• Mapping Question Megathread v3
    4,500 replies, posted
[QUOTE=HoliestCow;35179928]Is it possible to remove a overlay via trigger?[/QUOTE] If you can name it then just use a kill command.
Can I use a prop_dynamic to change a light model that's 'off' to turn into it's 'on' counterpart? Or is a different entity required for that?
[QUOTE=LtKyle2;35180550]Can I use a prop_dynamic to change a light model that's 'off' to turn into it's 'on' counterpart? Or is a different entity required for that?[/QUOTE] Some models have an off and on skin. You can just tell the trigger to change the skin to the skin number.
How the hell do I fix this? [img]http://wauterboi.com/img/267.jpg?1332026922[/img] [img]http://wauterboi.com/img/268.jpg?1332027020[/img] The lighting on the door is backwards, actually.
Try a cubemap for the door it LOOKS like a cubemap issue. For the RT camera problem on the previous page garry changed the RT stuff a while ago here is fix. [url]http://www.garrysmod.org/downloads/?a=view&id=121319[/url] If that doesn't work I saw another fix by gary on interlopers a while back but I can't find it.
[QUOTE=IronPhoenix;35180416]If you can name it then just use a kill command.[/QUOTE] They dont disappear after "killing" them.
[QUOTE=mdeceiver79;35183330]Try a cubemap for the door it LOOKS like a cubemap issue. For the RT camera problem on the previous page garry changed the RT stuff a while ago here is fix. [url]http://www.garrysmod.org/downloads/?a=view&id=121319[/url] If that doesn't work I saw another fix by gary on interlopers a while back but I can't find it.[/QUOTE] Nah, that ain't it. I gave up and just removed the doors all together and placed them on the ground so it looks like they fell off.
[QUOTE=wauterboi;35183779]Nah, that ain't it. I gave up and just removed the doors all together and placed them on the ground so it looks like they fell off.[/QUOTE] I'm interested in the true solution to this as I had a similar thing in a little atmosphere test I did recently.
What nodes do i need to have it so if the player is a headcrab they can burrow in say dirt or sand but not cement.
I'm livid. I can play my map over single player on anything, but as soon as I make it multiplayer on anything... [img]http://screensnapr.com/e/WzulYM.png[/img]
Not to sound out of line but have you checked this thread? [url]http://facepunch.com/threads/505934[/url]
[QUOTE=zackyd;35184512]Not to sound out of line but have you checked this thread? [url]http://facepunch.com/threads/505934[/url][/QUOTE] Yeah, I have. I was wondering how can I fix it. I know why it is caused. [editline]17th March 2012[/editline] I've found that putting the start in a box outside of the level and teleporting them in totally works, but I'm not keen on doing that.
How do you disable running on player spawn?
[QUOTE=l33tkill;35185539]How do you disable running on player spawn?[/QUOTE] Don't give them an item_suit
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[QUOTE=Firegod522;35185787]Don't give them an item_suit[/QUOTE] I'd assume that it wouldn't work if I implemented the map into garrysmod. Would I have to use a trigger with something else to have the same effect on the player?
So I sorted out my gmod config on the 09 engine but it seems to lag out really badly when I have any map loaded. It seems to affect the whole of Hammer, not just the rendering. I've never had these kind of problems before and they only occurred after the update that included source engine MP. Are there any known cases like this or does anyone have any ideas for possible solutions?
..speedmod entity flags - disable sprint
[QUOTE=l33tkill;35186152]I'd assume that it wouldn't work if I implemented the map into garrysmod. Would I have to use a trigger with something else to have the same effect on the player?[/QUOTE] In gmod i suspect you would have to write some lua to disable sprinting.
[QUOTE=HiddenMyst;35188050]So I sorted out my gmod config on the 09 engine but it seems to lag out really badly when I have any map loaded. It seems to affect the whole of Hammer, not just the rendering. I've never had these kind of problems before and they only occurred after the update that included source engine MP. Are there any known cases like this or does anyone have any ideas for possible solutions?[/QUOTE] I'm almost certain gmod runs on source mp
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Hey guys where can i find Good texture for Modern City building .. Nice and Clean if possible thanks for help
How can I fix this? env_cubemap? [IMG]http://img214.imageshack.us/img214/981/2012031900002.jpg[/IMG] [IMG]http://img849.imageshack.us/img849/4495/2012031900001.jpg[/IMG]
[QUOTE=pac0master;35197683]Hey guys where can i find Good texture for Modern City building .. Nice and Clean if possible thanks for help[/QUOTE] cgtextures.com
[QUOTE=Azzator;35201040]How can I fix this? env_cubemap? [IMG]http://img214.imageshack.us/img214/981/2012031900002.jpg[/IMG] [IMG]http://img849.imageshack.us/img849/4495/2012031900001.jpg[/IMG][/QUOTE] Looks like a missing bumpmap.
[QUOTE=Azzator;35201040]How can I fix this? env_cubemap? [IMG]http://img214.imageshack.us/img214/981/2012031900002.jpg[/IMG] [IMG]http://img849.imageshack.us/img849/4495/2012031900001.jpg[/IMG][/QUOTE] I've no idea how, but that makes me think of the most recent sonic game.
[QUOTE=kaine123;35206133]I've no idea how, but that makes me think of the most recent sonic game.[/QUOTE] You mean any sonic game. [IMG]http://info.sonicretro.org/images/1/1b/Ghz.png[/IMG]
Does anyone have any tips/advise with HDR? I'm trying to implement it in my map but I can't get it to look any good.
How can I select a mass of brushes without highlighting them individually?
[QUOTE=Azzator;35215369]How can I select a mass of brushes without highlighting them individually?[/QUOTE] In any of the view ports except the top left one (The Rendered one by default), drag your cursor and select an area of brushes you want to highlight, then press enter. Voila. Question. Is it possible to pack lua scripts in a .bsp via packrat or any other software variant and have the lua script executed by an lua_run entity every round? I have a count-down timer lua script as an addon with client and server sided folders. I want to pack this without having players requiring a seperate addon to render the count-down timer in addition to the .bsp map file.
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