you can just use the Hammer that comes the game i.e garrysmod, L4D, Portal 2, CS:GO, HL2, etc? it don't matter
Ahh, so they all have the same features?
To explain myself, I first saw env_projectedtexture when mapping with Portal 2 and I thought only mapping with Portal 2 would let you use it. I thought the other games had similar "additions" and that you could only use them in those specific games as well, so that's where my silly question came from.
If you got a choice of game engine use one of the newer ones CS.GO, portal2 and try to make custom textures, because if you mix say hl2 textures with portal2 or cs.go textures you'll notice different qualities in that hl2 are more low resolution than those of cs.go or portal2, you can still make great looking evel using hl2 stock materials but don't mix high res and low res together because it'll be noticeible
[QUOTE=taz0;52696032]If you got a choice of game engine use one of the newer ones CS.GO, portal2 and try to make custom textures, because if you mix say hl2 textures with portal2 or cs.go textures you'll notice different qualities in that hl2 are more low resolution than those of cs.go or portal2, you can still make great looking evel using hl2 stock materials but don't mix high res and low res together because it'll be noticeible[/QUOTE]
Thank you for the info! I'll keep that in mind.
Best place I could think of to ask opinions of an idea for a svencoop map.
So I started drawing up an idea for a map series. I'm going to explain everything as i have it planned so some parts may be more specific and some parts be very vague because I haven't filled in all the details. Let me know if my ideas are stupid or overdone.
So the start of the map has the players find themselves in some kind of xen chamber/jail cell. There's some organic lattice that can be broken at the back top of the room but the players will have to climb one another to get someone up there. Part of the floor is a similar transparent lattice that cant be broken. Theres a small room underneath and the players can see the ground they step on is hollow and that there are barnacles suspended underneath them. Behind the lattice is a tight twisting cavern that players will duck through. It shortly loops around to the room underneath the spawn. It's still too short to stand, and players still won't have weapons yet, so they will have to weave through the barnacles to a continuation of the tunnels on the other side, which loops around somewhere outside of the door to spawn, where the players can open a shortcut and allow the rest of the players to rejoin them.
After exploring the cave like corridor they are now in, they'll find many rooms similar to the chamber they were just in yet most won't be accessible. After some more exploration and the discovery of a hivehand and other alien weapons, they will find themselves bouncing up one of those bounce pads up to the surface of what they now see is a large floating island in xen.
There's a large spire off to the opposite side, with a spiraling ramp around it leading to an orange portal at the top. There will be a good amount of dangerous monsters like alien controllers and squads of alien slaves surrounding the area and perched on smaller floating landmasses. It will be a tough fight to the top of the spire.
Once they reach the spire and enter the portal, they'll find its taken them out of Xen and they are now in a dark, damp, detailless metal tunnel. Confused, the path behind them is blocked by rubble, so their only option is to climb a ladder at the end of the tunnel. Up and up, until they reach a peak in the tunnel, and then a drop down the same distance into a shallow pool. Back up again for a slightly longer distance and the players will find themselves in a room with a large spinning fan that kills them if they stand up.
A weakness in the wall is breakable and leads to some kind of oversized room of circuitry, where the players will fight (idk what) and break something that stops the fan.
Continuing up the ladder puts the players at an exit to the vertical tunnel, where they discover they just exited a massive sink drain. In fact, they're in a massive kitchen. Except its not huge, the portal must have brought them back in the wrong size!
I have much more planned past this but let me know if anyone wants to hear where its going. Sorry for the wall of text.
Hey everyone.
How can I make a logic_case not repeat itself? I've tried both the PickRandom and PickRandomShuffle input, but sometimes the entity repeats a previous case.. it works if I use the "Fire Only Once" parameter for each case but I still want to use it during the whole round and not just once.
Many thanks in advance.
does the entity your triggering have a reset time to it you can use
[QUOTE=taz0;52697600]does the entity your triggering have a reset time to it you can use[/QUOTE]
I don't think so.
Basically I have this arena cut into 6 different divisions as func_tracktrains, and when I press a button the whole arena goes up, and then random pieces of it fall down until there's only 1 left. It's for a king of the ring type of gamemode.
The way I have set it up is once I press a button:
>all the func_tracktrain go up, and once reach their destination:
>output add 1 to a math_counter which has a limit of 6
>and in turn that math_counter will output "PickRandomShuffle" to the logic_case, this happens 6 times.
>logic_case has the 6 func_tracktrains as 6 different cases that are randomly selected
>it works fine but sometimes it repeats a previous case in the list so in the end of the game there's more than just 1 arena pieces left in the air.
how would I[B] reverse the direction of ratation of a momentary_rot_button ?[/B] Im using it for a clock but it only works anti-clockwise (for my orientation of the clock itself) :(
[editline]a[/editline]
I cant use func_rot_button as it doesnt allow the "SetPosition" Input
[editline]19th September 2017[/editline]
[QUOTE=raffle;52697498]Hey everyone.
How can I make a logic_case not repeat itself? I've tried both the PickRandom and PickRandomShuffle input, but sometimes the entity repeats a previous case.. it works if I use the "Fire Only Once" parameter for each case but I still want to use it during the whole round and not just once.
Many thanks in advance.[/QUOTE]
Heres what youll do :)
1. use a logic_branch per event. So 6 in your case.
2. instead of firing your event from the case; fire the branch ("test")
3. on each branch you set the initail value to "1"
4. add the following outputs to your branches:
[CODE]- OnTrue>>Your event>>trigger
- OnTrue>>!self>>SetValue>>0
- OnTrue>>safety_counter>>add>>1
- OnFalse>>logic_case>>PickRandom[/CODE]
5. THIS IS IMPORTANT!! create a math_counter ("safety_counter")and set its Maxvalue to "6" -> this prevents infinite loops once all branches triggered true
6. Add the Output:
[CODE]- OnHitMax>>!self>>SetValue>>0>>0.1 //Only if you need it to be repeatable
- OnHitMax>>logic_case>>Disable
- OnHitMax>>logic_case>>Enable>>0.1 //Only if you need it to be repeatable
- OnHitMax>>logic_branch*>>SetValue>>1>>0.1 //Only if you need it to be repeatable. the * calls all entites that are named like this until the symbol. So here logic_branch1, logic_branch2 ...[/CODE]
[QUOTE=KingPommes;52698203][/QUOTE]
Hey dude thanks for writing all that down it was pretty clear and I followed it step by step but apparently the logic_case entity doesn't let me add the Enable and Disable inputs in it, it's always red. I tested in game and it didn't work :(
[QUOTE=raffle;52698820]Hey dude thanks for writing all that down it was pretty clear and I followed it step by step but apparently the logic_case entity doesn't let me add the Enable and Disable inputs in it, it's always red. I tested in game and it didn't work :([/QUOTE]
Well it's only a problem if you try to fire the whole I/O more than 6 times. So if that's never going to happen you don't have to worry about it.
What to do?
[IMG]https://image.ibb.co/co6Sw5/Screenshot_1.png[/IMG]
[QUOTE=lovelybones;52699899]What to do?
[IMG]https://image.ibb.co/co6Sw5/Screenshot_1.png[/IMG][/QUOTE]
Pack the .raw file in the .bsp with VIDE or pakrat etc
[QUOTE=KingPommes;52699969]Pack the .raw file in the .bsp with VIDE or pakrat etc[/QUOTE]
Thanks!
[QUOTE=KingPommes;52698203]how would I[B] reverse the direction of ratation of a momentary_rot_button ?[/B] Im using it for a clock but it only works anti-clockwise (for my orientation of the clock itself) :(
[editline]a[/editline]
I cant use func_rot_button as it doesnt allow the "SetPosition" Input
[/QUOTE]
Sorry but I think this might have gotton lost. Anyone?
Just rotate the entity 180deg around the vertical axis?
Hey guys, I followed a tutorial to create an elevator, and it works, but when I step into it and press a button, it plays the "stop" sound a bunch of times, and then loops the "moving" sound, but it doesn't move, and I can't jump, like it thinks it's blocked.
I have "is unblockable by player" ticked, but that doesn't seem to matter.
Thoughts?
It will move eventually if I wiggle around enough, but once I'm in there I can't even noclip away from it. It's weird.
Actually, upon further inspection, it won't move, but it plays the "stop" sound whenever I try to move, IE jump/move in any direction. It won't move, I can't move...etc etc.
Wtf is going on with this?
[QUOTE=hops;52700422]Wtf is going on with this?[/QUOTE]
Mind showing your outputs in your setup? We have no idea how you've set this elevator up as of right now
Alright so I got like a 10 map backlog of uncompiled but pretty much finished maps. When I compile them using hammer, with everything on normal, my computer freezes. Anybody know if there is a better compiler?
I looked in Valve Batch Compiler but I had no idea how to set it up, and if it even works nowadays. Fortunately I saw this post [url]https://facepunch.com/showthread.php?t=1412953[/url] which is about a compiler called compile pal.
Has anyone used compile pal? Or does anyone know of an even better compile tool?
I find Compile Pal great, for me it compiles at least 20 x faster than compiling thru hammer plus while i compiling using compile pal i can use my pc with out any issues ,, give it go
Does it make sense to create a map on scripts without in-engine outputs and inputs? Whats the difference? How will this affect the map?
[QUOTE=taz0;52701192]I find Compile Pal great, for me it compiles at least 20 x faster than compiling thru hammer plus while i compiling using compile pal i can use my pc with out any issues ,, give it go[/QUOTE]
It cant compile faster than hammer because it uses the exact same .exe files as hammers compiler
[editline]20th September 2017[/editline]
[QUOTE=juan-bobo;52700998]Alright so I got like a 10 map backlog of uncompiled but pretty much finished maps. When I compile them using hammer, with everything on normal, my computer freezes.[/QUOTE]
Its normal for hammer to freeze during compile. You should just wait it out and probably optimize your maps to shorten compile time
[QUOTE=Grenade Man;52701382]It cant compile faster than hammer because it uses the exact same .exe files as hammers compiler
[editline]20th September 2017[/editline]
Its normal for hammer to freeze during compile. You should just wait it out and probably optimize your maps to shorten compile time[/QUOTE]
Worth noting that not having hammer in the BG while compiling will help a bit. But yeah, not a 20x improvement lol.
I recommend using the -low flag, it'll prevent vvis and vrad from slowing your system down too much.
[QUOTE=lovelybones;52701208]Does it make sense to create a map on scripts without in-engine outputs and inputs? Whats the difference? How will this affect the map?[/QUOTE]
If you are talking about Vscripts then you still need engine IO to activate them. They are generally best reserved for complex functions
I'm making a L4D2 map and there's a part in the sewers where you need to blow a hole in a sewer gate in order to proceed (It's a panic event)
The problem is I can't find a toggleable brush type for gate which has displacements in it that allows the map to compile.
I tried func_brush and func_wall_toggle
displacements can't be tied to an entity, you could make the part of the gate that breaks a func_breakable so long as you don't tie the displacement to it
[QUOTE=VaSTinY;52700810]Mind showing your outputs in your setup? We have no idea how you've set this elevator up as of right now[/QUOTE]
Whoops, duh. Been a long stupid week, sorry friend.
Here's the button onboard the elevator itself (the one controlling the movement)
[img_thumb]https://i.imgur.com/dxguRY7.png[/img_thumb]
The elevator itself is a func_tracktrain moving between two points. It'll go down eventually but you have to really press the button in a weird combination of jumping and pressing it. Sometimes it goes down at regular speed and sometimes it FLIES downwards, it's weird.
And here's how that's set up-
[img_thumb]https://i.imgur.com/oCCIrQr.png[/img_thumb]
If the elevator only goes between two floors, consider using func_movelinear for the elevator instead - as you can define the exact distance you need it to go. It's a bit more setting up sounds for it though as func_movelinear doesn't have fully open and fully closed sound cues I think
[QUOTE=VaSTinY;52704007]If the elevator only goes between two floors, consider using func_movelinear for the elevator instead - as you can define the exact distance you need it to go. It's a bit more setting up sounds for it though as func_movelinear doesn't have fully open and fully closed sound cues I think[/QUOTE]
a func_door with negative lip can do the job too, and you can add start sound and end sounds easily
What do I need for GoldSrc mapping? I already downloaded the Half Life SDK, but then also found stuff like J.A.C.K. and ZHLT. Also I saw the runthinkshootlive level design academy and they use VHE 3.4 instead of 3.5 that comes with the SDK?
I'm confused.
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