[QUOTE=99% More Fail;39441866]How would I go about progressively removing models in sequence? To put it in context, I have a belt-fed machine gun turret, that has a belt of 12 rounds that loops repeatedly, via a very fast func_door that opens and closes rapidly. When I hit the last 12 rounds (out of 150) I want to start removing bullet models so it looks like it's running out of ammo.[/QUOTE]
[IMG]https://dl.dropbox.com/u/17850283/turret_io.png[/IMG]
[url]https://dl.dropbox.com/u/17850283/turret_io.vmf[/url]
Includes outputs for reloading the gun, i.e. making the models reappear once 150 bullets have been spent. You can add a delay for it too if you want.
Wow, that's pretty in depth. I pretty much just got to that same conclusion just now, but cheers for explaining it. Now I feel smart :v:
I also included a VMF download if you hadn't seen.
[editline]2nd February 2013[/editline]
By the way, I recommend setting the max bullet amount to 144 instead of 150, as 150/12 is not a whole number. With 144 you get 12 [I]full[/I] clips.
[QUOTE=Diealready;39433823]if you're trying to make a surf map, you're doing it horribly wrong, you shouldn't use vertex editing when making a surf ramp. just copy/paste/rotate each ramp segment, zoom in as much as you can, hold alt and align the bottom vertices. then func_detail the ramp.[/QUOTE]
Grazie
[QUOTE=El_Jameo;39439581]I don't know what's up with me and paking files, but it doesn't seem to be working out.
VIDE, what was good and all is now worse than PakRat (constantly leaving out half the maps textures).
Pakrat leaves out some textures.
PackBSP was working out nicely but recently it's been giving me shit like this:
[code]
...
[AppModel] Packing list will be written to: C:\Users\James\AppData\Local\Temp\packbsp_list_8202822544242086697.txt
19:52:24,630 INFO [AppModel] Packing list file at: C:\Users\James\AppData\Local\Temp\packbsp_list_8202822544242086697.txt
19:52:24,630 INFO [AppModel] Final destination path: C:\Program Files (x86)\Steam\steamapps\el_jameo\half-life 2 episode two\ep2\maps\rp_***.bsp
19:52:24,632 INFO [AppModel] Does destination file already exist: true
19:52:24,633 INFO [AppModel] Renaming existing destination file to a backup: C:\Program Files (x86)\Steam\steamapps\el_jameo\half-life 2 episode two\ep2\maps\rp_***.bsp.bak8
19:52:24,635 INFO [AppModel] Running bspzip at:
19:52:24,635 DEBUG [ExternalController] Executing: "c:\program files (x86)\steam\steamapps\el_jameo\SourceSDK\bin\orangebox\bin\bspzip.exe" -addlist C:\Users\James\AppData\Local\Temp\packbsp_temp_4201617650702716401.bsp C:\Users\James\AppData\Local\Temp\packbsp_list_8202822544242086697.txt "C:\Program Files (x86)\Steam\steamapps\el_jameo\half-life 2 episode two\ep2\maps\rp_***.bsp"
19:52:34,012[B] ERROR [AppModel] BSPZIP failed with exception.[/B]
org.apache.commons.exec.ExecuteException: IO error with output (Exit value: -1. Caused by org.apache.commons.exec.ExecuteException: Process exited with an error: -1073741819(Exit value: -1073741819))
at com.technofovea.packbsp.packaging.ExternalController.exec(ExternalController.java:65)
at com.technofovea.packbsp.packaging.BspZipController.packAssets(BspZipController.java:96)
at com.technofovea.packbsp.AppModel.acceptPacking(AppModel.java:594)
at com.technofovea.packbsp.gui2.PackbspView$15.doInBackground(PackbspView.java:1243)
at com.technofovea.packbsp.gui2.PackbspView$15.doInBackground(PackbspView.java:1231)
at org.jdesktop.swingworker.SwingWorker$1.call(Unknown Source)
at java.util.concurrent.FutureTask$Sync.innerRun(Unknown Source)
at java.util.concurrent.FutureTask.run(Unknown Source)
at org.jdesktop.swingworker.SwingWorker.run(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: org.apache.commons.exec.ExecuteException: Process exited with an error: -1073741819(Exit value: -1073741819)
at org.apache.commons.exec.DefaultExecutor.executeInternal(DefaultExecutor.java:346)
at org.apache.commons.exec.DefaultExecutor.execute(DefaultExecutor.java:149)
at com.technofovea.packbsp.packaging.ExternalController.exec(ExternalController.java:61)
... 11 more
19:52:34,022 ERROR [AppModel] BSPZIP failed with text:
Opening bsp file: C:\Users...
[/code]
If you're wondering why the map is called "rp_***", I wish to keep it under wraps until release. And the triple dots are to indicate where the error is starting and where it's ending.
So I don't know. Alternative packers? Any good tutorials on how to use BSPZIP? Works fine in-game on EP2. No compile errors too.
Gotten really far only to be kicked in the nuts by the paking... :([/QUOTE]
I was a former Java programmer. Sure, I don't do it anymore. But I can still read Stacktraces. Your error is an IO error with output. It's at a Java code but not your code. Ask this on a Java forum.
[QUOTE=Swog;39442652]I was a former Java programmer. Sure, I don't do it anymore. But I can still read Stacktraces. Your error is an IO error with output. It's at a Java code but not your code. Ask this on a Java forum.[/QUOTE]
Might head on down the the [URL="http://www.facepunch.com/forumdisplay.php?f=240"]Programming[/URL] board to see if they can solve anything, but in reality I don't know if that'll be the case.
I've never tried using BSPZIP before, and it looks hideously complicated from what tutorials I've seen.
Thanks anywho.
Judging by the stack trace, it probably failed while trying to open or access the output file due to thread concurrency failure. You should check if the BSP is read-only and remove the flag if it is, or you could try renaming it and then packing.
[QUOTE=R@Rdeathmatch;39442187]I have a question.
I am trying to create a block, my grid is 64 but when I am trying to create the block is like the grid is selected to 1.
I don't know if you understand what I said but if you diden't just ask and I will try to explain it in detail. Is very frustrating because to fix that I have to close the hammer and now closing it is not working anymore.[/QUOTE]
Map > Snap to Grid
Kinda a noob question, but how do I make the skybox window not be completely visible through fog?
Example:
[IMG]http://i1058.photobucket.com/albums/t402/hlsavior/2013-02-01_00002_zps6e22955a.jpg[/IMG]
[QUOTE=lope;39443451]Kinda a noob question, but how do I make the skybox window not be completely visible through fog?[/QUOTE]
Read this: [url]https://developer.valvesoftware.com/wiki/Fog_tutorial#Fog_with_skyboxes[/url]
hello, im trying to add cc to a left4dead 2 map but when i type in colorcorrectionui in console it says i need to have -tools in left4dead 2 launch options. i added it but it wont even startup, any ideas as to what is wrong?
[QUOTE=mopman999;39444963]hello, im trying to add cc to a left4dead 2 map but when i type in colorcorrectionui in console it says i need to have -tools in left4dead 2 launch options. i added it but it wont even startup, any ideas as to what is wrong?[/QUOTE]
Either try using the startup parameters "-nop4 -tools" or launch tools mode through the L4D2 SDK (which should be there but I can't check right now.)
[QUOTE=Agent766;39443254]Map > Snap to Grid[/QUOTE]
Thanks, that worked.
I cant get the grass sprites to appear on a normal displacement.
Is there a limit to how big the displacement can be and still have sprites?
[QUOTE=mopman999;39444963]hello, im trying to add cc to a left4dead 2 map but when i type in colorcorrectionui in console it says i need to have -tools in left4dead 2 launch options. i added it but it wont even startup, any ideas as to what is wrong?[/QUOTE]
You can run L4D2 in tools mode through the authoring tools.
I don't really like doing this, so that is why I am asking for advice.
I create an arch and I used it for a road then I want to make the block match the arch and for that I used first Clipping Tool on the block then I used the Vertex Tool, but I hope there is another way to make it.
[img]http://dl.dropbox.com/u/16648713/good%20way.jpg[/img]
[img]http://dl.dropbox.com/u/16648713/good%20way%202.jpg[/img]
[QUOTE=R@Rdeathmatch;39448175]I don't really like doing this, so that is why I am asking for advice.
I create an arch and I used it for a road then I want to make the block match the arch and for that I used first Clipping Tool on the block then I used the Vertex Tool, but I hope there is another way to make it.
[img]http://dl.dropbox.com/u/16648713/good%20way.jpg[/img]
[img]http://dl.dropbox.com/u/16648713/good%20way%202.jpg[/img][/QUOTE]
Why not just make a square and clip the edges away so it looks like a 1/4 cylinder?
^ This is the best way without making unnecessary additional brushes.
[editline].[/editline]
something like this, right?:
[img_thumb]http://i.imgur.com/Bly1KLD.jpg[/img_thumb]
(sorry for wobbly lines, unsteady hand)
[QUOTE=Neo Kabuto;39431848]That's not necessarily the issue. It makes it past that, to "Building Physics collision data...".
EDIT: Double check your configuration, I'm willing to bet it'd compile fine on a different game's settings.[/QUOTE]
I use GMod as the game config. Is there something wrong with that?
[QUOTE=_WEEGEE_;39450371]I use GMod as the game config. Is there something wrong with that?[/QUOTE]
The log says it can't find the tools textures, so I'd say something is wrong with the config. Did you try compiling as a different game (unless you need gmod-specific entities)?
-snip-
Im getting random holes in my map and have no idea why
Game:
[IMG]http://i1058.photobucket.com/albums/t402/hlsavior/2013-02-02_00002_zpsc4358784.jpg[/IMG]
Hammer:
[IMG]http://gyazo.com/fefa8e85c9b53cf7b7ec6d6ca6141c30.png?1359845847[/IMG]
[editline]2nd February 2013[/editline]
The white spots are not the holes im talking about the world holes.
[editline]2nd February 2013[/editline]
When I add a HUGE skybox all the random holes disapper but the compile time is increased by 30 minutes
Post a compile log.
-snip- I'm an idiot problem solved.
EDIT: -snip-
What would be the best way to recreate those blocks with the slits in at the top of this castle
[url]http://preview.turbosquid.com/Preview/Content_2009_07_14__08_42_24/wallgate1.jpg9aa1fd19-eaeb-4edd-822b-fb05dc1ac4beLarger.jpg[/url]
I have been trying to use the clipping tool but all I can manage to do is cut things in half despite watching the tutorials.
Does anyone know how to get env_soundscape's to play properly on dedicated servers? They're default HL2 soundscapes.
[QUOTE=Dokaman;39453652]What would be the best way to recreate those blocks with the slits in at the top of this castle
[url]http://preview.turbosquid.com/Preview/Content_2009_07_14__08_42_24/wallgate1.jpg9aa1fd19-eaeb-4edd-822b-fb05dc1ac4beLarger.jpg[/url]
I have been trying to use the clipping tool but all I can manage to do is cut things in half despite watching the tutorials.[/QUOTE]
[IMG]https://dl.dropbox.com/u/17850283/machicoulis_clip.png[/IMG]
[QUOTE=Mozartkugeln;39454497][IMG]https://dl.dropbox.com/u/17850283/machicoulis_clip.png[/IMG][/QUOTE]
That's so helpful, thanks so much (again) Mozart!
Anybody know how to i make alyx body is burning?
[img]http://g1302.hizliresim.com/16/3/jqg2n.png[/img]
:(
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