[QUOTE=Torekk;52704185]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.[/QUOTE]
Use JACK ( editor, not the commercial version ) and ZHLT ( Compilers ), there's no need to complicate your life with old tools having new ones with newer features ( like nodraw or func_detail ).
In case you have problems go visit TWHL ( The Whole Half-Life ) or the SC ( Sven Co-op ) forums, those two places are the remaining ones with an active modding community in GoldSrc.
[QUOTE=Maestro Fenix;52704304]there's no need to complicate your life with old tools having new ones with newer features[/QUOTE]
Well, I was using the Eureka Doom Editor on a Raspberry Pi 3 for the last year, so I already got that experience once and you're totally right.
[QUOTE=hops;52703762]Whoops, duh. Been a long stupid week, sorry friend.
Here's the button onboard the elevator itself (the one controlling the movement)
[img_thumb]guRY7.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]hr.png[/img_thumb][/QUOTE]
Tick the following flags and see if that helps:
- unblockable by player
- fixed orientation
- no pitch
- no user control
[editline]21st September 2017[/editline]
[QUOTE=Grenade Man;52700265]Just rotate the entity 180deg around the vertical axis?[/QUOTE]
Well if you mean to adjust pitch yaw and roll in the properties.. yes that works although it rotates the whole thing around it's origin ingame which is sub optimal. But I'll just use invisible entities and parent another brush to it later. So thanks
So my map is having this issue where the fog looks normal when the flashlight if off, but once you turn your flashlight on the fog lights up and pretty much dissapears entirely:
Flashlight off (normal appearance)
[IMG]https://i.imgur.com/G4CITIK.jpg[/IMG]
Flashlight on:
[IMG]https://i.imgur.com/Dt4up46.jpg[/IMG]
Anyone know what the issue is? My skybox texture is sky_fog which means the color of the fog becomes the color of the skybox, so maybe the texture is glitching or something...
Im probably wrong but it could be a leak. Did you test your log for issues?
[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]
[QUOTE=Moltard;52704129]a func_door with negative lip can do the job too, and you can add start sound and end sounds easily[/QUOTE]
Thanks guys! I'm not worried about triggering sounds. And yeah, it is only two floors. I'll try this out tonight and see where it gets me.
[QUOTE=juan-bobo;52704868]So my map is having this issue where the fog looks normal when the flashlight if off, but once you turn your flashlight on the fog lights up and pretty much dissapears entirely:
Flashlight off (normal appearance)
[IMG]https://i.imgur.com/G4CITIK.jpg[/IMG]
Flashlight on:
[IMG]https://i.imgur.com/Dt4up46.jpg[/IMG]
Anyone know what the issue is? My skybox texture is sky_fog which means the color of the fog becomes the color of the skybox, so maybe the texture is glitching or something...[/QUOTE]
If changing the skybox fixes this issue you may need to put $nofog 1 in the vmt.
What you could do is make a vtf with the color of the skybox and set bk lf rt ft up dn vmts to that vtf so you have uniform coloring so you can still use fog.
[QUOTE=OfficerLamarr;52701855]If you are talking about Vscripts then you still need engine IO to activate them. They are generally best reserved for complex functions[/QUOTE]
Cant I activate them via lua/autorun/server/autorun.lua? And then they will be activated every time the server starts. It works without IO.
I want to return to player all weapons he loses when dies. I tried Player:ShouldDropWeapon() but I think it probably handles should weapons drop on ground or not. Anyway, it doesn't work the way I'd like. I also tried Player:GetWeapons() but it returns a table which values type is "userdata" instead of "entity" - I don't know how to work with this.
Any reason why a map I got has ground textures showing up like this all wirey and shit?
[t]https://i.imgur.com/WXxHRin.jpg[/t]
[QUOTE=gnampf;52710543]Any reason why a map I got has ground textures showing up like this all wirey and shit?
[t]https://i.imgur.com/WXxHRin.jpg[/t][/QUOTE]
Does your console say anything?
Probably the wrong vtf version.
Any good prop packs for a city street? I'm really struggling here!
[editline]23rd September 2017[/editline]
[QUOTE=gnampf;52710543]Any reason why a map I got has ground textures showing up like this all wirey and shit?
[t]https://i.imgur.com/WXxHRin.jpg[/t][/QUOTE]
What map is that D:
[QUOTE=Borris_Squad;52710571]What map is that D:[/QUOTE]
It's [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=175459753"]a CSGO map[/URL] the creator was generous enough to give me the VMF to make an SFM version with.
Slight issue looking up into the sky.
Am I right in thinking map leak?
Image below.
[img]https://i.imgur.com/QBD13mI.jpg[/img]
Does your compile log tell you that you have a leak?
Do you have an env_sun in your map? If so, make sure it's settings aren't set to a super high scale or a weird sprite/other shenanigans
What is a good way to make good looking rocks/natural columns in goldsource? I tried the cut tool but it often ends messy and unnatural looking and I'm having trouble making a triangle method work for anything other than terrain
[QUOTE=gnampf;52711070]It's [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=175459753"]a CSGO map[/URL] the creator was generous enough to give me the VMF to make an SFM version with.[/QUOTE]Gnampf, is that cs_insertion? The reason the ground is wireframe is because the VTFs are 4WayBlend, and SFM doesn't support that shader.
[QUOTE=AeonCastle;52711817]Gnampf, is that cs_insertion? The reason the ground is wireframe is because the VTFs are 4WayBlend, and SFM doesn't support that shader.[/QUOTE]
Yessir, and I ended up fixing it and putting my own textures down in place
There's this tutorial of a scripted_sequence with a vortigaunt sweeping with a broom: [URL]http://www.interlopers.net/forum/viewtopic.php?t=12573[/URL]
Now the problem with it, the vortigaunt starts to pick a random spot, starts sweeping for a second or so and then just stops and I'm not quite sure why. And with "just stops" I mean he plays the sweeping animation until done, then switches to his normal idle animation, not the sweepidle that's also set up in the scripted sequence? I basically just want to sweep him for a few seconds at a spot, then choose another random one.
Any help appreciated, I kinda still have a hard time figuring out scripted_sequences and logic_choreographed_scenes.
Edit: Oh right, I'm trying to do this in HL2 EP2, not sure if it has to do with that.
Edit 2: Well just decompiled d1_trainstation_01 and copied the scene from there.
Anyone know any good flower prop packs?
What's up with this black stripe in this tube? It's solid in Hammer.
[T]https://i.imgur.com/SwjOIG7.jpg[/T]
Also wtf are my detail sprites doing
[QUOTE=Hochi;52713719]Anyone know any good flower prop packs?[/QUOTE]
Day of Defeat Source has a wide selection of potted plants. CSGO has some too, maybe.
Also check out Contagion and INFRA, not sure about those
How can I configured Hammer to work with GMod?
I've done everything in [url]https://duckytopia.wordpress.com/tutorials/setting-up-the-source-sdk-for-garrys-mod/[/url] but it still doesn't work, it's saying things like "missing material editor/wireframe".
Nevermind, I found a version of Hammer that works with GMod in the GMod bin.
So is it possible to port maps from source to ue4. If so is it difficult, and does it cause lots of problems. Wondering because I want to prepare for s&box cause I'm hyped.
[QUOTE=Reformed;52715130]So is it possible to port maps from source to ue4. If so is it difficult, and does it cause lots of problems. Wondering because I want to prepare for s&box cause I'm hyped.[/QUOTE]
[url]https://twitter.com/hammUEr[/url]
[QUOTE=Reformed;52715130]So is it possible to port maps from source to ue4. If so is it difficult, and does it cause lots of problems. Wondering because I want to prepare for s&box cause I'm hyped.[/QUOTE]
The dev team literally said they aim to enable importing .bsp maps. They also said they want to avoid having content creators download the ue4 editor at all.
So you either perfect making maps in hammer or learn how to make ue4 maps, but you will at no point need to "port" anything
I have custom textures in my map.
Where do I put them in the addon folder?
[QUOTE=igdegoo;52716028]I have custom textures in my map.
Where do I put them in the addon folder?[/QUOTE]
You need to pack them into the .bsp using a tool such as [URL="http://www.tophattwaffle.com/packing-custom-content-using-vide-in-steampipe/"]VIDE[/URL]
[QUOTE=taz0;52703501]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]
Completely forgot I even asked this question
Anyways, the thing is now I made two fences in the same place, one is the broken and one is the not broken
So when you shoot the gas canisters and shit goes boom, the not broken fence is toggled to hide and the broken one is supposed to toggle on, but its not possible due to the displacements
So even if the event isn't started, the broken fence brush is still there
I could post some pics after school to help me explaining
[QUOTE=Zovox;52718610]Completely forgot I even asked this question
Anyways, the thing is now I made two fences in the same place, one is the broken and one is the not broken
So when you shoot the gas canisters and shit goes boom, the not broken fence is toggled to hide and the broken one is supposed to toggle on, but its not possible due to the displacements
So even if the event isn't started, the broken fence brush is still there
I could post some pics after school to help me explaining[/QUOTE]
L4D2 did this with Dead Air chapter 3 and Swamp Fever Chapter 5. Maybe you could look into that.
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