I recently got asked to take over a mod from someone.
Add me on steam? Antec01 is my steam account.
Ok so I made a house and it has a prop_door_rotating for the front door. When I compile and run the map, then open the door I cannot walk through it, however when the door is closed I don't collide with it and can walk through it. I have no idea why and this is the case for all doors in my map. I want my doors to work like doors so help please.
[QUOTE=OMGWorms;35917013]Ok so I made a house and it has a prop_door_rotating for the front door. When I compile and run the map, then open the door I cannot walk through it, however when the door is closed I don't collide with it and can walk through it. I have no idea why and this is the case for all doors in my map. I want my doors to work like doors so help please.[/QUOTE]
Did you set the door to open and rotate it to be closed? Or rotate it at all.
[QUOTE=Legend286;35920427]Did you set the door to open and rotate it to be closed? Or rotate it at all.[/QUOTE]
Sorry I should've been a bit clearer;
The door is a prop_door_rotating like I said, and all the options on it are defaulted, all I have done is rotate it 90' so it fits the house. The doors starts closed in-game as default but when the player uses it, the open animation happens fine, but if they try to walk through it they hit an invisible wall. When the door is closed again the prop closing animation shows but the player doesn't collide with the prop and can walk through as if the door frame were empty.
The fact that it just won't work for seemingly no reason makes me shout 'BEHAVE, DOOR!' at my screen.
[editline]12th May 2012[/editline]
oh and the world model is a door_dynamic so it has a handle :V
Should be using the door01_left.mdl model, then you can choose from about 12 different skins.
[QUOTE=sphinxa279;35925005]Should be using the door01_left.mdl model, then you can choose from about 12 different skins.[/QUOTE]
Yeah I think there are 15 skins on the standard door but can they have handles?
Nothing like the rattling of a handle when the door is locked.
Also; invisible doors suck.
Yes, the door01_left.mdl has handles on various skins.
I do believe my problem has been eradicated.
It seems as though using the door01_left model has fixed my issue so I'm going to go shout at the person who told me to always use dynamic.
Thanks, sphinxa.
I'm trying to do this kind of roof:
[IMG]http://2.bp.blogspot.com/_dL1XNPZQy4k/SeOy3dWnTDI/AAAAAAAABdg/2SYIGWOgQdQ/s400/05_roof.jpg[/IMG]
but can't figure out how. Light needs to shine through it but not completely, only blocking some of it and adding a tint to it.
Ideas?
[QUOTE=Gmod Freak;35929543]I'm trying to do this kind of roof:
[IMG]http://2.bp.blogspot.com/_dL1XNPZQy4k/SeOy3dWnTDI/AAAAAAAABdg/2SYIGWOgQdQ/s400/05_roof.jpg[/IMG]
but can't figure out how. Light needs to shine through it but not completely, only blocking some of it and adding a tint to it.
Ideas?[/QUOTE]
Use Unreal.
I would try using "$alpha" in the .vmt, Gmod Freak.
Or trying setting the texture to have some transparency in the original .tga then re-converting it to a .vtf would probably work.
Ok I got back into mapping for a bit but Im having problems here
[quote][img]http://puu.sh/uncq[/img][/quote]There should be light models where the lights are like so
[quote][img]http://puu.sh/unbz[/img][/quote]
The prop info page says it can be static so I dont know whats wrong, also how do I make the lights dimmer again?
I had a similar problem once with props.
Think turning them into a prop_dynamic_override was working.
Also, edit the 4th value of a light, that is the alpha. (eg. 255 255 255 [B]200[/B])
[QUOTE=Tacooo;35931099]Ok I got back into mapping for a bit but Im having problems here
There should be light models where the lights are like so
The prop info page says it can be static so I dont know whats wrong, also how do I make the lights dimmer again?[/QUOTE]
I'm having a very similar problem with certain static props not loading in the map, even though they have duplicates elsewhere in the map.
To change the brightness of a light modify the 4th value in the brightness option on the entity.
[editline]13th May 2012[/editline]
[QUOTE=Xenon141;35933598]I had a similar problem once with props.
Think turning them into a prop_dynamic_override was working.
Also, edit the 4th value of a light, that is the alpha. (eg. 255 255 255 [B]200[/B])[/QUOTE]
Oh my god the similarity of our posts is ridiculous.
[QUOTE=OMGWorms;35933599]I'm having a very similar problem with certain static props not loading in the map, even though they have duplicates elsewhere in the map.
To change the brightness of a light modify the 4th value in the brightness option on the entity.
[/QUOTE]
Ok so I tried that thanks, but it didn't seem to make any difference.
[quote][img]http://puu.sh/upZY[/img][/quote]
[quote][img]http://puu.sh/uq01[/img] The brightness level is on 10 and it hasn't changed at all[/quote]
Also, is there supposed to be "rays" coming from light_spots or do I need to add them I can't remember.
[quote][img]http://puu.sh/upZP[/img][/quote]
How can I make this slope but still align with the other walls? (The texture)
[IMG]http://dl.dropbox.com/u/14940709/imgs/halp.PNG[/IMG]
I tried rotating, re-aligning, as far as I know, EVERYTHING!
[editline]12th May 2012[/editline]
It works on slanted areas but not so much on flat surfaces
does anyone know of any decent texture packs that have a lot of stuff for decorating the outside of houses? hl2's textures really don't cut it ;_;
[QUOTE=LegoGuy;35934377]How can I make this slope but still align with the other walls? (The texture)
[IMG]http://dl.dropbox.com/u/14940709/imgs/halp.PNG[/IMG]
I tried rotating, re-aligning, as far as I know, EVERYTHING!
[editline]12th May 2012[/editline]
It works on slanted areas but not so much on flat surfaces[/QUOTE]
Only way to do it efficiently is to make it a separate texture.
[QUOTE=LegoGuy;35934377]How can I make this slope but still align with the other walls? (The texture)
[IMG]http://dl.dropbox.com/u/14940709/imgs/halp.PNG[/IMG]
I tried rotating, re-aligning, as far as I know, EVERYTHING!
[editline]12th May 2012[/editline]
It works on slanted areas but not so much on flat surfaces[/QUOTE]
Select the material editor then alt+right click on the part you want to slope...make sure when you select the material editor you select the brush adjacent to the brush you want to appear sloped. Other than that not much you can do besides creating a slanted texture for it (which valve wound up having to do for one of their plaster textures).
[img_thumb]http://screensnapr.com/e/D0zIco.png[/img_thumb]
Seems I'm running into a weird problem where the preview works in the left window but not in the actual game. No matter what I do this is the case. Is there something I'm missing? I'm following the directions on this page:
[url]https://developer.valvesoftware.com/wiki/SourceShaderEditor/Basic_usage[/url]
[img_thumb]http://screensnapr.com/e/GTWmN5.png[/img_thumb]
Also, is anything supposed to pop up in here? It appears to be broken.
[editline]12th May 2012[/editline]
Whoops! Missed a few lines in installation.
[editline]12th May 2012[/editline]
[QUOTE=Tacooo;35934196]Also, is there supposed to be "rays" coming from light_spots or do I need to add them I can't remember.[/QUOTE]
You've gotta add that. Usually it's done with point_spotlight.
[editline]13th May 2012[/editline]
I wish there was some more documentation on this stuff. I'm trying to figure out how to do a basic blur of the entire screen.
Does anyone know how to prevent player from jumping?
[QUOTE=GoldPlatinum;35936331]Does anyone know how to prevent player from jumping?[/QUOTE]
Cut off his legs.
Or amp up the gravity.
Pretty sure it can be done using point_clientcommand
[QUOTE=Tacooo;35934196]Ok so I tried that thanks, but it didn't seem to make any difference.
Also, is there supposed to be "rays" coming from light_spots or do I need to add them I can't remember.[/QUOTE]
Well.
If lowering the Alpha did nothing, then you can try lowering all colors at once.
Meaning that you subtract a ceartin number from every single value in Brightness.
( 120 120 60 200) -> ( 60 60 0 140)
Also, point_spotlight was sometimes bugging for me, displaying incorrectly or not even slightly, so I suggest you place the light spot slightly under the lamp and compensate the lensflare with a sprite.
If there should be any more problems just ask.
[QUOTE=WitheredGryphon;35934712]Select the material editor then alt+right click on the part you want to slope...make sure when you select the material editor you select the brush adjacent to the brush you want to appear sloped. Other than that not much you can do besides creating a slanted texture for it (which valve wound up having to do for one of their plaster textures).[/QUOTE]
I'm sorry but alt+right click doesn't do anything for me....
Anyone got a link to ViDE.. the program terenteller made for mappers and that?
[QUOTE=Antec;35943264]Anyone got a link to ViDE.. the program terenteller made for mappers and that?[/QUOTE]
[url=http://www.tophattwaffle.com/wp-content/plugins/download-monitor/download.php?id=VIDE.zip]Here[/url]
[QUOTE=wauterboi;35936534]Is there any good resources for learning about shaders in Half-Life 2? I've got SSE and I'm a bit lost. Followed the desaturation tutorial which is cool, but I haven't got a clue of where to go from that. Checked the Wiki and it was to no avail. All this time I've been trying to make a blur over the whole screen. :([/QUOTE]
Pulled that from the Yap and Blabber thread and mentioned it earlier in here. Every time I look at any HLSL shader onilne and try to figure out how I could transfer it over it ends in chaos, including basic HLSL tutorials.
Am I taking the wrong approach to SSE? That is, should I try to use HLSL tutorials and what not online to try and build up a comprehension for SSE? From reading other threads about SSE, a couple of guys were/are in my situation and are unsure about this either.
I'm 100% confused inside and out with this and I don't know where to start outside of clicking around and distorting the screen.
Does anyone know how to properly make an env_sprite? I have made one but i think it might be buggy.
flare.vmt [url]http://www.mediafire.com/?85t3f10lkv3m0qq[/url]
flare.vtf [url]http://www.mediafire.com/?9cya1u59q5lw7oa[/url]
I noticed it looks like this in the hammer editor. No transparency for the preview. [url]http://img1.uploadscreenshot.com/images/orig/5/13415400191-orig.jpg[/url]
I used the VTF plugin for photoshop to make it, since VTFEdit wasnt working at the time. Now it's working though. :v
[QUOTE=sixAxis;35962281]Does anyone know how to properly make an env_sprite? I have made one but i think it might be buggy.
flare.vmt [url]http://www.mediafire.com/?85t3f10lkv3m0qq[/url]
flare.vtf [url]http://www.mediafire.com/?9cya1u59q5lw7oa[/url]
I noticed it looks like this in the hammer editor. No transparency for the preview. [url]http://img1.uploadscreenshot.com/images/orig/5/13415400191-orig.jpg[/url]
I used the VTF plugin for photoshop to make it, since VTFEdit wasnt working at the time. Now it's working though. :v[/QUOTE]
Make sure to choose the proper shader option when creating a vmt for your texture.
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