[QUOTE=phantompain5;35855593]Since Cs:Go has dynamic lighting is it necessary to have the -staticpropolys, -textureshadows, and -staticproplighting parameters in the compile options?[/QUOTE]
Yes, lightmaps still mask out the CSM.
[QUOTE=latin_geek;35862461]Alright, I think there's an issue with my FGD files since I can't find func_door on the entity list[/QUOTE]
You have [i]three[/i] Counter-Strike FGDs, try adding halflife.fgd as well?
[QUOTE=latin_geek;35862461]And I can't find any of the info textures like nodraw and skybox and such so I'm probably missing some WADs[/QUOTE]
There's no "nodraw". With ZHLT there's "null", though.
[QUOTE=GoldPlatinum;35849759]Does anyone know where to get any good sprite grass textures? How did the guy managed to get them move in Dear Escher?[/QUOTE]
Nobody gives those out, nothing worth using anyway, only choice is to make them yourself with many hours painfully hand painting individual blades of grass, then repainting those again on the alpha channel.
In Dear Esther Briscoe's coder updated the very old, very slow "sway" effect that has been in Source since HL2, but never used.
tl/dr: make it yourself, you can't.
[QUOTE=GoldPlatinum;35849759]Does anyone know where to get any good sprite grass textures? How did the guy managed to get them move in Dear Escher?[/QUOTE]
Load hl2. Add the blend dirt dirt texture. Look how awesome the sprites are.
[QUOTE=Jericho_Rus;35860769]Want this to look like police lights, help.
[t]http://filesmelt.com/dl/csgo_2012-05-07_14-56-32-15.png[/t][/QUOTE]
Sprites, and some sort of timed entity work is my guess.
How do you make Point_anglesensor work?
I have a point_anglesensor with the values of
Target:!player
Look at entity:Info_target
Duration:1
Tolerance:300
(Flag ticked)
A trigger_multiple is encasing the sensor so if a player stands in it, it outputs "Test" to the angle sensor (And I use the "ent_fire anglesensor test" command so there is no reason that doesn't work)
So I think the problem is with the angles or the "!player" thing. Can someone help? Maybe an image of how it should be set up?
Edit
Changed it to a crate prop and when I used and rotated that it worked fine, so what Target do I use if I want the player? Wiki says use "!player" but I'm not sure anymore
[QUOTE=l33tkill;35853576]How can I make an npc hold a layer_pace pose on player spawn?[/QUOTE]
I still can't seem to get it right. Anyone have any methods that would be best suited for an idle npc?
Does anyone know why hammer periodically freezes momentarily when I have the 'Auto' tab selected in the visgroups browser?
[QUOTE=vexx21322;35880811]Does anyone know why hammer periodically freezes momentarily when I have the 'Auto' tab selected in the visgroups browser?[/QUOTE]
Because it's hammer...
Question, how do I make it so when I start the map, I have 23 HP, or at least start with lowered health, at the point where the HEV suit realistically gives the medical announcement?
My map you relatively just wake up with blood around you, so you may get the idea.
I've tried a trigger_hurt, but it kept damaging me until death, and I'm not sure how to make it so it only hurts you once and then it's disabled.
[QUOTE=Sinic;35884341]Question, how do I make it so when I start the map, I have 23 HP, or at least start with lowered health, at the point where the HEV suit realistically gives the medical announcement?
My map you relatively just wake up with blood around you, so you may get the idea.
I've tried a trigger_hurt, but it kept damaging me until death, and I'm not sure how to make it so it only hurts you once and then it's disabled.[/QUOTE]
Give your triiger hurt an output. OnStartTouch > [ Trigger name] > Kill > Delay = 0.1
[QUOTE=Sinic;35884341]Question, how do I make it so when I start the map, I have 23 HP, or at least start with lowered health, at the point where the HEV suit realistically gives the medical announcement?
My map you relatively just wake up with blood around you, so you may get the idea.
I've tried a trigger_hurt, but it kept damaging me until death, and I'm not sure how to make it so it only hurts you once and then it's disabled.[/QUOTE]
Pretty simple with the I/O system
Make your trigger_hurt and set the damage to twice the amount you want it to do (154 if you want the player left with 23 health).
Add an output and do:
OnHurtPlayer -> !self -> Kill
Retoast to my question, anyone know how to use Point_anglesensor? Not a very detailed wiki article on it and I can't find any tutorials. Just trying to make it if the player looks a certain way, something happens.
[QUOTE=Zombie Strider;35885082]Retoast to my question, anyone know how to use Point_anglesensor? Not a very detailed wiki article on it and I can't find any tutorials. Just trying to make it if the player looks a certain way, something happens.[/QUOTE]
[url=https://developer.valvesoftware.com/wiki/Trigger_look]Trigger_look?[/url].
Question: Is there a way to activate a trigger with a projectile (rocket, nade, arrow) without colliding with it?.
[QUOTE=.PSID;35885200][url=https://developer.valvesoftware.com/wiki/Trigger_look]Trigger_look?[/url].
Question: Is there a way to activate a trigger with a projectile (rocket, nade, arrow) without colliding with it?.[/QUOTE]
Worked perfectly! Thank you. Also, trigger_look has the "Use Velocity instead of facing" spawnflag and then there's the other flags for physics objects, etc that might be useful to use.
Does anyone know if source games cache certain files? Specifically, Left 4 Dead 2. Because I've changed the image for my addonimage.jpg for the custom campaign and I've completely deleted the old one, yet when I start the game, the old image still shows somehow.
So I have a hidden func_door in a wall, there's a red light in the room behind the door, but you can easily tell there's a hidden door there because the red light leaks out the bottom (and the side) of the door.
[url=http://puu.sh/tQdP]Here's a picture.[/url]
Any way to prevent this?
[QUOTE=Drakehawke;35892411]So I have a hidden func_door in a wall, there's a red light in the room behind the door, but you can easily tell there's a hidden door there because the red light leaks out the bottom (and the side) of the door.
[url=http://puu.sh/tQdP]Here's a picture.[/url]
Any way to prevent this?[/QUOTE]
use the blocklight texture on a brush in the doorway.
Not sure if this fits under mapping questions, but I've found that I have a total lack of inspiration and motivation lately, including in mapping. I pick something up or start something, and then I have literally no motivation to finish it. (example - that villa I started) How can I get rid of this?
[QUOTE=Prez;35896493]Not sure if this fits under mapping questions, but I've found that I have a total lack of inspiration and motivation lately, including in mapping. I pick something up or start something, and then I have literally no motivation to finish it. (example - that villa I started) How can I get rid of this?[/QUOTE]
I know exactly how you feel. What usually works for me is to take my mind off the project for a little while, then come back to it later. Maybe try playing other games? Keeping a positive attitude helps too.
i have a boner
[QUOTE=Prez;35896493]Not sure if this fits under mapping questions, but I've found that I have a total lack of inspiration and motivation lately, including in mapping. I pick something up or start something, and then I have literally no motivation to finish it. (example - that villa I started) How can I get rid of this?[/QUOTE]
Show a few WIP screenshots to the public or release a "beta" BSP to some of your (non-mapper) friends. Use their suggestions, blind praise, and kind words to bring the motivation back. For inspiration, you could always look for cool places near where you live in real life, or surf the internet (deviantart photography section has been a good friend to me) for various building and scenery ideas.
[QUOTE=Prez;35896493]Not sure if this fits under mapping questions, but I've found that I have a total lack of inspiration and motivation lately, including in mapping. I pick something up or start something, and then I have literally no motivation to finish it. (example - that villa I started) How can I get rid of this?[/QUOTE]
It's mappers block, one of the many types of block out there. Cures involve using favorite or loud music to get your mind working, taking a an enforced break where you don't use any mapping programs, draw anything for a few days, or just waiting...your mind will start working again in due course.
[QUOTE=Prez;35896493]Not sure if this fits under mapping questions, but I've found that I have a total lack of inspiration and motivation lately, including in mapping. I pick something up or start something, and then I have literally no motivation to finish it. (example - that villa I started) How can I get rid of this?[/QUOTE] I've found that a revised mapping method helps keep me motivated. If you're not already, try building the map in passes. It kind of gives you more of a sense of accomplishment to have your basic layout of the map built early on. [URL="http://www.facepunch.com/threads/1111784?highlight="]This[/URL] thread has some good information about it.
Anyone mind giving me some help here. I'm looking to achieve a hologram type effect in Half Life 2, any idea's on how too?
[QUOTE=Antec;35902279]Anyone mind giving me some help here. I'm looking to achieve a hologram type effect in Half Life 2, any idea's on how too?[/QUOTE]
Depends what you're going for, a humanoid figure or something else?
[QUOTE=sphinxa279;35902294]Depends what you're going for, a humanoid figure or something else?[/QUOTE]
[img]http://fc00.deviantart.net/fs41/i/2009/036/2/f/Planet_Hologram_by_managuni.jpg[/img]
Something like that? But have the world being a logo and it rotating round?
A Spherical logo I assume, if so you could just do a 3D model of a sphere which is hollowed, then make a transparent texture for the inside and outside of it, this way you could see through the sphere and it would be like seeing parts of the other side.
Someone is welcome to jump in here as I don't have nearly as much source modelling experience as others.
See I don't have any experience modelling, and well I want to be able to do it with textures/brushwork IF possible..
[QUOTE=Antec;35902405]See I don't have any experience modelling, and well I want to be able to do it with textures/brushwork IF possible..[/QUOTE]
Shaders bro, if you make a mod I'll gladly help you out with getting that effect.
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