• Mapping Question Megathread v3
    4,500 replies, posted
Is it possible to have a "bounding box" that allows the player to hear a sound, but as soon as you leave the bounding box the sound cuts off completely? If so..what entities do I need and how can I make it work?
[QUOTE=l33tkill;35335507]Is it possible to have a "bounding box" that allows the player to hear a sound, but as soon as you leave the bounding box the sound cuts off completely? If so..what entities do I need and how can I make it work?[/QUOTE] Trigger_mutiple and ambeint_generic should do it.
[QUOTE=ZestyLemons;35310291]How do I make a brush (specifically a button) that can only be damaged by the player?[/QUOTE] Still waiting for an answer on this. Also, I've been fiddling with assaults, and is there a good way to get an NPC to run to an area, and stay there? The Valve dev wiki specified that combine soldiers kill rally points when they arrive at them.
I'd like to know, if I'm making a small system of cave tunnels, how might I control visibility and optimize it? Do displacements work like normal brushes when it comes to telling what's being drawn and what isn't?
[QUOTE=kaine123;35337984]I'd like to know, if I'm making a small system of cave tunnels, how might I control visibility and optimize it? Do displacements work like normal brushes when it comes to telling what's being drawn and what isn't?[/QUOTE] Displacements don't block vis, but you could use nodraw brushes alongside hints to make it as optimised as possible.
[QUOTE=l33tkill;35335507]Is it possible to have a "bounding box" that allows the player to hear a sound, but as soon as you leave the bounding box the sound cuts off completely? If so..what entities do I need and how can I make it work?[/QUOTE] Soundscape is what you want
[QUOTE=Legend286;35338073]Displacements don't block vis, but you could use nodraw brushes alongside hints to make it as optimised as possible.[/QUOTE] He can probably use areaportals too, depending on how he seals the caves.
Can anyone tell me how I can fix this or at least what causes it? [t]http://dl.dropbox.com/u/34886768/Pictures/Random/gm_construct_130083.jpg[/t] [t]http://dl.dropbox.com/u/34886768/Pictures/Random/gm_construct_130084.jpg[/t] [t]http://dl.dropbox.com/u/34886768/Pictures/Random/gm_construct_130085.jpg[/t]
Can you load the portal file for the area? Is it optimized (looks like it isn't) Maybe a compile log also?
[QUOTE=NielsGade;35362293]damage as in activated? Check the flags[/QUOTE] [quote]How do I make a brush (specifically a button) that can [B]only be damaged by the player?[/B][/quote] I meant only by the player. NPCs can damage it and activate the button right now, and I don't want that to happen.
Can someone tell me how to make/use a 3d skybox, I haven't learned how to properly make one for years, and it's really bugging me now that I'm back into mapping, not to mention it will be extremely handy. if not tell me, point me in the direction of an easy to understand tutorial, I don't want to get anything wrong. I looked up one on FPSbanana and it didn't really help. thanks in advance.
[QUOTE=zach1193;35370636]Can someone tell me how to make/use a 3d skybox, I haven't learned how to properly make one for years, and it's really bugging me now that I'm back into mapping, not to mention it will be extremely handy. if not tell me, point me in the direction of an easy to understand tutorial, I don't want to get anything wrong. I looked up one on FPSbanana and it didn't really help. thanks in advance.[/QUOTE] Excellent step-by-step instructions here: [url]https://developer.valvesoftware.com/wiki/3D_Skybox#Construction_of_3D_skyboxes[/url]
My ropes from an old GMod9 map don't seem to load. Even the sdk_cables compiled with the orangebox tools, they appear all stupid. (But fine in EP2). Are they broken in GMod currently? [url]http://i44.tinypic.com/egob6e.jpg[/url]
Well if the sdk_cables map doesn't load properly, then they are broken in gmod. I think garry fixed that in the beta update though.
[QUOTE=Firegod522;35365750]Can you load the portal file for the area? Is it optimized (looks like it isn't) Maybe a compile log also?[/QUOTE] According to the other person helping with the map it has been fixed, but I haven't been told what it was or how it was fixed.
How can a get an NPC to open a 'func_door_rotating' naturally and walk through like they can with a 'prop_door_rotating'?
[QUOTE=Matt2468rv;35374450]How can a get an NPC to open a 'func_door_rotating' naturally and walk through like they can with a 'prop_door_rotating'?[/QUOTE] Pretty much the same way I'd imagine.
[QUOTE=zach1193;35375849]Pretty much the same way I'd imagine.[/QUOTE] It doesn't though. NPCs stop at the door and the AI connection line via "ai_show_connect" in the doorway turns from green to red.
[QUOTE=Matt2468rv;35376522]It doesn't though. NPCs stop at the door and the AI connection line via "ai_show_connect" in the doorway turns from green to red.[/QUOTE] Hmmm I'm not sure then, maybe make a button that opens the door, then just have them walk through, just an idea though
Does anyone know what the entity limit for AI nodes in Hammer? I put alot on my map and when I load the game up not all of the displaced nodes are appearing. Only most are but some of them are missing which causes link problems between the nodes. Is there a certain limit to how many nodes I can put on a map? Someone please answer.
[QUOTE=Matt2468rv;35374450]How can a get an NPC to open a 'func_door_rotating' naturally and walk through like they can with a 'prop_door_rotating'?[/QUOTE] I tried this, but could not get the NPC to open the door by himself. I managed to work around it by having the door opened by a trigger_multiple that is only triggered by NPCs.
[QUOTE=Miigga;35381486]I tried this, but could not get the NPC to open the door by himself. I managed to work around it by having the door opened by a trigger_multiple that is only triggered by NPCs.[/QUOTE] Yeah, that's definitely a flawless workaround for the sliding doors I've made. However I haven't managed to get that method to work with rotating doors because they end up opening the wrong way, out towards the NPC, and block their path as they try to walk through causing the AI path through the doorway to close...
I guess you could make the trigger_multiple larger for the rotating doors. Or just only use sliding doors. :v: Or use func_rotatings for the rotating doors. You can use outputs to tell them which way to rotate. Use that along with two trigger_multiples. If you want the player to also be able to use it, I guess you can have large flat nodrawed func_buttons on both sides of the door (parented to the door) that also open the door. This is getting hacky as fuck but it might work.
Does anyone know if there's a limit to the number of NPC/AI nodes you can have on a map?
[QUOTE=Half-Life;35381886]Does anyone know if there's a limit to the number of NPC/AI nodes you can have on a map?[/QUOTE] [QUOTE=Half-Life;35381296]Does anyone know what the entity limit for AI nodes in Hammer? I put alot on my map and when I load the game up not all of the displaced nodes are appearing. Only most are but some of them are missing which causes link problems between the nodes. Is there a certain limit to how many nodes I can put on a map? Someone please answer.[/QUOTE] There is an entity limit which I believe gets used up along side with regular entities, though I could be wrong.
If I want a texture (metal/metalgrate013a) to be affected by the textureshadows compile parameter, how would I add it in the lights.rad file? I tried adding it as "forcetextureshadows metal/metalgrate013a", like you would with a prop, but that doesn't work
-textureshadows works only for models as far as I know. You can't use it with brushes. But I don't know if there's a fix or circumvention of sorts.
:C now comes the grueling time of making it with blocklight brushes [editline]1st April 2012[/editline] thanks anyway
[QUOTE=Chrille;35384804]:C now comes the grueling time of making it with blocklight brushes [editline]1st April 2012[/editline] thanks anyway[/QUOTE] Just propper it.
Might as well try
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