Your question about why he is popular? Who the hell knows why
[QUOTE=mopman999;36024256]Your question about why he is popular? Who the hell knows why[/QUOTE]
[QUOTE='[yournamehere];36020424']I want npcs to explore or just move around randomly when not attacking people, how do?[/QUOTE]
Nice reading skills.
You could probably look around the hl2 maps for it. I think they used a path_corner for a lot of it though. Not a lot of people have NPC practice down, including me.
I accidentally read doom's post sorry, no need to get sarcastic
[QUOTE='[yournamehere];36023893']Quit talking about 3kliks and answer my question. Or else I'll just go ask him.[/QUOTE]
If using a combine or a citizen npc, theres an output option "StartPatrolling".
[QUOTE=Doom;36022598]I thought I was the only one who didn't like him? How come he's so popular if he teaches so messed up stuff?
Btw Firegod, Sphinxa and [B]I[/B]. Good grief, get some manners![/QUOTE]
It's grammar, not manners.
[QUOTE=Doom;36019635]Personally I don't prefer this dude, but a lot of people do so have a crack at it - [url]http://www.youtube.com/user/3kliksphilip[/url]
I would like to tell you though, you cannot learn mapping quickly. It will take you years to become a good mapper. I've mapped for a bit over a year and I'm still only decent. The most important thing is NEVER rush a map - ever. Take your time, regardless of how long it takes. Good luck :)[/QUOTE]
lucky me, i got the time :)
people are saying, hes tuts aren't that good, so i guess im gonna pick another one :|
[QUOTE=simzboy;36019706]Doesn't 3kliksphilip teach a lot of bad mapping habits?
These are some good references I use for mapping.
[url]https://developer.valvesoftware.com/wiki/Category:Level_Design[/url]
[url]http://www.interlopers.net/tutorials/[/url][/QUOTE]
Thanks, i will check those links..
[QUOTE=IronPhoenix;36022281]Good god, don't use 3kliks...he is a complete dick, and his tutorials teach really odd things.
There is a reason why his tutorials leave more questions than answers.
Firegod, Sphinxa and me have video tutorials.[/QUOTE]
links could be useful, even tought i think i will use simzboys "Interlopers" site..
[QUOTE=mopman999;36022667]He got clip and carve confused, teaches that cutting triangles up and making them into physboxes are acceptable, a lot of dumb things. You can watch his vids but be careful. I really recommend using FPers tuts because you can always ask them anything here[/QUOTE]
who's FP?
i downloaded Source SDK, but in the "current game" scroll, there is no Garry's mod, just CS:S and TF2. should i choose CS:S since GMod can work with just about any source engine game?
FP = Facepunch BTW
[QUOTE=itai970;36026497]lucky me, i got the time :)
people are saying, hes tuts aren't that good, so i guess im gonna pick another one :|
Thanks, i will check those links..
links could be useful, even tought i think i will use simzboys "Interlopers" site..
who's FP?
i downloaded Source SDK, but in the "current game" scroll, there is no Garry's mod, just CS:S and TF2. should i choose CS:S since GMod can work with just about any source engine game?[/QUOTE]
Well...i have my youtube on my profile...sphinxa and firegod probably do as well.
3kliks blocked me from posting on any of his vids because i told him he should be using func_breakable_surf for glass, not the physboxes he was using :)
so I'm not really a mapper but I've decided to give it a shot. I'm trying to create a brush entity called 'lua_trigger', but since it's not a real entity my brush always reverts to func_detail - is there any way around this?
[QUOTE=Banana Lord.;36027982]so I'm not really a mapper but I've decided to give it a shot. I'm trying to create a brush entity called 'lua_trigger', but since it's not a real entity my brush always reverts to func_detail - is there any way around this?[/QUOTE]
Turn smartedit off?
[QUOTE=metallics;36028039]Turn smartedit off?[/QUOTE]
it still reverts
had to use a custom FGD file
[QUOTE=Banana Lord.;36028105]it still reverts
had to use a custom FGD file[/QUOTE]
You're definitely doing something wrong, I've never had a problem with it. But then again an fgd takes all of 10 seconds.
[QUOTE=Banana Lord.;36027982]so I'm not really a mapper but I've decided to give it a shot. I'm trying to create a brush entity called 'lua_trigger', but since it's not a real entity my brush always reverts to func_detail - is there any way around this?[/QUOTE]
Do you have "ignore groups" on? That usually fucks up my entities. It's the ig icon to the left of the red box.
Startpatrolling works excellent for combine but I wanted some way to get fastzombies to do the same.
Sorry for being a tad short btw. Not intended.
Then try to use pathtracks or corners, they are easy to use
Is it normal to have lag when two ambient_generics are playing. I have a part of my map where I have a trigger_once that triggers one of them to play, and a button nearby that triggers another, and once I both play, there's MAJOR lag, as in 1-2FPS lag. Is that normal?
I'm trying to create a minimap for my map, but when I enter the game this happens -
[T]http://i46.tinypic.com/2mr8jf4.png[/T]
How can I avoid getting leak errors when I try to make holes in ceiling in a Portal 2 puzzle, with a skybox above?
Like the destroyed theme at the start of the game.
[img]https://developer.valvesoftware.com/w/images/thumb/4/41/2011-05-10_00003.jpg/800px-2011-05-10_00003.jpg[/img]
[QUOTE=DerTontaiLama;36040347]How can I avoid getting leak errors when I try to make holes in ceiling in a Portal 2 puzzle, with a skybox above?
Like the destroyed theme at the start of the game.
[img]https://developer.valvesoftware.com/w/images/thumb/4/41/2011-05-10_00003.jpg/800px-2011-05-10_00003.jpg[/img][/QUOTE]
If there's a sealed skybox you won't get a leak. It's somewhere else.
How are you supposed to get those fancy cascaded shadows in cs:go?
[QUOTE=paulisdead18;36030758]Is it normal to have lag when two ambient_generics are playing. I have a part of my map where I have a trigger_once that triggers one of them to play, and a button nearby that triggers another, and once I both play, there's MAJOR lag, as in 1-2FPS lag. Is that normal?[/QUOTE]
Ok, so if it shouldn't be doing that, what could be wrong that's causing it?
[QUOTE=G-foxisus;36041506]How are you supposed to get those fancy cascaded shadows in cs:go?[/QUOTE]
place an env_cascade_light
[QUOTE=Mr Anonymous;36041834]Use cordon to seal off your map.[/QUOTE]
Wouldn't that only be a temporary solution when editing?
[QUOTE=Doom;36041308]If there's a sealed skybox you won't get a leak. It's somewhere else.[/QUOTE]
Okay, I'm pretty new with the Hammer Editor, so I'm not entirely sure how it works yet.
This is my map as it is:
[img]http://i.imgur.com/NA0QG.png[/img]
Obviously, something is wrong, but I don't really know what is. :v:
Wouldn't I only need a 2D skybox as well? Since you would only have a glimpse of it some places in the puzzle.
Anyway, I had tried [url=https://developer.valvesoftware.com/wiki/Skybox_(2D)#Creating_a_Custom_2D_Skybox_Texture]Valve SDK Community Tutorial[/url], but I still don't get have a skybox works.
Do you simply seal your level as a box, but with the skybox instead? I thought I read on the wiki it was a bad idea, and read it other places as well. An explanation would be nice :smile:
You have to seal the whole thing "as a box" like you said
not by making a huge box around the map, that's bad
but by sealing those two weird spaces you have between those weird things
also what you're trying to achieve is a 2D skybox so I am not sure what you're talking about
also this might help you understand what a leak is and why you have so many funny ratings [url]https://developer.valvesoftware.com/wiki/Leak[/url]
I'm having trouble with some custom detail props that I made. They appear in-game, but show up in huge clusters several units below the displacement, what did I do wrong?
[QUOTE=Miigga;36043694]
also what you're trying to achieve is a 2D skybox so I am not sure what you're talking about
[/QUOTE]
Well, since a 3D skybox is more expensive, and I would only have glimpse of the sky, wouldn't it be logical to use a 2D skybox..? :v:
I'm looking for something like this:
[img]http://i.imgur.com/IR7Hq.jpg[/img]
Anyway, I sealed off the gaps around the top of the room, as you guys recommend - and it worked: (I can use nodraw, right?) [img]http://i.imgur.com/XIw20.png[/img]
However, I got a new problem by that. Now I can play in the level: [img]http://i.imgur.com/eyF2t.png[/img]
But when I look up at the hole, this happens: [img]http://i.imgur.com/XS30d.png[/img]
About the custom detail props I made, here are some screen shots, any idea what could cause this?
Above the Displacement:
[IMG]http://img600.imageshack.us/img600/8177/sdkcustomcontenttest000.jpg[/IMG]
Below the Displacement:
[IMG]http://img254.imageshack.us/img254/8177/sdkcustomcontenttest000.jpg[/IMG]
[IMG]http://img837.imageshack.us/img837/8177/sdkcustomcontenttest000.jpg[/IMG]
If it's any help, here are the codes for the various files related to the material and the detail props.
VMT file for the detail props' texture:
[code]
"UnlitGeneric"
{
"$translucent" 1
"$basetexture" "detail/detail_forest"
"$nocull" 1
"$vertexcolor" 1
"$vertexalpha" 1
}
[/code]
VMT file for the material that has the detail props:
[code]
"WorldVertexTransition"
{
"$basetexture" "nature/dirtfloor012a"
"$basetexture2" "nature/dirtfloor006a"
"%tooltexture" "nature/blenddirtgrass001a_tooltexture"
"%detailtype" "forest_underbrush"
}
[/code]
VBSP file for the detail props:
[code]
detail
{
forest_underbrush
{
density 1500
bushes
{
"alpha" "0.0"
ivy_bush
{
"sprite" "0 0 264 264 512"
"spritesize" "138 13 40 40"
"spriterandomscale" "3"
"amount" "0.5"
"detailorientation" "0"
"sprite_shape" "cross"
"sway" "0.2"
"maxangle" "180"
}
"alpha" "1.0"
reed_bush
{
"sprite" "251 235 264 264 512"
"spritesize" "138 13 40 40"
"spriterandomscale" "3"
"amount" "0.5"
"detailorientation" "0"
"sprite_shape" "cross"
"sway" "0.2"
"maxangle" "180"
}
}
}
}
[/code]
Your sprites are too low...modify the first two numbers in spritesize...as show here:
[url]http://www.interlopers.net/tutorials/33402[/url]
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