I've been doing that and it's coming back too often, how do I stop it from coming back
[QUOTE=Shotz;39378026][img]http://puu.sh/1TsaV[/img]
I keep getting this in hammer
When I try to compile/launch it[/QUOTE]
Restart Steam.
[editline]27th January 2013[/editline]
[QUOTE=CRASHFORT;39377576]func_illusionary[/QUOTE]
If all he wants is a brush that can be passed through, it should just be a func_brush with Solidity set to Never.
Also, to the guy who told me how to do that trap, the 7 should have been on the first output, not the second one (Putting it on the second one makes it wait 7 seconds then endlessly do it)
[QUOTE=Shotz;39378104]Also, to the guy who told me how to do that trap, the 7 should have been on the first output, not the second one (Putting it on the second one makes it wait 7 seconds then endlessly do it)[/QUOTE]
No, it makes it stop spinning after 7 seconds. You either didn't do the outputs correctly, or you forgot to lock your button after it's been pressed. Also, try just [I]Stop[/I] instead of [I]StopAtStartPos[/I] if you need the spinner to stop after exactly 7 seconds.
Add the following outputs to the button if you haven't already:
[QUOTE]OnPressed
!self
Lock
<none>
0.00[/QUOTE]
[QUOTE]OnPressed
!self
Unlock
<none>
[I]how much seconds you want there to be until the button can be used again[/I]
[/QUOTE]
[QUOTE=Shotz;39378026][img]http://puu.sh/1TsaV[/img]
I keep getting this in hammer
When I try to compile/launch it[/QUOTE]Check to see if your firewall is blocking it for some reason. This used to happen to me all the time. It drove me mad. Then I disabled my firewall, and it never gave me that error again.
whenever I try to use pakrat on my map it just gets stuck at this: [url]http://puu.sh/1Tvd4[/url]
Try using [URL=http://www.riintouge.com/VIDE/]VIDE[/URL] instead.
[QUOTE=StarmanSuper;39352145]How did they do this?[/QUOTE]
[quote][B]Including these in your own maps[/B]
See [url=https://developer.valvesoftware.com/wiki/Vgui_movie_display]vgui_movie_display[/url] for implementation and tips.[/quote]
To use vgui_movie_display, looks like you'll need to port it to P2.
How can I make my deaths part of the deathrun map speed up how fast the deaths run
[QUOTE=Shotz;39379580]How can I make my deaths part of the deathrun map speed up how fast the deaths run[/QUOTE]
I believe I've seen [url=https://developer.valvesoftware.com/wiki/Player_speedmod]player_speedmod[/url] used for that.
[QUOTE=Mozartkugeln;39379318]Try using [URL=http://www.riintouge.com/VIDE/]VIDE[/URL] instead.[/QUOTE]
While vide has really useful tools, I personally find that its pakfile lump editor doesn't pick up half the custom stuff most of the time nor it can properly read directories when I try to add custom content myself, like scripts and sounds.
[QUOTE=HighdefGE;39379755]While vide has really useful tools, I personally find that its pakfile lump editor doesn't pick up half the custom stuff most of the time nor it can properly read directories when I try to add custom content myself, like scripts and sounds.[/QUOTE]
The dude's Pakrat doesn't work, so what else is he gonna do? :V
I want to use VRAD's better brush- and staticproplighting from CSGO as well as fully working instances (especially func_instance _io_proxy) for L4D2.
I set up a configuration for L4D2 in the CSGO SDK (using the VBSP.exe, VVIS.exe and VRAD.exe from CSGO), is there any way to switch to it or do I have to modify CSGO's configuration?
How do i get rid of these annoying lines?
[IMG]http://i50.tinypic.com/5cyic0.png[/IMG]
[QUOTE=vladnag;39392568]How do i get rid of these annoying lines?
[IMG]http://i50.tinypic.com/5cyic0.png[/IMG][/QUOTE]
make sure your lightmaps line up.
[QUOTE=Stiffy360;39392704]make sure your lightmaps line up.[/QUOTE]
How do i go about something like that?
Looks like you converted the whole brushes into displacements (instead of only the top faces) so the adjacent faces cast shadows. Remove them.
[QUOTE=vladnag;39392568]How do i get rid of these annoying lines?
[IMG]http://i50.tinypic.com/5cyic0.png[/IMG][/QUOTE]
make sure your displasements are only 1 sided
alright, i'll try that! thanks!
Source has problems with big open areas.
What would be the best possible way to go about building the Halls of Dwarrowdelf (Moria) (LOTR)?
Is there anything I can do to optimize such a thing
I want to get the infinite feel
Fog with a far-Z clip plane.
Does anybody have any suggestions making small pipes? Like maybe 4 units diameter, just being used to dress up an industrial area.
[QUOTE=Puni;39395231]Source has problems with big open areas.
What would be the best possible way to go about building the Halls of Dwarrowdelf (Moria) (LOTR)?
Is there anything I can do to optimize such a thing
I want to get the infinite feel[/QUOTE]
For compile optimization in such spaces, envelope the entire area's internal volume with a "func_viscluster", otherwise vvis splits spaces on a large scale into visleaf chunks. If the space has obstructions and more than one viewing angle, I might also suggest utilizing model occluding brushes.
[editline]28th January 2013[/editline]
[QUOTE=Hornet298;39396542]Does anybody have any suggestions making small pipes? Like maybe 4 units diameter, just being used to dress up an industrial area.[/QUOTE]
Yeah, actually. Try making the faces into a displacement and using 'subdivide' in order to give the corners a very rounded bevel effect. You'll have to put end-caps on them in the creation process so it doesn't cone out into a squared shape at the ends of the pipe(s). Check out [url]http://facepunch.com/showthread.php?t=820489[/url] for some great tips on subdivision behavior.
[QUOTE=Triffgits;39396543]For compile optimization in such spaces, envelope the entire area's internal volume with a "func_viscluster", otherwise vvis splits spaces on a large scale into visleaf chunks. If the space has obstructions and more than one viewing angle, I might also suggest utilizing model occluding brushes.[/QUOTE]
Vbsp (not vvis) still creates visleaves every large unit in large spaces. func_viscluster only tells vvis that all the visleaves its touching will always see each other no matter what. It doesn't help with optimizing rendering in game more or less but its useful to quicken compile time for huge sandbox-like maps.
Though for huge sandbox maps, I remember there being a custom modified vbsp tool that split visleaves in a more clean fashioned matter, but I don't remember the link nor if it still works anymore.
[img_thumb]http://i.imgur.com/I9CUvR2.jpg[/img_thumb]
Why is everything black? There is no leak.
[QUOTE=DFC;39396937][img_thumb]http://i.imgur.com/I9CUvR2.jpg[/img_thumb]
Why is everything black? There is no leak.[/QUOTE]
Check to make sure you haven't set any texture lightmaps to 1 (or 0). That can cause this issue.
This thread is useless, your questions are never answered.
I agree, although I assume nobody knew the answers to my last question any more than I did. Why don't you repeat your question?
[QUOTE=DFC;39396937][img_thumb]http://i.imgur.com/I9CUvR2.jpg[/img_thumb]
Why is everything black? There is no leak.[/QUOTE]
Update: It works with a "fast" compile, but not a "final" + HDR compile
[QUOTE=DFC;39398517]Update: It works with a "fast" compile, but not a "final" + HDR compile[/QUOTE]
Check the HDR values on your lights, I seem to remember something like this happening when I did something stupid with the RGB values
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