Another question - in L4D2, is it possible to remove the pistol you get at the game start, so you start with no weapon at all?
[QUOTE=Marbledemon;39036233]Another question - in L4D2, is it possible to remove the pistol you get at the game start, so you start with no weapon at all?[/QUOTE]
Use a [url]https://developer.valvesoftware.com/wiki/Game_player_equip[/url] and tell it to strip the player?
-snip-
I don't know what I've done but somehow three of my screens have vanished now I'm stuck with one and I have no idea how to get them back. Could someone tell how to fix this please?
[img_thumb]http://i.imgur.com/e9FGy.png[/img_thumb]
Push CTRL+A.
[QUOTE=wauterboi;39039760]Push CTRL+A.[/QUOTE]
Tried this it doesn't fix it :(
[B]Edit: [/B]It's back to normal now
Somewhat mapping related, getting no help at modelling. Creating static props for a map I am making (please ignore, it is very much W.I.P) however getting a strange lighting bug..
Here is the original thread...
[url]http://facepunch.com/showthread.php?t=1236152[/url]
Any ideas?
Did the final rendering and this happened?
[IMG]https://lh4.googleusercontent.com/-lQ4R12OaTB4/UOGzS-m6lqI/AAAAAAAAAQY/nSdoMS5E4rQ/s902/2012-12-31_00002.jpg[/IMG]
[IMG]https://lh3.googleusercontent.com/-EFmzBInYoq8/UOGzTIO8B3I/AAAAAAAAAQc/ZQ02mnvVGoY/s902/2012-12-31_00003.jpg[/IMG]
[IMG]https://lh4.googleusercontent.com/-iaPW9zgnUgE/UOGzUV8g8VI/AAAAAAAAAQo/BP99vDohCu8/s902/2012-12-31_00004.jpg[/IMG]
Hammer, why you hate me?
What do you think is the best technique for lighting up longer fluorescent lights? (The visual sprite effect) Sprites, point_spotlight, or?
[video=youtube;HNmcwvU3peU]http://www.youtube.com/watch?v=HNmcwvU3peU&feature=youtu.be[/video]
I'm trying to build 1/8th of a map (which is why it's pie shaped) and then once I have one section done, I hope to use the fancy paste tool to put in the other slices each at 45 degree angles from the center point of the map.
However, I can't get this section of brush-lights to clip. I've tried vertex tool as well as creating brushes and using them to do the clip. Nothing seems to work. Any ideas?
When it does the clip, it makes my light brush area turn into a weird shape.
Is there any way of accessing the soundscape manifest for L4D? Can't find it and really want to target my sound locations
[QUOTE=aleksas17;39041581]Did the final rendering and this happened?
[IMG]https://lh4.googleusercontent.com/-lQ4R12OaTB4/UOGzS-m6lqI/AAAAAAAAAQY/nSdoMS5E4rQ/s902/2012-12-31_00002.jpg[/IMG]
[IMG]https://lh3.googleusercontent.com/-EFmzBInYoq8/UOGzTIO8B3I/AAAAAAAAAQc/ZQ02mnvVGoY/s902/2012-12-31_00003.jpg[/IMG]
[IMG]https://lh4.googleusercontent.com/-iaPW9zgnUgE/UOGzUV8g8VI/AAAAAAAAAQo/BP99vDohCu8/s902/2012-12-31_00004.jpg[/IMG]
Hammer, why you hate me?[/QUOTE]
Leak. areaportals. make sure that the brushes with "areaportal" are all func_areaportal or func_areaportal_window.
Weirdness.. it seems if I clip a brush, and then modify it through vertex, it appears in hammer as one thing.. but if I compile the map or try to do anything other than texture the newly formed brush, it goes a bit weird on me and takes a new shape?
[QUOTE=HarryMudd;39043312]Weirdness.. it seems if I clip a brush, and then modify it through vertex, it appears in hammer as one thing.. but if I compile the map or try to do anything other than texture the newly formed brush, it goes a bit weird on me and takes a new shape?[/QUOTE]
I'm guessing you've checked it's not an invalid shape?
[QUOTE=Shadow801;39043489]I'm guessing you've checked it's not an invalid shape?[/QUOTE]
I'm not sure what that means? The shape looks valid, and appears valid in Hammer as I texture it.
I can get the same effect by creating a number of blocks and using the clipping tool - and it looks right and doesn't act funky. It seems if I use the vertex tool to make a shape, it only considers some internal vertexes of the brush as what it renders in game.
Press Alt+P and see if it says anything about invalid brushes. Also, a screenshot may help :)
[QUOTE=Shadow801;39044013]Press Alt+P and see if it says anything about invalid brushes. Also, a screenshot may help :)[/QUOTE]
Yeah it said it was an invalid solid structure :-/ Thanks
I've got 326 textures (converted via VTFEdit's "Convert Folder" option). Is there a way to check the "point sample" flag of them all without opening, checking, saving and closing each file individually?
I imported one of Half Life 2s soundscapes into L4D2, I rebuilt the soundcache, and all the required sounds are available and working.
I added it to the soundscape_manifest.txt in scripts, and I included the soundscapes_trainyard.txt where the soundscape is listed, but ingame, it is completely silent, without any errors appearing in the console.
[IMG]https://dl.dropbox.com/u/36921974/Verschiedenes/sscape.jpg[/IMG]
Did I miss anything? Is there still something else I have to do?
-snip-
Hey Guys, ive got a little problem with Portal 2.
When i start a new map, I always start with the portal gun equiped.
I would like to get rid of it (portal gun equiped at start)
I tried a weapon_strip (or what ever its called) but when i start i hear the equip sound and i see the portal gun getting removed by a fraction of sec.. so it may be annoying and make unprofessional any release of the maps .
Can anyone help me plz?, I just want to have no portal gun equipped by default
Thanks you!
(sry for bad / poor English, I am still learning and sry for random caps .. its a bad habit of mine)
Any idea why my skybox isn't showing up?
I'm sure I have all the parameters set correctly...
vmt
[CODE]"unlitgeneric"
{
$hdrcompressedTexture "skybox/sky_airy01_hdrbk"
$nofog 1
$ignorez 1
$color "[.3 .3 .3]"
$basetexturetransform "center 0 0 scale 1 2 rotate 0 translate 0 0"
}[/CODE]
[IMG]http://cloud.steampowered.com/ugc/578977138030200343/C95BDDA97403C2C3E258AC0E8FCF4E2F6C206E05/[/IMG]
Should be "sky" not "unlitgeneric" if I remember rightly.
[QUOTE=Ereunity;39054666]Should be "sky" not "unlitgeneric" if I remember rightly.[/QUOTE]
not In CS:GO
i found the issue, i didn't have a basetexture
[QUOTE=Stiffy360;39054837]not In CS:GO
i found the issue, i didn't have a basetexture[/QUOTE]
Ah, odd because that issue of no basetexture doesn't happen in L4D2
[QUOTE=Ereunity;39054909]Ah, odd because that issue of no basetexture doesn't happen in L4D2[/QUOTE]
I've noticed.
Hello people. For some reason in hammer I am missing the func_door entity. I am using Source Engine MP and I have my own custom Garrysmod configuration. I just noticed I'm missing func_door and I've used it before on my other maps for gmod. Anybody know what might the issue be?
[QUOTE=timmah1112;39057880]Hello people. For some reason in hammer I am missing the func_door entity. I am using Source Engine MP and I have my own custom Garrysmod configuration. I just noticed I'm missing func_door and I've used it before on my other maps for gmod. Anybody know what might the issue be?[/QUOTE]
select a world brush
click "to entity"
find func_door
or you are missing base.fgd or something
Is there a way to make rotating doors not be affected by crowbars? (Particularly for TTT in Gmod btw)
My problem is that I have locked and closed doors and players can somehow unlock and open them by hitting the door with a crowbar.
[QUOTE=dr.barber;39060505]Is there a way to make rotating doors not be affected by crowbars? (Particularly for TTT in Gmod btw)
My problem is that I have locked and closed doors and players can somehow unlock and open them by hitting the door with a crowbar.[/QUOTE]
Check they are not set to "open on hit" in the flags.
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