Try firing an [I]Ignite[/I] input on the ragdoll. Alternatively, parent an env_fire to it.
[QUOTE=Dokaman;39459776]That's so helpful, thanks so much (again) Mozart![/QUOTE]
You're welcome!
I'd recommend igniting it, it'd make the whole ragdoll burn rather than just one spot.
Hey. I'm trying to insert custom textures into my Half-Life 2: Episode Two. I have the VMF's and VMT's that I need (which I got from Gamebanana) and I placed them into C:\Program Files (x86)\Steam\steamapps\*username*\half-life 2 episode two\ep2\materials
And also the materialsrc\maps\*map* folder.
I also put them in materials\maps\*map* as well as the materialsrc folder.
What am I doing wrong? Here's a screencap.
[IMG]http://i.imgur.com/ajdjG8c.jpg[/IMG]
The prop_physics entity has an Override Parameters keyvalue, does it work? I wish to make a prop unbreakable, tried different variations of '$health, 0' none had any effect...
Anybody know why decals wont show up?
I just maked some blood decals but it dont work :/
Sorry for asking too many questions..
I started mapping today =D
[img]http://b1302.hizliresim.com/16/3/jqs97.png[/img]
Decals might have issues with rendering on displacements
1
[QUOTE=JoshingtonDC;39460870]Hey. I'm trying to insert custom textures into my Half-Life 2: Episode Two. I have the VMF's and VMT's that I need (which I got from Gamebanana) and I placed them into C:\Program Files (x86)\Steam\steamapps\*username*\half-life 2 episode two\ep2\materials
And also the materialsrc\maps\*map* folder.
I also put them in materials\maps\*map* as well as the materialsrc folder.
What am I doing wrong? Here's a screencap.[/QUOTE]
they could be in the wrong folder. look inside the vmt for directories.
Whats the best compiling tool?
Used Batch Comp about a year ago but used to get problems with stuff being compiled incorrectly?
Cant used Hammer, utter shit kills my beast comp
What kind of problems were you getting with batch comp? I use VBCT all the time, it's my favorite hammer related wrapper.
Cant really remember. Could have been a proper problem or something, not entirely sure. I just remember it compiling fine on Fast with no Errors in Hammer but as soon as I tried to do a full compile through Batch it would just mess up.
Il give it a go again..
[editline]4th February 2013[/editline]
Ive been running the compile for over an hour on VBCT and it seems somewhat stuck.
I know VVIS gradually slows down until it is done but this went up fairly quickly to 4... and has spent the last hour or so getting to 5.
Its not a particularly taxing map either. Its a relatively small minecraft themed map
Here is the map in question
[url]http://css.gamebanana.com/maps/168563[/url]
Literally just recompiling because I havnt touched it for ages. Just to get to grips with were I left off
[QUOTE=Puni;39466110]Ive been running the compile for over an hour on VBCT and it seems somewhat stuck.
I know VVIS gradually slows down until it is done but this went up fairly quickly to 4... and has spent the last hour or so getting to 5.
Its not a particularly taxing map either. Its a relatively small minecraft themed map
Here is the map in question
[url]http://css.gamebanana.com/maps/168563[/url]
Literally just recompiling because I havnt touched it for ages. Just to get to grips with were I left off[/QUOTE]
It refuses to compile because it realized it was a Minecraft map. :zoid:
Is there any way to cancel outputs from a math_counter? For example, I want to cause my HMG to overheat after 20 rounds without stopping. When it starts to overheat, if the player waits for a second, it stops the effects of the overheating.
[QUOTE=99% More Fail;39470201]Is there any way to cancel outputs from a math_counter? For example, I want to cause my HMG to overheat after 20 rounds without stopping. When it starts to overheat, if the player waits for a second, it stops the effects of the overheating.[/QUOTE]
Can you not use the CancelPending output?
[QUOTE=99% More Fail;39470201]Is there any way to cancel outputs from a math_counter? For example, I want to cause my HMG to overheat after 20 rounds without stopping. When it starts to overheat, if the player waits for a second, it stops the effects of the overheating.[/QUOTE]
[IMG]https://dl.dropbox.com/u/17850283/hmg_io.png[/IMG]
[url]https://dl.dropbox.com/u/17850283/hmg_io.vmf[/url]
Makes it so that each subsequent shot after the 20th increases the gun's heat by 100 (up to a max of 500, which means you have 5 shots before the gun overheats and takes a 5 second cooldown period). The more you wait between shots, the cooler the gun gets (-5 heat every 0.01 sec), whereas waiting for 1 second after any shot past the 20th completely cools the gun down and essentially resets the whole mechanism. Feel free to mess around with the numbers if you want.
It also includes a sound that gets progressively higher in pitch the hotter the gun is. The remap that performs the pitch calculations gets disabled for 0.97 seconds (the duration of the sound) each time a shot is fired in order to prevent the sound from being altered while it's being played.
Keep in mind that I haven't tested this in-game, so it may be unbalanced slightly.
Hello guys where i can download custom texture ?
look for a pack or just go to gamebanana or something
Quick Question, but what's the best way to align a 3D skybox with a map?
I've never really been good with a 3D skybox.
[QUOTE=Antec;39472795]Quick Question, but what's the best way to align a 3D skybox with a map?
I've never really been good with a 3D skybox.[/QUOTE]
so as not to fill up the page, you can follow my amazing tutorial here.
[url]http://www.facepunch.com/showthread.php?t=1202951&p=37074767&viewfull=1#post37074767[/url]
[QUOTE=Stiffy360;39472860]so as not to fill up the page, you can follow my amazing tutorial here.
[url]http://www.facepunch.com/showthread.php?t=1202951&p=37074767&viewfull=1#post37074767[/url][/QUOTE]
Thanks but I know how to do it, just asking if there any way to align it apart from moving the objects inside?
[QUOTE=Antec;39472947]Thanks but I know how to do it, just asking if there any way to align it apart from moving the objects inside?[/QUOTE]
well, the sky camera bases it'self on the origin of the world, so if you move the skybox, nothing happens, if you move the map itself then things start moving.
[QUOTE=Stiffy360;39472984]well, the sky camera bases it'self on the origin of the world, so if you move the skybox, nothing happens, if you move the map itself then things start moving.[/QUOTE]
I see, right OK.
Thanks man. :smile:
It's the most facile way. It should be pretty easy to scale up the 3D skybox geometry 16 times and move it into place and do the aligning. I suggest keeping the 3D skybox below your map, such that the sky_camera is directly under the world origin.
[editline]4th February 2013[/editline]
Late/ninja'd.
[QUOTE=Mozartkugeln;39473016]It's the most facile way. It should be pretty easy to scale up the 3D skybox geometry 16 times and move it into place and do the aligning. I suggest keeping the 3D skybox below your map, such that the sky_camera is directly under the world origin.
[editline]4th February 2013[/editline]
Late/ninja'd.[/QUOTE]
what I alwasy do is, plop down a sky_camera at 0,0,0 then select the bigger important pieces to use for reference geometry as well as the sky_camera, copy it, scale it down, then plaster the skip texture on it.
It works quite well.
as for displacements aligning with the skybox, I go ahead and create a bunch around the real usable displacements, sew and edit as I see fit, then select those and the camera and scale down.
I have a question.
I want to make a firestation.
Which one looks better ?
[b]1.[/b]
[img]https://dl.dropbox.com/u/16648713/FireStation/fire_station%20%282%29.jpg[/img]
[b]2.[/b]
[img]https://dl.dropbox.com/u/16648713/FireStation/firehouse.jpg[/img]
1
[QUOTE=R@Rdeathmatch;39474135]I have a question.
I want to make a firestation.
Which one looks better ?
[b]1.[/b]
[img]https://dl.dropbox.com/u/16648713/fire_station%20%282%29.jpg[/img]
[b]2.[/b]
[img]https://dl.dropbox.com/u/16648713/firehouse.jpg[/img][/QUOTE]
If you're going for a more modern setting then go with 1 but if not go 2
[QUOTE=UnknownPredator;39474189]If you're going for a more modern setting then go with 1 but if not go 2[/QUOTE]
Basiccally I want to go for modern so I think I will go with the first 1.
Thanks for help.
Here are some picture with the first fire station.
[b]1.[/b]
[img]https://dl.dropbox.com/u/16648713/FireStation/fire_station%20%281%29.jpg [/img]
[b]2.[/b]
[img]https://dl.dropbox.com/u/16648713/FireStation/fire_station%20%282%29.jpg [/img]
[b]3.[/b]
[img]https://dl.dropbox.com/u/16648713/FireStation/fire_station%20%283%29.jpg [/img]
[b]4.[/b]
[img]https://dl.dropbox.com/u/16648713/FireStation/fire_station%20%284%29.jpg [/img]
[b]5.[/b]
[img]https://dl.dropbox.com/u/16648713/FireStation/fire_station%20%285%29.jpg [/img]
[b]6.[/b]
[img]https://dl.dropbox.com/u/16648713/FireStation/fire_station%20%286%29.jpg [/img]
[b]7.[/b]
[img]https://dl.dropbox.com/u/16648713/FireStation/fire_station%20%287%29.jpg [/img]
[b]8.[/b]
[img]https://dl.dropbox.com/u/16648713/FireStation/fire_station%20%288%29.jpg [/img]
Can anyone tell me why my map isn't lighting?
I have a Light_Env and a Light but when i run it in game it's fullbright
Here's what appears in the console
] map mvm
]
SoundEmitter: removing map sound overrides [5133 to remove, 1275 to restore]
Dropped Vladnag from server (Disconnect by user.)
'listenserver.cfg' not present; not executing.
'mvm.cfg' not present; not executing.
Team Fortress
Map: mvm
Players: 1 / 24
Build: 5198
Server Number: 9
No pure server whitelist. sv_pure = 0
Connection to game coordinator established.
Current item schema is up-to-date with version 0CC2BA0B.
tf_server_identity_account_id not set; not logging into registered account
Vladnag connected
Compact freed 495616 bytes
Redownloading all lightmaps
Unknown command: +showroundinfo
Unknown command: -showroundinfo
N
[QUOTE=vladnag;39474358]Can anyone tell me why my map isn't lighting?
I have a Light_Env and a Light but when i run it in game it's fullbright
Here's what appears in the console
] map mvm
]
SoundEmitter: removing map sound overrides [5133 to remove, 1275 to restore]
Dropped Vladnag from server (Disconnect by user.)
'listenserver.cfg' not present; not executing.
'mvm.cfg' not present; not executing.
Team Fortress
Map: mvm
Players: 1 / 24
Build: 5198
Server Number: 9
No pure server whitelist. sv_pure = 0
Connection to game coordinator established.
Current item schema is up-to-date with version 0CC2BA0B.
tf_server_identity_account_id not set; not logging into registered account
Vladnag connected
Compact freed 495616 bytes
Redownloading all lightmaps
Unknown command: +showroundinfo
Unknown command: -showroundinfo
N[/QUOTE]
To fix it you have to type in console "mat_fullbright 0 "
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