability of auto-compiling again.
[QUOTE=Demolitions2;38432893]After all these years i think im getting back to mapping but quick question. When it comes to downloading textures from a server, is it better to have more smaller files, or fewer larger files.
As an example im making speaker textures for a car audio section. Would it be better to put all the speakers on one texture, or have them be individual textures.
Or does it not even make a damn difference.[/QUOTE]
Its actually better to use big textures and less of them, then using a bunch of small textures. This has to do with some graphic hardware that I don't have time to explain.
[QUOTE=WitheredGryphon;38434593]I have the same issue and it was about five months ago so bear with me. You're going to be pretty upset with the fix but it's the only way around it:
Change your saved map file directory to csgo/bin
Drag the .VMF onto the following in [b]THIS SPECIFIC ORDER[/b]: vbsp.exe; vvis.exe; vrad.exe
Congratulations, your map is compiled. Unfortunately every time you want to compile it you now have to manually compile it or run a batch file.
While I'm thinking about it, you could set the VBSP.exe's path file to the batch file, and clear the rest of the paths on the settings directories. I don't know if that would work but it might re-enable the ability of auto-compiling again.[/QUOTE]
thanks man, i'll give that a try. I actually remember reading a thread in which you had this exact same issue; I knew about this but I never tried it. I had my map compiling without having to use this method a while back and for some reason now it doesn't, so. I suppose i'll give this method a try.
[QUOTE=fanerddu;38441401]thanks man, i'll give that a try. I actually remember reading a thread in which you had this exact same issue; I knew about this but I never tried it. I had my map compiling without having to use this method a while back and for some reason now it doesn't, so. I suppose i'll give this method a try.[/QUOTE]
Yeah. I also found out in that thread my hardware doesn't support CS:GO's CSM.
So, I have a simple question, one that is stumping me. Is there a way I can make a message appear on your screen for a few seconds when you pass over a trigger or do something else that registers an output? I want a locked door to make a simple message pop on screen for a moment or two after trying to open it, but I can't find out how.
[QUOTE=Jrose14;38441752]So, I have a simple question, one that is stumping me. Is there a way I can make a message appear on your screen for a few seconds when you pass over a trigger or do something else that registers an output? I want a locked door to make a simple message pop on screen for a moment or two after trying to open it, but I can't find out how.[/QUOTE]
game_text
Set the text in the entity's keyvalues, then using outputs just ' Display '.
[QUOTE=WitheredGryphon;38442273]game_text
Set the text in the entity's keyvalues, then using outputs just ' Display '.[/QUOTE]
Thanks. I was using a different entity, which didn't do anything.
[QUOTE=Jrose14;38441752]So, I have a simple question, one that is stumping me. Is there a way I can make a message appear on your screen for a few seconds when you pass over a trigger or do something else that registers an output? I want a locked door to make a simple message pop on screen for a moment or two after trying to open it, but I can't find out how.[/QUOTE]
Zombie escape maps use point_clientcommand or point_servercommand (I forget) and it's parameters were "say The door will blow in 5 seconds"
[QUOTE=WitheredGryphon;38441456]Yeah. I also found out in that thread my hardware doesn't support CS:GO's CSM.[/QUOTE]
oy that's rough mate. hopefully they get on some fixes for the back end of CS:GO for people like us.
[QUOTE=fanerddu;38443473]oy that's rough mate. hopefully they get on some fixes for the back end of CS:GO for people like us.[/QUOTE]
I wish. Unfortunately the only compromise found is a new graphics card (I think it was), as mine is WAY outdated.
On a sidenote: I did a little comparison of mine and it weighs in at about 1/10th or 1/15th the power of a current graphics card. Still runs stuff I need it to run like a charm though. Just the more modern stuff isn't as pretty due to the outdated features.
[QUOTE=WitheredGryphon;38445191]I wish. Unfortunately the only compromise found is a new graphics card (I think it was), as mine is WAY outdated.
On a sidenote: I did a little comparison of mine and it weighs in at about 1/10th or 1/15th the power of a current graphics card. Still runs stuff I need it to run like a charm though. Just the more modern stuff isn't as pretty due to the outdated features.[/QUOTE]
We're probably in a very similar boat. I'm running an ATI Radeon 3100 gfx card and AMD Turion Dual Core Mobile RM-70 CPU in a 5ish year old Toshiba laptop.
Any idea of how I get an NPC to perform an action/animation? Such as a zombie banging against a door, but stopping the animation to attack if it gets a clear path to the player?
ALSO!
[img]http://cloud-2.steampowered.com/ugc/902105538167575696/147327E44229BC465DF77624961D6AE5700C5F90/[/img][/spoiler]
I can't get the door on the right to go outwards, it will only come towards the player. I've messed with the setting and made it 'Open Both Directions,' which didn't work, then I tried it on 'Open Forwards Only,' which also had the same effect. I even reversed the hinge, but then it just twists the door around, but when I try and turn the door, it just resets the hinge and it still won't open properly. Any ideas?
EDIT: Sorry for the size.
Scripted sequences.
[b]Edit:[/b] Nevermind! Phonebooth helped me to fix it, so you can just ignore the below!
Ok, I'm pretty stumped on detail sprites. I have a sheet I made that's 4098 x 2048 (same ratio as Valve's sprite sheet), and I'm pretty sure nothing is wrong with my own vbsp file I made. But everytime I look at a custom blend texture in game, the "sprites" always render the entire sprite sheet in black, like so:
[t]http://cloud-2.steampowered.com/ugc/542944284420024655/809607449F0747790FD5F792A0FF62842A931B3F/[/t]
Here's my vbsp file:
[code]
detail
{
Dirt_Grass
{
"density" "1000"
Group1
{
"alpha" "1"
Dirt1 //Row 4 Col 1
{
"sprite" "0 1536 512 512 512"
"spritesize" ".5 1 64 64"
"spriterandomscale" ".1"
"detailOrientation" "1"
"amount" ".5"
"sway" ".1"
"maxangle" "95"
}
Dirt2 //Row 4 Col 2
{
"sprite" "512 1536 512 512 512"
"spritesize" ".5 1 64 64"
"spriterandomscale" ".1"
"detailOrientation" "1"
"amount" ".5"
"sway" ".1"
"maxangle" "95"
}
}
Group2
{
"alpha" "0"
}
}
}
[/code]
And here's my .vmt of the sprite sheet:
[code]
"UnlitGeneric"
{
"$basetexture" "detail/detailsprites"
"%keywords" "skyrim"
"$nocull" 1
"$translucent" 1
"$receiveflashlight" 1
"$singlepassflashlight" 1
"$vertexcolor" 1
"$vertexalpha" 1
}
[/code]
I have my .vbsp file saved as a custom name file (that's not detail.vbsp) and the sprite sheet I named the same as valve's (detail/detailsprites) for debugging purposes, but I don't think they matter whether they're custom or not.
Can anyone provide some help on what I'm doing wrong?
What's a good way to export brush geometry into a format that a modelling program can work with? I could've sworn there was a button in Hammer that could do it, but now I cannot find it for the life of me.
All I want to do is export some dev-textured blocks to use as a scale reference when modelling environment props.
[QUOTE=TBot Alpha;38486768]What's a good way to export brush geometry into a format that a modelling program can work with? I could've sworn there was a button in Hammer that could do it, but now I cannot find it for the life of me.
All I want to do is export some dev-textured blocks to use as a scale reference when modelling environment props.[/QUOTE]
I think crafty can do it, though I'm not sure since the website doesn't load for me.
nemesis.thewavelength.net/index.php?c=205&o=60
I'm setting up propper again on my new computer, old one exploded. >.>
Got it working before multiple times but this new computer does not seem to like it, here's my error message:
[CODE]** Executing...
** Command: propper
** Parameters: -game "d:\steam\steamapps\bangramen\counter-strike source\cstrike" "d:\steam\steamapps\bangramen\sourcesdk_content\cstrike\mapsrc\rpproject\propper_compiler"
* Could not execute the command:
propper -game "d:\steam\steamapps\bangramen\counter-strike source\cstrike" "d:\steam\steamapps\bangramen\sourcesdk_content\cstrike\mapsrc\rpproject\propper_compiler"
* Windows gave the error message:
"Access is denied."[/CODE]
[B]I am an administrator[/B]
Is there any way to show how many hours i spent in source sdk? Like on games on steam?
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