[QUOTE=Fabled.;35518938]Hello,
I am currently making a Half life 2 modification. Not exactly great with coding or hammer but on my way. I will probably be on this threat, asking a lot of stupid questions but here goes.
I currently have a house, and while going though it I want the character to talk to him self kind of like a point and click adventure game. Such as, there is a smell of rotting flesh so he would say
[I]"Ugh, something smells like death.[/I]
And have that pop up as subtitles, I mite be adding voice acting, but that would be down the development cycle. Thanks for any help given.[/QUOTE]
Look at default sound scripts to gain knowledge on how to add subtitles, use a point_clientcommand to execute a "play" command (or use an ambient_generic and set it to "play everywhere")
I only have basic knowledge in this area, so this may not be the best answer.
[t]http://imgkk.com/i/947k.jpg[/t]
[t]http://imgkk.com/i/t2mh.jpg[/t]
Is there any way to fix the weird shadows and bright spots on/around my displacements? This is for CSS.
How would I go about simulating skybox lighting in an indoor area?
[QUOTE=Dougley;35521054]How would I go about simulating skybox lighting in an indoor area?[/QUOTE]
Maybe clip the ceiling horizontally into 2 parts, turn the lower part into func_brush so it won't cast lightmap shadows and then put brushes with toolsskybox texture between the two ceiling layers
This is kinda silly though
Do I even understand your question correctly?
Like the skylights in the first trainstation map (before the security checkpoint)? Try a window textured brush tied to func_illusionary.
-snip-
I have a problem with objects in the basement I have constructed in my map. Even though there isn't any light in the basement, the objects shine like they are in the light. I have tried numerous things to get it to work, but nothing has solved my problem. I will include the compile log below in case there is something in there that someone can spot.
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\cookiesandbeer\sourcesdk\bin\source2009\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\cookiesandbeer\half-life 2\hl2" "C:\Users\Mitchell\Documents\Maps R Shit\Shithole.vmf"
Valve Software - vbsp.exe (Sep 15 2011)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\cookiesandbeer\half-life 2\hl2\materials
Loading C:\Users\Mitchell\Documents\Maps R Shit\Shithole.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\cookiesandbeer\half-life 2\hl2\gameinfo.txt
Patching WVT material: maps/shithole/nature/blenddirtgrass001a_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity trigger_soundscape (-3682.00 -288.00 73.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
*** Error: Skybox vtf files for skybox/sky_day01_09 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_day01_09 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_day01_09 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_day01_09 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (39433 bytes)
Error loading studio model ""!
Error! prop_static using model "models/props_c17/furniturecupboard001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/furniturecupboard001a.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 228 texinfos to 156
Reduced 25 texdatas to 21 (647 bytes to 564)
Writing C:\Users\Mitchell\Documents\Maps R Shit\Shithole.bsp
2 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\cookiesandbeer\sourcesdk\bin\source2009\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\cookiesandbeer\half-life 2\hl2" "C:\Users\Mitchell\Documents\Maps R Shit\Shithole"
Valve Software - vvis.exe (Sep 15 2011)
4 threads
reading c:\users\mitchell\documents\maps r shit\Shithole.bsp
reading c:\users\mitchell\documents\maps r shit\Shithole.prt
LoadPortals: couldn't read c:\users\mitchell\documents\maps r shit\Shithole.prt
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\cookiesandbeer\sourcesdk\bin\source2009\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\cookiesandbeer\half-life 2\hl2" "C:\Users\Mitchell\Documents\Maps R Shit\Shithole"
Valve Software - vrad.exe SSE (Sep 15 2011)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\users\mitchell\documents\maps r shit\Shithole.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.54 seconds)
2523 faces
1 degenerate faces
1858222 square feet [267583968.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
8 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (6)
Build Patch/Sample Hash Table(s).....Done<0.0278 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (6)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 6/1024 288/49152 ( 0.6%)
brushes 97/8192 1164/98304 ( 1.2%)
brushsides 736/65536 5888/524288 ( 1.1%)
planes 972/65536 19440/1310720 ( 1.5%)
vertexes 3491/65536 41892/786432 ( 5.3%)
nodes 1527/65536 48864/2097152 ( 2.3%)
texinfos 156/12288 11232/884736 ( 1.3%)
texdata 21/2048 672/65536 ( 1.0%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 2523/65536 141288/3670016 ( 3.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 409/65536 22904/3670016 ( 0.6%)
leaves 1534/65536 49088/2097152 ( 2.3%)
leaffaces 2740/65536 5480/131072 ( 4.2%)
leafbrushes 926/65536 1852/131072 ( 1.4%)
areas 3/256 24/2048 ( 1.2%)
surfedges 13080/512000 52320/2048000 ( 2.6%)
edges 6765/256000 27060/1024000 ( 2.6%)
LDR worldlights 8/8192 704/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 130/32768 1300/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2070/65536 4140/131072 ( 3.2%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 3060356/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 13972/393216 ( 3.6%)
LDR ambient table 1534/65536 6136/262144 ( 2.3%)
HDR ambient table 1534/65536 6136/262144 ( 2.3%)
LDR leaf ambient 5118/65536 143304/1835008 ( 7.8%)
HDR leaf ambient 1534/65536 42952/1835008 ( 2.3%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/8806 ( 0.0%)
pakfile [variable] 1573/0 ( 0.0%)
physics [variable] 39433/4194304 ( 0.9%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 6382
Writing c:\users\mitchell\documents\maps r shit\Shithole.bsp
14 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Mitchell\Documents\Maps R Shit\Shithole.bsp" "c:\program files (x86)\steam\steamapps\cookiesandbeer\half-life 2\hl2\maps\Shithole.bsp"
** Executing...
** Command: c:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 220 -game "c:\program files (x86)\steam\steamapps\cookiesandbeer\half-life 2\hl2" +map "Shithole"
[QUOTE=Cpt Tinderbox;35530900]I have a problem with objects in the basement I have constructed in my map. Even though there isn't any light in the basement, the objects shine like they are in the light. I have tried numerous things to get it to work, but nothing has solved my problem. I will include the compile log below in case there is something in there that someone can spot.
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\cookiesandbeer\sourcesdk\bin\source2009\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\cookiesandbeer\half-life 2\hl2" "C:\Users\Mitchell\Documents\Maps R Shit\Shithole.vmf"
Valve Software - vbsp.exe (Sep 15 2011)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\cookiesandbeer\half-life 2\hl2\materials
Loading C:\Users\Mitchell\Documents\Maps R Shit\Shithole.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\cookiesandbeer\half-life 2\hl2\gameinfo.txt
Patching WVT material: maps/shithole/nature/blenddirtgrass001a_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity trigger_soundscape (-3682.00 -288.00 73.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
*** Error: Skybox vtf files for skybox/sky_day01_09 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_day01_09 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_day01_09 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_day01_09 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (39433 bytes)
Error loading studio model ""!
Error! prop_static using model "models/props_c17/furniturecupboard001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/furniturecupboard001a.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 228 texinfos to 156
Reduced 25 texdatas to 21 (647 bytes to 564)
Writing C:\Users\Mitchell\Documents\Maps R Shit\Shithole.bsp
2 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\cookiesandbeer\sourcesdk\bin\source2009\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\cookiesandbeer\half-life 2\hl2" "C:\Users\Mitchell\Documents\Maps R Shit\Shithole"
Valve Software - vvis.exe (Sep 15 2011)
4 threads
reading c:\users\mitchell\documents\maps r shit\Shithole.bsp
reading c:\users\mitchell\documents\maps r shit\Shithole.prt
LoadPortals: couldn't read c:\users\mitchell\documents\maps r shit\Shithole.prt
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\cookiesandbeer\sourcesdk\bin\source2009\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\cookiesandbeer\half-life 2\hl2" "C:\Users\Mitchell\Documents\Maps R Shit\Shithole"
Valve Software - vrad.exe SSE (Sep 15 2011)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\users\mitchell\documents\maps r shit\Shithole.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.54 seconds)
2523 faces
1 degenerate faces
1858222 square feet [267583968.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
8 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (6)
Build Patch/Sample Hash Table(s).....Done<0.0278 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (6)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 6/1024 288/49152 ( 0.6%)
brushes 97/8192 1164/98304 ( 1.2%)
brushsides 736/65536 5888/524288 ( 1.1%)
planes 972/65536 19440/1310720 ( 1.5%)
vertexes 3491/65536 41892/786432 ( 5.3%)
nodes 1527/65536 48864/2097152 ( 2.3%)
texinfos 156/12288 11232/884736 ( 1.3%)
texdata 21/2048 672/65536 ( 1.0%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 2523/65536 141288/3670016 ( 3.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 409/65536 22904/3670016 ( 0.6%)
leaves 1534/65536 49088/2097152 ( 2.3%)
leaffaces 2740/65536 5480/131072 ( 4.2%)
leafbrushes 926/65536 1852/131072 ( 1.4%)
areas 3/256 24/2048 ( 1.2%)
surfedges 13080/512000 52320/2048000 ( 2.6%)
edges 6765/256000 27060/1024000 ( 2.6%)
LDR worldlights 8/8192 704/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 130/32768 1300/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2070/65536 4140/131072 ( 3.2%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 3060356/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 13972/393216 ( 3.6%)
LDR ambient table 1534/65536 6136/262144 ( 2.3%)
HDR ambient table 1534/65536 6136/262144 ( 2.3%)
LDR leaf ambient 5118/65536 143304/1835008 ( 7.8%)
HDR leaf ambient 1534/65536 42952/1835008 ( 2.3%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/8806 ( 0.0%)
pakfile [variable] 1573/0 ( 0.0%)
physics [variable] 39433/4194304 ( 0.9%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 6382
Writing c:\users\mitchell\documents\maps r shit\Shithole.bsp
14 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Mitchell\Documents\Maps R Shit\Shithole.bsp" "c:\program files (x86)\steam\steamapps\cookiesandbeer\half-life 2\hl2\maps\Shithole.bsp"
** Executing...
** Command: c:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 220 -game "c:\program files (x86)\steam\steamapps\cookiesandbeer\half-life 2\hl2" +map "Shithole"[/QUOTE]
**** leaked ****
Entity trigger_soundscape (-3682.00 -288.00 73.00) leaked!
Though im not sure if this is an issue since its a brush, you should still fix it.
I have a feeling your problem is caused because you havent built cubemaps:
[url]https://developer.valvesoftware.com/wiki/Cubemaps[/url]
Good luck
He has built cubemaps several times, I tried to help him the best I could.
[QUOTE=ashton93;35531022]**** leaked ****
Entity trigger_soundscape (-3682.00 -288.00 73.00) leaked!
Though im not sure if this is an issue since its a brush, you should still fix it.
I have a feeling your problem is caused because you havent built cubemaps:
[url]https://developer.valvesoftware.com/wiki/Cubemaps[/url]
Good luck[/QUOTE]
Any leak is an issue. The entity used is just the closest entity to the hole.
Can somebody PLEASE HELP me...cause ive tried everything most of the suggestions say its a leak , but ive checked multiple times there isnt a single leak in my map .
I cant get the water to show at ALL
I tried env cube map , build cube map , ....simply nothing works. Is CSS just that shitty or am i missing something ?
[IMG]http://i.imgur.com/hIfgS.jpg[/IMG]
PM me the VMF. I'll check for leaks.
You can also do Map>Load Pointfile to make SURE there aren't any leaks.
You might not have all of the water block's faces other than the top one set to the nodraw texture.
[editline]Now for my question[/editline]
Is an aiscripted_schedule better for npc movement than a scripted_sequence?
A leak is caused by a hole in the map. This can also be caused by func_detailing the skybox.
Rememeber, the map cannot be sealed by entities (such as func_detail), water or displacements.
Where can I grab some textures for a realistic house??
For a multiplayer map, what would be the best way to have players "put on" a suit that allows them to traverse a radiation filled room, and die if they enter the room without having picked up a suit? I'd probably create a machine that spawns a new suit each time a radiation suit is taken.
[QUOTE=Matt2468rv;35544530]For a multiplayer map, what would be the best way to have players "put on" a suit that allows them to traverse a radiation filled room, and die if they enter the room without having picked up a suit? I'd probably create a machine that spawns a new suit each time a radiation suit is taken.[/QUOTE]
Sounds to me like you could use the Item_suit model, and then turn it into a custom entity that allows you to withstand radiation. Probably an easier way, but that's my take.
[QUOTE=zach1193;35545677]Sounds to me like you could use the Item_suit model, and then turn it into a custom entity that allows you to withstand radiation. Probably an easier way, but that's my take.[/QUOTE]
Yeah, I'm planning on using the HEV suit model and having it disappear when the player takes it/touches it, but I'm not sure what process to use to have each player be unaffected by the radiation trigger_hurt after they grab a suit. This is for a TTT map I'm creating by the way.
How, if possible, do I make a "flying" func_tracktrain revolve while crashing?
[QUOTE=Sergeant Stacker;35548191]How, if possible, do I make a "flying" func_tracktrain revolve while crashing?[/QUOTE]
do you mean like a spinning "mayday mayday" kind of crash?
I'd have to look that up..
func_rotating parented to a func_tracktrain?
What kind of tutorial would you guys like to see? I would prefer if it was a general Source SDK tutorial and not too game-specific. (something that can be used in any Source game)
I was thinking about doing another video tutorial
[QUOTE=slayer20;35551674]What kind of tutorial would you guys like to see? I would prefer if it was a general Source SDK tutorial and not too game-specific. (something that can be used in any Source game)
I was thinking about doing another video tutorial[/QUOTE]
Optimisation?
[QUOTE=slayer20;35551674]What kind of tutorial would you guys like to see? I would prefer if it was a general Source SDK tutorial and not too game-specific. (something that can be used in any Source game)
I was thinking about doing another video tutorial[/QUOTE]
Advanced trigger shit yo
[QUOTE=TCB;35552025]Advanced trigger shit yo[/QUOTE]
What kind of advanced triggers?
[QUOTE=slayer20;35552063]What kind of advanced triggers?[/QUOTE]
Smart-ass input/output shit which is complicated until you understand it.
[editline]13th April 2012[/editline]
Like some sexy mechanisms that spawn a dickload of can props that fall into a pit, which detects when there are 3 cans in and when 3 cans are in the pit, the pit opens up and the cans are dropped out into some other place.
[QUOTE=TCB;35552111]Smart-ass input/output shit which is complicated until you understand it.[/QUOTE]
I might need an example for this...
I can't really think of anything off the top of my head that requires super complicated I/O triggers
Fuck man I dunno but that'd be cool
[sub][sub]swag yo[/sub][/sub]
[editline]13th April 2012[/editline]
Automerge just how I like it.
[QUOTE=TCB;35552111]
Like some sexy mechanisms that spawn a dickload of can props that fall into a pit, which detects when there are 3 cans in and when 3 cans are in the pit, the pit opens up and the cans are dropped out into some other place.[/QUOTE]
That sounds easy enough.
I think I'll do a tutorial on that.
Sorry, you need to Log In to post a reply to this thread.