[QUOTE=Stiffy360;36159406]I have used GIMP for a while, but, how do I set the color scheme to what I need?[/QUOTE]
Just go into the green channel and start painting patterns, such as boots, you can probably just copy+paste boot marks into it.
The red can be a solid color if you want it to.
[editline]1st June 2012[/editline]
[QUOTE=mopman999;36159830]I remember not too long ago seeing something that would change l4d2 props to work with source 09, could someone please get me a link and a possible tutorial? I can't find it anywhere[/QUOTE]
[url]https://dl.dropbox.com/u/3779442/Everything%20else/Fix_L4D_Models_v4.bat[/url]
Throw it in a folder full of l4d/l4d2 models and run it.
[QUOTE=IronPhoenix;36144382]You need to change the file path in the game infos.[/QUOTE]
Double quote:
I cant find anywhere that explains it, can someone link me to a site?
Has anyone made a tool or anything else to find degenerate faces better, yet?
They are the most annoying thing to fix.
[QUOTE=vexx21322;36164332]Has anyone made a tool or anything else to find degenerate faces better, yet?
They are the most annoying thing to fix.[/QUOTE]
What do they even do? I have no idea what the error even means.
[QUOTE=paulisdead18;36165071]What do they even do? I have no idea what the error even means.[/QUOTE]
They have something to do with the way a texture sits on a brush. From experience, too many of them causes random triangles to be missing from sides of brushes and severe framerate hits.
The way I was taught was that they are really bad and can fuck over your map.
Check out the last few pages of the construct 13 map. There is a good example of what can go wrong with too many of them.
[QUOTE=Wazbat;36162766]Double quote:
I cant find anywhere that explains it, can someone link me to a site?[/QUOTE]
Open the gameinfo.txt located in the game directiory and change the file path.
Hi guys, I got two problems I would need help with!
[b]1st Problem[/b]
First is, I've made a Breencast from HL2, where you can enable the Dr. Breen talking the scene "Welcome to C17" when pressing Button1, and "Instinct" speech when you press button2, and then 3rd is Collabration speech.
My issue is that, no matter what button I press, he only speaks the "Welcome" scene, even if I run the map in HL2?
I've included the VMF with the logic_ entities and the scene, only thing missing is the buttons, but you'll see them in the inputs of logics. ([url]http://www.sendspace.com/file/25prnf[/url])
[b]2nd Problem[/b]
I've made soundscapes around my map. Those are activated by radius, so when you enter it's radius it activates.
I've for example made a store. Outside the door, we find outdoor-soundscape, and inside a inside-soundscape. The problem is, that if I enter the store and quickly leaves, the outdoor soundscape doesn't activate (even if I pass it's radius).
Almost like the scapes has like a "cooldown time", before it can be-reused. This is a problem too, as in Garry's mod people run around, so if you run into the store, you'll maybe not catch to enable the inside-soundscape.
[b]Thank you[/b]
I think you know where I'm going? Thanks a lot for helping me out these two problems!
Would be great!
So I'm trying to make a Cul De Sac map for CS:GO to challenge myself.
What would be the best way to make the circular road in the middle? I was thinking of makeing it with a 360° arc, but I'm not sure.
Kind of like this.
[img]http://www.culdesac.org/wp-content/blogs.dir/28/files/2011/08/CuldesacView.jpg[/img]
Just make a cylinder?
[QUOTE=Firegod522;36168869]Just make a cylinder?[/QUOTE]Huh, didn't think of that. That sounds a lot better than using the arc tool. :v:
I'll give it a shot. Thanks.
I don't really know where to put this, but I know you guys and stuff so I suppose I'll just throw it in here. It does have a bit with mapping to do though ^^
I recently got CryEngine 3, and I'm trying to run it through Steam, but I can't. Basically I have to run it in administrator mode, and Steam does not, as far as I know, allow that. Anyway to work around this?
If I do not run it in administrator mode, IE. in Steam, Microsoft DirectX for Windows stops running. Leaving it solves nothing and clicking "Cancel" doesn't either. Everything freezes and I basically have to shut it down in task manager. This happens when the loading process hits "New level, spawning player"
And if I enter the properties for the .exe and tick the "Run in administrator mode" Steam doesn't run it at all. I click the "Play" button, and nothing happens.
[B]FIXED[/B]
I made Steam run it through a shortcut, and that fixed everything :v:
[QUOTE=Doom;36170596]I don't really know where to put this, but I know you guys and stuff so I suppose I'll just throw it in here. It does have a bit with mapping to do though ^^
I recently got CryEngine 3, and I'm trying to run it through Steam, but I can't. Basically I have to run it in administrator mode, and Steam does not, as far as I know, allow that. Anyway to work around this?
If I do not run it in administrator mode, IE. in Steam, Microsoft DirectX for Windows stops running. Leaving it solves nothing and clicking "Cancel" doesn't either. Everything freezes and I basically have to shut it down in task manager. This happens when the loading process hits "New level, spawning player"
And if I enter the properties for the .exe and tick the "Run in administrator mode" Steam doesn't run it at all. I click the "Play" button, and nothing happens.
[B]FIXED[/B]
I made Steam run it through a shortcut, and that fixed everything :v:[/QUOTE]
You can't run it directly with the overlay enabled, because it causes a DX error like you mentioned. I tried it before, but for some reason it only happens with the 64 bit editor I think.
[QUOTE=vexx21322;36165922]They have something to do with the way a texture sits on a brush. From experience, too many of them causes random triangles to be missing from sides of brushes and severe framerate hits.
The way I was taught was that they are really bad and can fuck over your map.
Check out the last few pages of the construct 13 map. There is a good example of what can go wrong with too many of them.[/QUOTE]
Hm. I have a few of them in a map I'm making too... What exactly makes a degenerate face? I have no idea where I'd look to find them.
Does anyone know any cool light sprays?
[QUOTE=paulisdead18;36172291]Hm. I have a few of them in a map I'm making too... What exactly makes a degenerate face? I have no idea where I'd look to find them.[/QUOTE]
Everywhere you look, people will tell you to use cordon and search your entire map.
My experience with this is very faulty, such as degenerate faces randomly multiplying or disappearing then reappearing.
Hey, I know this is a incredibly silly question, but making a Half Life 2 mod (ikr, so original) and anyway I'm wondering on how to make NPC's/item appear when i walk to a certain spot.
So say i enter a room, walk around, and then spawn a NPC/item. I know about the trigger texture ect, but its a bit confusing for a beginner. i tried setting a NPC as sleep, while he is invisible, I can still collide with him.
Also, whats the simplest way to get a map to change to another map? Simply put how do I change levels in my game?
I'm trying to make an oriented sprite and no matter what I do, it always faces the camera.
I made a texture using the Sprite shader with
"$spriteorientation" "oriented"
I used both env_sprite and env_sprite_oriented.
What is the best light type for casting dynamic shadows? Env_Projectedtexture is excluded, as I need several.
[QUOTE=Anders118;36188213]What is the best light type for casting dynamic shadows? Env_Projectedtexture is excluded, as I need several.[/QUOTE]
Biohazard's deferred lighting for the Alien Swarm engine.
[t]http://puu.sh/yMcH[/t]
[url]http://code.google.com/p/swarm-deferred/[/url]
[QUOTE=Legend286;36193990]Biohazard's deferred lighting for the Alien Swarm engine.
[t]http://puu.sh/yMcH[/t]
[url]http://code.google.com/p/swarm-deferred/[/url][/QUOTE]
That lighting looks sexy.
[QUOTE=IronPhoenix;36193999]That lighting looks sexy.[/QUOTE]
It is. :v:
Where can I find Big rocks 1024^2 and larger WITH collision?
I asked this a while ago but got no answer, but is it normal to have extreme lag, as in 1-3 FPS, when two ambient_generics play?
The same happened to me. I guess you can only use one at a time.
Uhhhh no
There should not be any problem at all with playing two ambient_generics simultaneously
[QUOTE=Miigga;36224371]Uhhhh no
There should not be any problem at all with playing two ambient_generics simultaneously[/QUOTE]
Could it be something with the size of the audio clip?
The last time any audio related anything caused significant lag was when I set my playback format to 192000Hz.
[QUOTE=vexx21322;36224787]The last time any audio related anything caused significant lag was when I set my playback format to 192000Hz.[/QUOTE]
Hm... I don't believe I did that, unless Audacity did it anyway. I better check then.
EDIT: Oh great, another Cannot load "GameData" key error... Anyone know how to fix it?
Hey ya'll, I gotta one more question. I have counterstrike source and Half life 2 Episode 2 but those models don't appear in the world model viewer when I am mapping for Garrys mod. Anybody have an idea how to get those models in there?
How do you get the addhealth input to work in gmod? I have a trigger and I tried addhealth with !activator and !player but it doesn't do anything.
I can only get sethealth to work with the !player targetname.
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