• Mapping Question Megathread v3
    4,500 replies, posted
[QUOTE=Swog;38848216]Just place the point_servercommand and give it a name. Now in the place you want to trigger it, just go to IO tab and add into these: OnTrigger point_command (the name) Command <command>[/QUOTE] my original intent was to be able to press 'e' on the actual vending machine prop and have my ammo replenished -- but if i can simply create a brush, texture it with trigger and then make it a simple act of walking near the vending machine to have my ammo replenished, that'd be okay too. and that's what it seems you're trying to explain to me -- so i've added a brush around my vending machine and have textured it with trigger. the thing is, im not sure what kind of class i should make it (func_?) in order to be able to select that OnTrigger option. edit: nevermind, i think i've started to finally figure this out. edit 2: well -- here's what i've managed to get so far. i've got a vending machine that is prop_dynamic. i have a point_servercommand placed right above the vending machine. and i have a trigger (trigger_multiple) built around the vending machine. [T]http://oi48.tinypic.com/54hwko.jpg[/T] and here's a shot of my I/O of the trigger_multiple. (the 'name' of my point_servercommand is 'givecurrentammo' too, just fyi.) [T]http://oi50.tinypic.com/2rwm639.jpg[/T] it all saves, compiles and starts up fine. but when i approach the vending machine and walk into the trigger_multiple area, nothing happens. cheats are disabled at start up, so i enabled them and walked into the trigger_multiple area again. still -- zero results.
[QUOTE=pinecleandog;38848611]What type of map is it? is there big buildings made of brushes?[/QUOTE] It's a giant ship, the outer hull will probably be func detailed/func brushed once I get the rest of the interior built. I've fixed most of the other bsp and vis related errors I saw but Vrad is still crashing with no error now. It just dies silently before it calculates lights, no matter what I do. It isn't the hull causing the problem, because I visgrouped it and rad still crashed.
[QUOTE=fanerddu;38848639]-text-[/QUOTE] Try point_clientcommand. [editline]16th December 2012[/editline] by swapping point_servercommand with that
[QUOTE=Swog;38848984]Try point_clientcommand. [editline]16th December 2012[/editline] by swapping point_servercommand with that[/QUOTE] still no luck. :/ i appreciate all of the tips you've given me, though -- so yeah thank you for that. im not sure else how i could pull this off; it's all because im trying to basically create a new 'game mode' for cs:s; i just would really like to include a way players could replenish their ammo without the buymenu, because im not looking to utilize the buymenu in this game mode.
Both point_clientcommand and point_servercommand have been disabled by Valve in pretty much all engine versions I think. Probably because of the potential for abuse by malicious mappers in multiplayer games.
You can replenish ammo with a game_player_equip. (First you need to check the flags, so that its a primarily deactivated GPE) (If you dont do the above, it will remove weapons at the start of the round) Anyway, once you spawn the GPE with the correct flags. Go to the parameters and you can ADD ammo_x (x = ammo type) Add this output from your dispenser. OnTrigger/Pressed etc GPE Name Use Thats it.
[QUOTE=Puni;38849196]You can replenish ammo with a game_player_equip. (First you need to check the flags, so that its a primarily deactivated GPE) (If you dont do the above, it will remove weapons at the start of the round) Anyway, once you spawn the GPE with the correct flags. Go to the parameters and you can ADD ammo_x (x = ammo type) Add this output from your dispenser. OnTrigger/Pressed etc GPE Name Use Thats it.[/QUOTE] The "Use" option doesn't show up for me when I try to do OnTrigger GPE Name > Use Edit: [QUOTE]In multiplayer, simply having this entity anywhere in a map will automatically activate it every time a player is spawned into the map, for the spawning player. This is not supported in single-player. You can also trigger this entity to spawn with the Use input, making it spawn at the location of the activating player only. (To prevent a triggerable game_player_equip from also being activated at player spawn in multiplayer, set the Use Only flag.) The default .fgd does not contain this input type, so you must manually enter Use into the Input type field instead. Hammer won't register this as a correct input, displaying it in red, but it is correct.[/QUOTE] [URL="https://developer.valvesoftware.com/wiki/Game_player_equip"]https://developer.valvesoftware.com/wiki/Game_player_equip[/URL] If i'm reading that bit correctly, I can still manually type in "Use" in the input field. And it worked! But, now i've got some other issues. Mainly, since putting the GPE in the map, I start with nothing in my hands. Not even a knife. I'd like all players to start with a knife, preferably.
I have texture-related question: Is there a parameter for the .vmf to disable the blur for a texture, as seen here on the right? So instead of smoothing the pixels together, it stays "pixelated"? [IMG]https://dl.dropbox.com/u/36921974/Verschiedenes/smoothingtest.png[/IMG]
[QUOTE=fanerddu;38848639]my original intent was to be able to press 'e' on the actual vending machine prop and have my ammo replenished -- but if i can simply create a brush, texture it with trigger and then make it a simple act of walking near the vending machine to have my ammo replenished, that'd be okay too. and that's what it seems you're trying to explain to me -- so i've added a brush around my vending machine and have textured it with trigger. the thing is, im not sure what kind of class i should make it (func_?) in order to be able to select that OnTrigger option. edit: nevermind, i think i've started to finally figure this out. edit 2: well -- here's what i've managed to get so far. i've got a vending machine that is prop_dynamic. i have a point_servercommand placed right above the vending machine. and i have a trigger (trigger_multiple) built around the vending machine. [T]http://oi48.tinypic.com/54hwko.jpg[/T] and here's a shot of my I/O of the trigger_multiple. (the 'name' of my point_servercommand is 'givecurrentammo' too, just fyi.) [T]http://oi50.tinypic.com/2rwm639.jpg[/T] it all saves, compiles and starts up fine. but when i approach the vending machine and walk into the trigger_multiple area, nothing happens. cheats are disabled at start up, so i enabled them and walked into the trigger_multiple area again. still -- zero results.[/QUOTE] Reason this doesnt work is because you have <givecurrentammo>, you shouldnt have the < > in it. It should simply look like givecurrentammo
[QUOTE=fanerddu;38849375]The "Use" option doesn't show up for me when I try to do OnTrigger GPE Name > Use Edit: [URL="https://developer.valvesoftware.com/wiki/Game_player_equip"]https://developer.valvesoftware.com/wiki/Game_player_equip[/URL] If i'm reading that bit correctly, I can still manually type in "Use" in the input field. And it worked! But, now i've got some other issues. Mainly, since putting the GPE in the map, I start with nothing in my hands. Not even a knife. I'd like all players to start with a knife, preferably.[/QUOTE] Check/uncheck the flags, by default it will make you spawn with nothing, but if you select the right ones it shouldnt. If you want people to just start with knife, then add another GPE in as well but on this one dont bother with the flags just add weapon_knife to the paremeters. Conclude 2 GPE's 1 for Knife 1 for Ammo Dispenser
[QUOTE=Shirky;38851211]Reason this doesnt work is because you have <givecurrentammo>, you shouldnt have the < > in it. It should simply look like givecurrentammo[/QUOTE] It works -- but only when sv_cheats is enabled. But thanks for the clarification! [QUOTE=Puni;38851647]Check/uncheck the flags, by default it will make you spawn with nothing, but if you select the right ones it shouldnt. If you want people to just start with knife, then add another GPE in as well but on this one dont bother with the flags just add weapon_knife to the paremeters. Conclude 2 GPE's 1 for Knife 1 for Ammo Dispenser[/QUOTE] Thank you a bunch! It worked just the way I want it to. You guys are awesome, thanks for all the help so far.
Hello everyone. I'm almost done with my map but I have one thing left to do, which is to add a sound to the rain. Currently, I'm using an ambient_generic entity with the sound d1_canals.water_flood_finishe*d_loop. It sounds perfect but I can't get it to play around the whole map. The flag "Play everywhere" is checked, and the max audible distance is a high number going far beyond the boundaries of my map, yet still I cannot seem to have the sound play other than the location it is placed. Is there anyway to make the rain sound throughout the map with an ambient generic?
Can anyone direct me to some good, foggy skyboxes? Thanks.
You could try one of these [url]https://dl.dropbox.com/u/3779442/Skybox_website/sunfolder/Overcast.html[/url]
[QUOTE=Firegod522;38862800]You could try one of these [url]https://dl.dropbox.com/u/3779442/Skybox_website/sunfolder/Overcast.html[/url][/QUOTE] the second one does not look very overcast
Mr. Chop made some good ones. [url]http://www.facepunch.com/showthread.php?t=970112[/url] Or you can convert and see about using hipshot's skies. [url]http://www.quake3world.com/forum/viewtopic.php?f=10&t=9242&st=0&sk=t&sd=a&sid=17e73883568f098c1d888a4c18c01916[/url]
How could I fix these dark spots in the CS:GO hammer? [T]http://cloud.steampowered.com/ugc/577849604493103007/E96CFBE191EA75F07E8F903B8839C648B651ED8E/[/T] I have tried lowering the lightmap scale with no luck.
How can I edit fog in-game?
[QUOTE=Azzator;38865264]How can I edit fog in-game?[/QUOTE] Depends what you want to edit. Open up the console... For colour there is: fog_color "R G B" For density: fog_maxdensity "value 0-1" For distances: fog_start "value" fog_end "value" You dont even need a fog entity in the map to draw fog
[QUOTE=pinecleandog;38865299]Depends what you want to edit. Open up the console... For colour there is: fog_color "R G B" For density: fog_maxdensity "value 0-1" For distances: fog_start "value" fog_end "value" You dont even need a fog entity in the map to draw fog[/QUOTE] Thanks but I was hoping there was a UI for editing fog, kinda' like for editing CC. Seems really impractical to just punch random numbers on the console.
Is there a custom configuration that people use when mapping for Gmod?
Most just use Ep2.
[QUOTE=simzboy;38868947]Is there a custom configuration that people use when mapping for Gmod?[/QUOTE] Sometimes, yes. You [I]could[/I] just use Episode 2, but you can get a bit more content with the additional FGD files when mapping for Gmod. My config looks something like this. [code] "Garry's Mod" { "GameDir" "d:\program files (x86)\steam\steamapps\xzippy38\garrysmod\garrysmod" "hammer" { "GameData0" "d:\program files (x86)\steam\steamapps\xzippy38\garrysmod\garrysmod\garrysmod.fgd" "GameData1" "d:\program files (x86)\steam\steamapps\xzippy38\sourcesdk\bin\orangebox\bin\base.fgd" "GameData2" "d:\program files (x86)\steam\steamapps\xzippy38\sourcesdk\bin\orangebox\bin\cstrike.fgd" "GameData3" "d:\program files (x86)\steam\steamapps\xzippy38\sourcesdk\bin\orangebox\bin\halflife2.fgd" "TextureFormat" "5" "MapFormat" "4" "DefaultTextureScale" "0.250000" "DefaultLightmapScale" "16" "GameExe" "d:\program files (x86)\steam\steamapps\xzippy38\garrysmod\hl2.exe" "DefaultSolidEntity" "func_detail" "DefaultPointEntity" "info_player_start" "BSP" "d:\program files (x86)\steam\steamapps\xzippy38\sourcesdk\bin\orangebox\bin\vbsp.exe" "Vis" "d:\program files (x86)\steam\steamapps\xzippy38\sourcesdk\bin\orangebox\bin\vvis.exe" "Light" "d:\program files (x86)\steam\steamapps\xzippy38\sourcesdk\bin\orangebox\bin\vrad.exe" "GameExeDir" "d:\program files (x86)\steam\steamapps\xzippy38\garrysmod" "MapDir" "d:\program files (x86)\steam\steamapps\xzippy38\garrysmod\garrysmod\maps" "BSPDir" "d:\program files (x86)\steam\steamapps\xzippy38\garrysmod\garrysmod\maps" "CordonTexture" "tools\toolsskybox" "MaterialExcludeCount" "0" } } }[/code] [QUOTE=samuel2213;38865210]How could I fix these dark spots in the CS:GO hammer? [T]http://cloud.steampowered.com/ugc/577849604493103007/E96CFBE191EA75F07E8F903B8839C648B651ED8E/[/T] I have tried lowering the lightmap scale with no luck.[/QUOTE] Did you assign any smoothing groups to those faces?
[QUOTE=xZippy;38871600]Sometimes, yes. You [I]could[/I] just use Episode 2, but you can get a bit more content with the additional FGD files when mapping for Gmod. My config looks something like this. [code] "Garry's Mod" { "GameDir" "d:\program files (x86)\steam\steamapps\xzippy38\garrysmod\garrysmod" "hammer" { "GameData0" "d:\program files (x86)\steam\steamapps\xzippy38\garrysmod\garrysmod\garrysmod.fgd" "GameData1" "d:\program files (x86)\steam\steamapps\xzippy38\sourcesdk\bin\orangebox\bin\base.fgd" "GameData2" "d:\program files (x86)\steam\steamapps\xzippy38\sourcesdk\bin\orangebox\bin\cstrike.fgd" "GameData3" "d:\program files (x86)\steam\steamapps\xzippy38\sourcesdk\bin\orangebox\bin\halflife2.fgd" "TextureFormat" "5" "MapFormat" "4" "DefaultTextureScale" "0.250000" "DefaultLightmapScale" "16" "GameExe" "d:\program files (x86)\steam\steamapps\xzippy38\garrysmod\hl2.exe" "DefaultSolidEntity" "func_detail" "DefaultPointEntity" "info_player_start" "BSP" "d:\program files (x86)\steam\steamapps\xzippy38\sourcesdk\bin\orangebox\bin\vbsp.exe" "Vis" "d:\program files (x86)\steam\steamapps\xzippy38\sourcesdk\bin\orangebox\bin\vvis.exe" "Light" "d:\program files (x86)\steam\steamapps\xzippy38\sourcesdk\bin\orangebox\bin\vrad.exe" "GameExeDir" "d:\program files (x86)\steam\steamapps\xzippy38\garrysmod" "MapDir" "d:\program files (x86)\steam\steamapps\xzippy38\garrysmod\garrysmod\maps" "BSPDir" "d:\program files (x86)\steam\steamapps\xzippy38\garrysmod\garrysmod\maps" "CordonTexture" "tools\toolsskybox" "MaterialExcludeCount" "0" } } }[/code] Did you assign any smoothing groups to those faces?[/QUOTE] Yes, a smoothing group for each side. Or if necessary, is their some way to turn off the baked AO for CS:GO.
[QUOTE=Azzator;38865324]Thanks but I was hoping there was a UI for editing fog, kinda' like for editing CC. Seems really impractical to just punch random numbers on the console.[/QUOTE] There is under the "fogui" command,although it's broken in it's current state (atleast in portal 2)and the window shows up bugged.. Also if you wan to edit the fog in console you need to have fog_override enabled first. [editline]18th December 2012[/editline] The fogui command seems to work nicely in ep2 engine.
I know this isn't explicitly a mapping question, but it's pretty much only used in conjunction with mapping... Why does $seamless_scale use a float value instead of a boolean? I set it to 1 and it tiled the texture really small on the parts of the displacement that stretched, but it behaved fine when I set it to 0.005 like in the example on [url=https://developer.valvesoftware.com/wiki/$seamless_scale]this VDC article.[/url]
question, Iam making a map for ttt and I would like to include a panic room of sorts with various monitors showing areas of a mansion, possibly switching from showing one room to the next As ttt only requires cs:s, i have been using it to map under the source sdk>source mp drop down. If I add halflife2.fgd and use the func_monitor entity, etc would this break the map for users who do no own hl2? edit: ok i did some googling and it turns out these monitior entities work fine in css and are just not in the .fgd by default, so hopefully all should work well. it works on my local client anyway
My detail sprites turn black, any idea how to fix them? This is CS:GO which has rendering issues. [t]http://i.imgur.com/0u8uq.jpg[/t]
Anyone have a good checklist of the things I should make sure I have done before releasing a map online for others to download and use? I know I should optimize my map before release, using nodraw wherever possible; use pakrat to pack some of my custom files into the .bsp; make sure my map has been compiled one last final time using the best settings. Is there anything else I might be overlooking?
[QUOTE=Stiffy360;38877103]My detail sprites turn black, any idea how to fix them? This is CS:GO which has rendering issues. [t]http://i.imgur.com/0u8uq.jpg[/t][/QUOTE] Porting Dear esther on Cs go?
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