Isn't there some way of using info_targets to make it move towards you or am I just making shit up?
[QUOTE=Sprockethead;39295988]So im trying to make this monster thing follow you around,
[IMG]http://www.filedump.net/dumped/20130121000011358726805.jpg[/IMG]
Im not much of a technical guy, so my tracktrain experiments have failed miserably.
Any ideas?
Also any clues why my trees are doing that color glitch?[/QUOTE]
Well, what I would reccomend, is setting like a citizen, making his completely transparent, and silent, parent a model or brush to him, and make him follow you.
[QUOTE=Stiffy360;39303357]Well, what I would reccomend, is setting like a citizen, making his completely transparent, and silent, parent a model or brush to him, and make him follow you.[/QUOTE]
Thanks, ill look into it.
[editline]21st January 2013[/editline]
[IMG]http://www.filedump.net/dumped/20130121000021358790399.jpg[/IMG]
so ive gotten the guy to follow you around, (Thanks Stiffy360) Its rather startling actually.
Does anyone else have the issue in the CS GO SDK where the model for info_player_terrorist isn't there?
Would appreciate someone telling me how to fix it as its difficult to determine what direction the T's are pointing in otherwise.
csgo.fgd is in Steam\steamapps\common\Counter-Strike Global Offensive\bin
go ahead and search for info_player_terrorist
replace tm_leet.mdl with tm_leet_varianta.mdl
and you're golden
[QUOTE=Sprockethead;39303473]Thanks, ill look into it.
[editline]21st January 2013[/editline]
[IMG]http://www.filedump.net/dumped/20130121000021358790399.jpg[/IMG]
so ive gotten the guy to follow you around, (Thanks Stiffy360) Its rather startling actually.[/QUOTE]
Now to remove dat Squad Following
func_tracktrain is completely refusing to cooperate with me.
when the map boots up, it starts at the second stop and doesn't go anywhere when a trigger is touched to StartForward.
In addition, it refuses to move at all.
Help?
[QUOTE=Swog;39308432]Now to remove dat Squad Following[/QUOTE]
should probably make the citizen invisible too
When I put music into my map, it lags like crazy. It doesn't say invalid sample rate, nor does it say missing from disk. It just lags the hell out of my map, until I type stopsound.
Nevermind about my issue...Hammer is just being bipolar
[QUOTE=MaddaCheeb;39308828]Nevermind about my issue...Hammer is just being bipolar[/QUOTE]
[url]http://puu.sh/1N7Mf[/url]
Left is a CS:S connection, right is a Gmod configuration. I settled on creating a script for VBCT to run to copy the compiled map. Go home Hammer, you're drunk.
[quote][IMG]http://puu.sh/1QXQK[/IMG][/quote]
How should I optimize this? Players have access to the roof of the center building, so I put a hint over that and areaportaled the separate buildings and such, but I'm not sure what to do past that. If you stand on one side of the building, it renders everything on the other side which is a pretty big performance hit.
Make angled hints at the lower two corners of the center building.
Finally one last question, how does [url=https://developer.valvesoftware.com/wiki/Game_zone_player]game_zone_player[/url] work? I'm trying to activate a trigger_hurt if there's more than 2 players in an area. I tied the PlayersOutCount to a logic_compare to compare it against two, but it doesn't seem to be sending the amount of players inside of it. Has anyone tested it to see if it works properly with gmod?
[QUOTE=Stiffy360;39303357]Well, what I would reccomend, is setting like a citizen, making his completely transparent, and silent, parent a model or brush to him, and make him follow you.[/QUOTE]
A character model out of brushes?
ew
My hammer is pretty broken. I think it's ever since I installed Windows 8.
* The grid doesn't show up in 3D or 2D (I've tried toggling the 3D and 2D grids, changing size etc).
* The cursor position written on the info bar at the bottom is like 1024 times what it should be.
* I can't zoom out very far, it looks like the whole map is scaled up even though when reading the size of brushes they seem normal.
* Selected brushes aren't highlighted in 3D view.
* Random boxes appear in both 3D and 2D view.
[t]http://puu.sh/1R7Ft[/t]
The huge info_player_start and grey box wasn't placed by me, and the random squares in the middle of the 2D view came from nowhere too.
[editline]22nd January 2013[/editline]
I've tried reinstalling etc.
[QUOTE=Chrille;39308573]should probably make the citizen invisible too[/QUOTE]
There's a flag called "Not Commandable" under npc_citizen.
[QUOTE=Ziks;39316207]My hammer is pretty broken. I think it's ever since I installed Windows 8.
* The grid doesn't show up in 3D or 2D (I've tried toggling the 3D and 2D grids, changing size etc).
* The cursor position written on the info bar at the bottom is like 1024 times what it should be.
* I can't zoom out very far, it looks like the whole map is scaled up even though when reading the size of brushes they seem normal.
* Selected brushes aren't highlighted in 3D view.
* Random boxes appear in both 3D and 2D view.
[t]http://puu.sh/1R7Ft[/t]
The huge info_player_start and grey box wasn't placed by me, and the random squares in the middle of the 2D view came from nowhere too.
[editline]22nd January 2013[/editline]
I've tried reinstalling etc.[/QUOTE]
I've actually had the exact same issue when I tried to make a Garry's Mod config. Have you tried restarting Steam? Someone suggested that to me.
[QUOTE=Agent766;39320542]I've actually had the exact same issue when I tried to make a Garry's Mod config. Have you tried restarting Steam? Someone suggested that to me.[/QUOTE]
I've had this problem for the last few months. I have restarted steam at some point in that time.
I only have this problem with a garrysmod configuration. I didn't change the config between when it was working and when it wasn't. I've tried using a gmod config that is exactly the same as Half-Life 2's, with the same problem.
I'm trying reinstalling gmod now.
-snip-
[QUOTE=Ziks;39320784]
I only have this problem with a garrysmod configuration. I didn't change the config between when it was working and when it wasn't. I've tried using a gmod config that is exactly the same as Half-Life 2's, with the same problem.[/QUOTE]
Alright, I wonder if it's a problem with the Garry's Mod fgd.
What's up with the weird shadows the walkway's casting? I did port this from Portal 2 to CS:S, if that helps any, and I also compiled on fast. Would it be because it's compiled on fast?
[t]http://www.wauterboi.com/screenies/idunno0014.jpg[/t]
Also, I have the extra tags and stuff to make the lighting calculations based off of the models' poly's and transparent portions of the textures.
Can we see an image of the other side? Like, facing out of that window's building?
Just compile on final with -staticproppolys and the problem should be gone
[QUOTE=Ziks;39316207]My hammer is pretty broken. I think it's ever since I installed Windows 8.
* The grid doesn't show up in 3D or 2D (I've tried toggling the 3D and 2D grids, changing size etc).
* The cursor position written on the info bar at the bottom is like 1024 times what it should be.
* I can't zoom out very far, it looks like the whole map is scaled up even though when reading the size of brushes they seem normal.
* Selected brushes aren't highlighted in 3D view.
* Random boxes appear in both 3D and 2D view.
[t]http://puu.sh/1R7Ft[/t]
The huge info_player_start and grey box wasn't placed by me, and the random squares in the middle of the 2D view came from nowhere too.
[editline]22nd January 2013[/editline]
I've tried reinstalling etc.[/QUOTE]
Completely reinstalling gmod (deleting the entire folder and redownloading), as well as resetting game configurations in the Source SDK didn't help. Anyone got any ideas? This is kind of a big problem.
[QUOTE=Ziks;39326941]Completely reinstalling gmod (deleting the entire folder and redownloading), as well as resetting game configurations in the Source SDK didn't help. Anyone got any ideas? This is kind of a big problem.[/QUOTE]
reverify cache of sdk.
[QUOTE=wauterboi;39325277]What's up with the weird shadows the walkway's casting? I did port this from Portal 2 to CS:S, if that helps any, and I also compiled on fast. Would it be because it's compiled on fast?
[t]http://www.wauterboi.com/screenies/idunno0014.jpg[/t]
Also, I have the extra tags and stuff to make the lighting calculations based off of the models' poly's and transparent portions of the textures.[/QUOTE]
That is not the bridge shadow ??
[QUOTE=Framperton;39327091]reverify cache of sdk.[/QUOTE]
Done that, I'd also reinstalled it three times.
[editline]23rd January 2013[/editline]
More info here: [url]http://forums.steampowered.com/forums/showthread.php?t=3063982[/url]
Hello,
I'm Dario, and I want to ask a few questions.
I have always wondered, how do you start mapping, and what tools are needed?
I plan on making a few maps, and actually putting a lot of effort in it, instead of releasing maps full of bugs and mistakes.
I know I ask questions that can be looked up on Google, but I just feel a lot more comfortable asking here on Facepunch, because there are so many of you that has so much experience on, everything.
Thank you for taking your time reading my message, and I hope some of you can give me some good and useful information :-)
Dario
Start by downloading [URL=steam://run/211]Source SDK[/URL].
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