Ok, quick question. I need to have some text floating in mid air in a CSS map. I've seen it done on other maps as button labels and the like. So, how would I do this?
It's not game_text, that's all I know.
They are brush based
It's point_message if I remember correctly.
Its brush based.
He means static position, not dynamic screen position
No, I know it isn't brush based.
I want the floating text the is always facing in your direction.
Like in rp_cscdesert?
[QUOTE=MEOWTFLOL;16630590]Like in rp_cscdesert?[/QUOTE]
Uhhh... I don't know, I haven't played that map in forever. Let me find a picture.
[editline]01:07PM[/editline]
Ok, going ingame to get a screenshot. While I'm gone, maybe you guys can help me with another problem. How would I go about having everyone (In CSS) spawn without any weapons?
[editline]01:11PM[/editline]
The map crashes in GMod...
Leme try HL2:DM...
I know what you mean, floating text, like this:
[img]http://www.siteduzero.com/uploads/fr/files/99001_100000/99033.gif[/img]
That's point_message.
The text doesn't show up in HL2:DM... ARG...
[editline]01:25PM[/editline]
YES! That's it. Unfortunately when I tried point_message it didn't show up...
And yes, I did fill in the necessary boxes...
You set developeronly mode to 0? And you made something enable it?
[QUOTE=l337k1ll4;16631317]You set developeronly mode to 0? And you made something enable it?[/QUOTE]
Yes and... Errr.... Let me go check...
[editline]01:37PM[/editline]
Theres no box for "Always on." How might I do that...?
Just create a logic_auto and set it to the enable input, logic_auto fires every time the map finishes loading.
Oh wow thats really cool.
Try decompiling the map
[editline]02:59PM[/editline]
Oh wow thats really cool.
Try decompiling the map
What's cool? The entity?
The effect., yeah
Yeah, I love using it, the bad thing is that people don't know about it alot so you never see it used.
I've never quite understood inputs and outputs, car to give a slightly more detailed explanation?
Make a logic_auto and set the output "onMapSpawn" to fire the "Enable" input on the point_message entity.
[QUOTE=l337k1ll4;16632008]Make a logic_auto and set the output "onMapSpawn" to fire the "Enable" input on the point_message entity.[/QUOTE]
Ok, I still can't get it to work, maybe some pictures of the Ins and Outs... :v:
[editline]06:54AM[/editline]
Also:
[QUOTE=AlarinTaylor;16630703]Maybe you guys can help me with another problem. How would I go about having everyone (In CSS) spawn without any weapons?
[/QUOTE]
CSS shouldn't allow anyone to spawn without a knife.
Anyways, I'll start up hammer in a few minutes and show you what I'm talking about.
[QUOTE=AlarinTaylor;16630703]Uhhh... I don't know, I haven't played that map in forever. Let me find a picture.
[editline]01:07PM[/editline]
Ok, going ingame to get a screenshot. While I'm gone, maybe you guys can help me with another problem. How would I go about having everyone (In CSS) spawn without any weapons?
[editline]01:11PM[/editline]
The map crashes in GMod...
Leme try HL2:DM...[/QUOTE]. Just create trigger_stripweapons around all the spawns, I don't know how this will effect players in CS:S though.
[QUOTE=nick10510;16646306]. Just create trigger_stripweapons around all the spawns, I don't know how this will effect players in CS:S though.[/QUOTE]
Ok, I'll try that next, but first...
When I added a light in the map (I had been testing the brushwork in fullbright, as usual) and compiled, the compile went through smoothly (Except for a few errors about a skybox, but I don't have a skybox.). The problem is, when I run the map, my game crashes. The compile log checker only points out the skybox errors, so I'm out of ideas... Here's the compile log:
[code]
materialPath: f:\valve\steam\steamapps\alarin_taylor\counter-strike source\cstrike\materials
Loading C:\Documents and Settings\Alarin Taylor\My Documents\Alarin\Steam\Mapping\surf_3e_336\surf_3e_336_spawnroom_test5.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Documents and Settings\Alarin Taylor\My Documents\Alarin\Steam\Mapping\surf_3e_336\surf_3e_336_spawnroom_test5.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (6224 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 32 texinfos to 26
Reduced 10 texdatas to 8 (302 bytes to 174)
Writing C:\Documents and Settings\Alarin Taylor\My Documents\Alarin\Steam\Mapping\surf_3e_336\surf_3e_336_spawnroom_test5.bsp
1 second elapsed
2 threads
reading c:\documents and settings\alarin taylor\my documents\alarin\steam\mapping\surf_3e_336\surf_3e_336_spawnroom_test5.bsp
reading c:\documents and settings\alarin taylor\my documents\alarin\steam\mapping\surf_3e_336\surf_3e_336_spawnroom_test5.prt
30 portalclusters
74 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%)
Total clusters visible: 500
Average clusters visible: 16
Building PAS...
Average clusters audible: 16
visdatasize:524 compressed from 480
writing c:\documents and settings\alarin taylor\my documents\alarin\steam\mapping\surf_3e_336\surf_3e_336_spawnroom_test5.bsp
0 seconds elapsed
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading c:\documents and settings\alarin taylor\my documents\alarin\steam\mapping\surf_3e_336\surf_3e_336_spawnroom_test5.bsp
116 faces
48127 square feet [6930431.50 square inches]
29 displacements
16483 square feet [2373558.00 square inches]
116 patches before subdivision
6355 patches after subdivision
1 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 601720, max 278
transfer lists: 4.6 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(0, 644, 1203)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(0, 144, 269)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(0, 37, 69)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(0, 11, 20)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(0, 3, 6)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(0, 1, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(0, 0, 1)
Build Patch/Sample Hash Table(s).....Done<0.0511 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 2/1024 96/49152 ( 0.2%)
brushes 15/8192 180/98304 ( 0.2%)
brushsides 90/65536 720/524288 ( 0.1%)
planes 112/65536 2240/1310720 ( 0.2%)
vertexes 185/65536 2220/786432 ( 0.3%)
nodes 87/65536 2784/2097152 ( 0.1%)
texinfos 26/12288 1872/884736 ( 0.2%)
texdata 8/2048 256/65536 ( 0.4%)
dispinfos 29/0 5104/0 ( 0.0%)
disp_verts 2349/0 46980/0 ( 0.0%)
disp_tris 3712/0 7424/0 ( 0.0%)
disp_lmsamples 493780/0 493780/0 ( 0.0%)
faces 116/65536 6496/3670016 ( 0.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 53/65536 2968/3670016 ( 0.1%)
leaves 90/65536 2880/2097152 ( 0.1%)
leaffaces 120/65536 240/131072 ( 0.2%)
leafbrushes 55/65536 110/131072 ( 0.1%)
areas 3/256 24/2048 ( 1.2%)
surfedges 726/512000 2904/2048000 ( 0.1%)
edges 386/256000 1544/1024000 ( 0.2%)
LDR worldlights 1/8192 88/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 8/32768 80/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 102/65536 204/131072 ( 0.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 606444/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 524/16777216 ( 0.0%)
entdata [variable] 2666/393216 ( 0.7%)
LDR leaf ambient 90/65536 2160/1572864 ( 0.1%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 10724/0 ( 0.0%)
Level flags = 0
Win32 Specific Data:
physics [variable] 6224/4194304 ( 0.1%)
==== Total Win32 BSP file data space used: 1209938 bytes ====
Total triangle count: 282
Writing c:\documents and settings\alarin taylor\my documents\alarin\steam\mapping\surf_3e_336\surf_3e_336_spawnroom_test5.bsp
25 seconds elapsed
materialPath: f:\valve\steam\steamapps\alarin_taylor\counter-strike source\cstrike\materials
Error opening C:\Documents and Settings\Alarin Taylor\My Documents\Alarin\Steam\Mapping\surf_3e_336\surf_3e_336_spawnroom_test5.2: File C:\Documents and Settings\Alarin Taylor\My Documents\Alarin\Steam\Mapping\surf_3e_336\surf_3e_336_spawnroom_test5.2, line 1: No such file or directory.
2 threads
reading c:\documents and settings\alarin taylor\my documents\alarin\steam\mapping\surf_3e_336\surf_3e_336_spawnroom_test5.bsp
reading c:\documents and settings\alarin taylor\my documents\alarin\steam\mapping\surf_3e_336\surf_3e_336_spawnroom_test5.prt
LoadPortals: couldn't read c:\documents and settings\alarin taylor\my documents\alarin\steam\mapping\surf_3e_336\surf_3e_336_spawnroom_test5.prt
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading c:\documents and settings\alarin taylor\my documents\alarin\steam\mapping\surf_3e_336\surf_3e_336_spawnroom_test5.bsp
116 faces
48127 square feet [6930431.50 square inches]
29 displacements
16483 square feet [2373558.00 square inches]
116 patches before subdivision
6355 patches after subdivision
1 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 601720, max 278
transfer lists: 4.6 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(0, 644, 1203)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(0, 144, 269)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(0, 37, 69)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(0, 11, 20)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(0, 3, 6)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(0, 1, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(0, 0, 1)
Build Patch/Sample Hash Table(s).....Done<0.0488 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 2/1024 96/49152 ( 0.2%)
brushes 15/8192 180/98304 ( 0.2%)
brushsides 90/65536 720/524288 ( 0.1%)
planes 112/65536 2240/1310720 ( 0.2%)
vertexes 185/65536 2220/786432 ( 0.3%)
nodes 87/65536 2784/2097152 ( 0.1%)
texinfos 26/12288 1872/884736 ( 0.2%)
texdata 8/2048 256/65536 ( 0.4%)
dispinfos 29/0 5104/0 ( 0.0%)
disp_verts 2349/0 46980/0 ( 0.0%)
disp_tris 3712/0 7424/0 ( 0.0%)
disp_lmsamples 493780/0 493780/0 ( 0.0%)
faces 116/65536 6496/3670016 ( 0.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 53/65536 2968/3670016 ( 0.1%)
leaves 90/65536 2880/2097152 ( 0.1%)
leaffaces 120/65536 240/131072 ( 0.2%)
leafbrushes 55/65536 110/131072 ( 0.1%)
areas 3/256 24/2048 ( 1.2%)
surfedges 726/512000 2904/2048000 ( 0.1%)
edges 386/256000 1544/1024000 ( 0.2%)
LDR worldlights 1/8192 88/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 8/32768 80/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 102/65536 204/131072 ( 0.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 606444/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 524/16777216 ( 0.0%)
entdata [variable] 2666/393216 ( 0.7%)
LDR leaf ambient 90/65536 2160/1572864 ( 0.1%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 10724/0 ( 0.0%)
Level flags = 0
Win32 Specific Data:
physics [variable] 6224/4194304 ( 0.1%)
==== Total Win32 BSP file data space used: 1209938 bytes ====
Total triangle count: 282
Writing c:\documents and settings\alarin taylor\my documents\alarin\steam\mapping\surf_3e_336\surf_3e_336_spawnroom_test5.bsp
24 seconds elapsed
[/code]
I'll will rerun the map so I can get the exact error message for you guys. Thanks for all the help so far!
Can we have a look at your map in hammer?
never use power of four displacements if you have any
Ok, there is no trigger_stripweapons in CSS... I know it can be done, I was just playing on a surf map yesterday that did it...
I guess I could decompile it and see how they did it, or is that frowned upon?
No, infact, its smiled upon.
Decompiling is fine to learn, just not to copy directly
[QUOTE=laptopman;16646593]Can we have a look at your map in hammer?
never use power of four displacements if you have any[/QUOTE]
Ok, let me go screenshot it... And I do have displacements, but they are all at a power of 3.
[editline]08:37AM[/editline]
[QUOTE=laptopman;16646593]Can we have a look at your map in hammer?
never use power of four displacements if you have any[/QUOTE]
Ok, I'm not sure what you will see in these pictures, but...
(Also, the big nodraw boxes and the orange room are placeholders, this is a small part of a large map.)
[IMG]http://img5.imageshack.us/img5/5788/screenshot012ihb.jpg[/IMG]
[IMG]http://img31.imageshack.us/img31/3485/screenshot013ddl.jpg[/IMG]
[IMG]http://img40.imageshack.us/img40/92/screenshot014gvu.jpg[/IMG]
[IMG]http://img199.imageshack.us/img199/2025/screenshot016h.jpg[/IMG]
[IMG]http://img178.imageshack.us/img178/7206/screenshot015g.jpg[/IMG]
There.
Info_Loadout?
[QUOTE=Zally13;16649347]Info_Loadout?[/QUOTE]
Care to elaborate?
[QUOTE=laptopman;16646593]Can we have a look at your map in hammer?
never use power of four displacements if you have any[/QUOTE]
Power of 4 displacements only cause errors in the OB engine.
[url]http://developer.valvesoftware.com/wiki/Game_player_equip[/url]
point_message does not work in CSS AFAIK.
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