[QUOTE=Rob Markia;39000208]How would I cut this:
[IMG]http://speedcap.net/sharing/files/7f/f8/7ff807432ce77e19b4a68e8bfbbaa2c4.png[/IMG]
To look like this:
[IMG]http://speedcap.net/sharing/files/65/77/6577787340a8d7ee5b3013c317419347.png[/IMG][/QUOTE]
I think this is what you're talking about but, pull the center top vertex back in the middle of the ones one the left and right.
Sorry if this has been asked before/is asked regularly, but can someone direct me to a tutorial or something on how to port models from one source game to another, or more specifically L4D2 models to CS:GO?
I tried simply pasting the model files in the model directory and the material files in the materials directory (and modified the .vmt) after extracting them from the .gcf, but I can't seem to get it to work, so I guess it's not that simple :v:
Thanks in advance.
-snip-
So im trying to create a custom particle system using Dear esther particle textures, but for some reason when i try to make it work on my map its says:
[I]Attempting to create unknown particle system "particle name" [/I]
Ive made sure the name is included in the particles_manifest file and all other particles work just fine
[QUOTE=GoldPlatinum;39002814]So im trying to create a custom particle system using Dear esther particle textures, but for some reason when i try to make it work on my map its says:
[I]Attempting to create unknown particle system "particle name" [/I]
Ive made sure the name is included in the particles_manifest file and all other particles work just fine[/QUOTE]
the particle filname (.pcf) should be in the manifest file, the name of the particle system (what you called it in the editor, not the file name) should be the value set in the info_particlesystem
[QUOTE=pinecleandog;39002896]the particle filname (.pcf) should be in the manifest file, the name of the particle system (what you called it in the editor, not the file name) should be the value set in the info_particlesystem[/QUOTE]
I did that, no dice
[QUOTE=wauterboi;39002236]Start with this:
:TUTORIAL:
I'm helping you because I've run into this issue plenty of times before. ;D[/QUOTE]
Uh, waterboi, I think he wanted this kind of corner, which can easily be achieved with 2 wedges. or 1 if you don't want the flat part
[IMG]http://i.imgur.com/iM912.png[/IMG]
-snip-
Well, I'm sad. :(
[QUOTE=wauterboi;39009355]Well, I'm sad. :([/QUOTE]
furthermore, you couldve just grab the corner vertices in the top view and pull the together instead of creating 2 new brushes
[editline]29th December 2012[/editline]
i cant get my custom sprites to work
can someon post a template vmt for me?
just a basic sprite that rotates at the players view
Do anybody know why my view-ports are bugged in the 2009 setting, but not in the Mp setting?
Like, mapping for Counter-strike: No bugs at ALL
But when I'm mapping for Portal/Whatever, the editor scream "Kill me"...
(I know I asked this a lot, but nobody care about my problem)
[QUOTE=dr.barber;38987059]Noob question: In creating a map for TTT, how do I add traitor weapons like a knife to the map?
I configured hammer for TTT and everything else in badking's mapping guide ([url]http://ttt.badking.net/mapping-guide[/url]).[/QUOTE]
Can I bump this so it doesn't get buried?
[QUOTE=dr.barber;39022201]Can I bump this so it doesn't get buried?[/QUOTE]
Why would you want to stick a traitor knife in the map? traitor's are supposed to buy them.
I am making a map for goldsrc, and any textures that are supposed to have transparency doesn't have have any at all when I have compiled.
Never mind I figured it out.
So im new to making 3d skyboxes, can someone kindly help me out here
issue is :
[url]http://i.imgur.com/O9SOf.jpg[/url]
should be lined up but its not. Sky camera is exactly at 0 0 0:
[url]http://i.imgur.com/nVPM9.jpg[/url]
geometry is exactly 1/16th, I did the math and my map is square so it was easy
is there something dumb im missing
[QUOTE=Rocketsurgery;39026443][url]http://i.imgur.com/O9SOf.jpg[/url][/QUOTE]
Pretty strange texture clamping there. Does that happen when using any other skybox texture?
Also, is there a way to rectify this texture issue?
[img]http://i.imgur.com/KCuFU.gif[/img]
What's up with the lighting on the wall?
[IMG]http://img339.imageshack.us/img339/1656/2012123000002p.jpg[/IMG]
I have tried changing the lightmap scale with no luck.
[QUOTE=xZippy;39027305]Pretty strange texture clamping there. Does that happen when using any other skybox texture?
Also, is there a way to rectify this texture issue?
[img]http://i.imgur.com/KCuFU.gif[/img][/QUOTE]
Use $alphatest 1 instead of $translucent in the vmt. It will appear sharper, but fix the rendering issues.
[QUOTE=.FLAP.JACK.DAN.;38981067]Anyway after going back to an auto save I was able to continue working on my map. Now I have another question how do I make a combine soldier move from where it spawns (npc_maker_template). When the combine soldier spawns he just stands there and the player can't see him because he spawns behind a building that is inaccessible to the player.[/QUOTE]
Need an answer.
[QUOTE=.FLAP.JACK.DAN.;39028747]Need an answer.[/QUOTE]
Try ai_goal_assault I haven't been able to figure it out, but maybe you can.
[url]https://developer.valvesoftware.com/wiki/Ai_goal_assault[/url]
Question 1: How expensive are smokestacks and particle effects on multiplayer games?
This is what I'd like to do (the gist, anyways)
Idea 1:
A warp core cylinder that is behind a square of glass [()]
Behind the glass and in front of the cylinder, I'd like a little fog to be floating around and just slightly moving. [fog()fog]
Idea 2:
2d skymap of starfield
3d skymap that includes very transparent fog to give 'twinkling' effect to stars
The only reason I might not try for these effects is if they are far too computationally expensive to be worth the use (or for other reasons that people may explain)
Question 2:
In the properties of my smokestack, I've tried different particle materials. Also different base-colors. The translucency is set around 50 ( I want to see through the fog, while it hangs around) However the color always appears as the "no texture pink" even though the particle appears to change as I switch out different particles. Do I need to put the full path to the vmf here, or just the particle name ? I can't seem to figure it out.
For the twinkling effect couldn't you just use a moving cloud texture like in cs_office and make it black?
It would work the same as the smokestack and not be taxing on hardware.
[QUOTE=samuel2213;39029220]For the twinkling effect couldn't you just use a moving cloud texture like in cs_office and make it black?
It would work the same as the smokestack and not be taking on hardware.[/QUOTE]
Would the cloud texture be on the 3d skybox wall? I could see that working.
[QUOTE=.FLAP.JACK.DAN.;39028747]Need an answer.[/QUOTE]
Use aiscripted_schedule
Hey guys how do I make a dynamic prop look at a player like a camera would?
I've been trying to make a automatic spotlight kind of thing that would shine a light on the player wherever he steps.
Is there any way to have $translucent and $blendtintbybasealpha in the same vmt? Both parameters
use the base alpha mask, but opposite lightness (to make a texture non-colorable ingame, the mask needs to be full black).
Is there another parameter to just make a texture non-colorable? For example, a model of a light, the glass needs to
be somewhat transparent, and it needs to be red at all times, but the rest of the model needs to be colorable.
[img]http://gyazo.com/c9489bee9b27eb8ae4a02f8a67f3040c.png?1356909672[/img]
[QUOTE=Stiffy360;39023295]Why would you want to stick a traitor knife in the map? traitor's are supposed to buy them.[/QUOTE]
I'm trying to do something like in ttt_minecraft_b4 where there's a secret knife you can dig for. So anyone know how to do that?
Is it possible to execute console commands from within a map, eg when you start the map, a trigger disables the HUD or activates godmode?
You could try point_clientcommand. But for something like godmode, you might need to switch sv_cheats to 1 using point_servercommand first. [URL="https://developer.valvesoftware.com/wiki/Point_clientcommand"]Read all about it.[/URL]
[QUOTE=samuel2213;39028274]What's up with the lighting on the wall?
[IMG]http://img339.imageshack.us/img339/1656/2012123000002p.jpg[/IMG]
I have tried changing the lightmap scale with no luck.[/QUOTE]
Nevermind, fixed it.
Forgot that I had the 'Hard' smoothing group on those walls from earlier testing.
Sorry, you need to Log In to post a reply to this thread.