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FelixDragon Level Design Reply
[QUOTE=Whitby;46265527][img]http://i.imgur.com/t3j13Bm.jpg[/img][/QUOTE] Have you still not compiled this?
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[QUOTE=Jackathan;46194231]The only reason I could see the use texture lights would be to be frugal with entities (like if you were near the entity limit), but that doesn't always work of course.[/QUOTE] Texture lights actually just generate light entities along the texture...
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It normally flickers if you stare directly at it, it's a bug in source that you can't really do anything about. If it's flickering just all the time, try using different sizes/materials for the entity and make sure the material is a proper sprite texture
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[QUOTE=sirdownloadsalot;46069870]It was aligned to world, but aligning it to face didn't fix it either. Everything's perfectly on grid, I've recreated this brush enough times to know.[/QUOTE] Move the faces to hard smoothing groups, or compile with "-smooth 1" in li...
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[QUOTE=Kuro.;45869155]This isn't really true anymore, I've decompiled some of my own (unreleased) maps since I lost the VMFs to them and short of it breaking brush entities like func_detail into many pieces and losing the visgroups it's nearly a 1:1 copy that compiles again w...
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Source's built-in decompile protection methods do not work against programs like BSPSource, so there really is no way to protect your map from being decompiled. You can however make it difficult for people to edit and recompile the map. IMO the most effective method is a te...
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[QUOTE=Skerion;45580943]I did something like that with sprites as an experiment a while back. [IMG]http://i.imgur.com/jrSap9F.jpg[/IMG] There were some clipping issues, so it didn't work too well for the ground. It would've been nice if soft-clipping was available.[/QUOTE] ...
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[QUOTE=Zanarias;45557505]How did you accomplish this? Are you saying you just constructed the whole thing in Blender or something?[/QUOTE] I made the map in hammer to playtest and get everything finished (the picture I showed a while back was the hammer version), then I used...
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[QUOTE=Grenade Man;45556051]Why would you do that? The presumably brush-based version you posted is still my desktop background.[/QUOTE] It's a bunny-hop map, the idea behind it is that there's 6 stages and there's one on each side of a large cube. This means that I'm goin...
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[t]http://puu.sh/azcH1/82bb2f4377.png[/t] I DID IT [t]http://puu.sh/azcuY/5532c60e06.png[/t] I MADE MY MAP INTO A MODEL AND DID PRE-BAKED LIGHTING
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[t]http://files.gamebanana.com/img/ss/maps/108820a.jpg[/t] [t]http://files.gamebanana.com/img/ss/maps/108820c.jpg[/t] this was my first released map why did I think those shadows were okay
FelixDragon Level Design Reply
Or type "getpos" into the console and save the position/angle it spits out, then just paste it into the console each map update and take a screenshot. However this is a little more tedious than point_devshot_camera.
FelixDragon Level Design Reply
[QUOTE=Semajnad;45488586]Is it possible to select many brushes and make them all func_breakable (individually not all linked together). When you select a large amount and do CTRL + T and set func_breakable, they all break if one is hit. What's the best way to do this? Just to ...
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Alternatively, there is a photoshop plugin out there that lets you specify each mipmap for a texture, so it's easy to create any effect you want with the texture as it gets closer/further. People commonly use this to create sprays that animate as you walk closer to them, or s...
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Set linear to 1 and quadratic to 0 Use a deeper shade of red Set the 4th value in your brightness to something low like 25 or 50 ALSO add "$selfillum" "1" to the vmt of that lamp texture.
FelixDragon Level Design Reply
[quote]A face textured with this texture is rendered on top of all other brush geometry. Furthermore, a brush with Dotted on any face will not block visibility nor cull any face that it touches, meaning that any area enclosed in a Dotted-textured brush will not be removed from...
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[QUOTE=geogzm;45388342][t]http://cloud-4.steampowered.com/ugc/48728490575224830/FA358577EAC91120808549FAC2C7A3BE2BED5ACC/[/t] I tried func_detailing some stuff, the compile time is still annoyingly slow for an orange map of this size[/QUOTE] Optimize your lightmap scale...
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[QUOTE=wazanator;45352494]Any chance for a 1920x1080 version? Would make for a nice background[/QUOTE] [t]http://puu.sh/a5Wsr/bc35312b18.jpg[/t] I just content-aware filled the borders but it works lol
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[img]http://puu.sh/a4DYg/ead2a66305.png[/img]
FelixDragon Level Design Reply
You might be trying to apply the texture as a decal, use the tool that looks like this: [img]http://puu.sh/9UxX1/10770e1161.png[/img] then select the face and change the texture.
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[QUOTE=9Clockwork;45266003]Hey all. For a map I'm making I wanted to make a system where you can earn credits for getting kills and can buy guns from a credit shop. I know it sounds far fetched, but I know Source can do a lot of things. Is it possible to create a system like t...
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[video=youtube;AthohTc2ZlM]http://www.youtube.com/watch?v=AthohTc2ZlM[/video] Point sampling is a life-saver.
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[QUOTE=Exho;45197309]@Gigabite Do you mean replace the actual bars which are brushes or the door which is a texture?[/QUOTE] Both
FelixDragon Level Design Reply
[QUOTE=Major_Vice;45194473]I don't know of any lightmap overlay textures or shaders that exist in source. The only feasible way you'd get lightmaps similar to what you'd need would be to propper/import your map and lighting conditions to a modeling program like 3dsmax, bake...
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I know all about blocklight, thanks. I need "catchlight." I'm not looking for something invisible that casts shadows, I'm looking for something invisible that draws shadows that are cast onto the face that the texture is applied to. A normal transparent texture does not draw s...
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Is a "Shadow-catch" Texture Possible?
FelixDragon Level Design Thread
I'm basically looking for a completely transparent texture that will draw shadows that are cast onto it. I need this because I have a low-poly model that looks horrid under any lighting conditions (Yes I tried -StaticPropLighting. The model doesn't have enough vertices for tha...
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OnPressed, button_1, Lock OnPressed, button_2, Lock OnPressed, button_3, Lock Did you really need to make a thread for that? Post questions like this in the Question Megathread.
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[QUOTE=Whitby;45119241]More or less as the title asks. What is the fastest way (or preferably, is there a tool available?) to know precisely what content to include with a .vmf and package it up? Is there at least something in hammer that lists all the models/materials/sounds...
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If there was something like that for the source engine everyone would be using it instead of hammer :v: Gonna have to learn the program, it's a frustrating thing.
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[QUOTE=nomad1;45075445]Actually the frustrating part of modelling is uvw unwrapping.[/QUOTE] modelling in general is frustrating.
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The inner parts of the curve should be 1 brush instead of an arch. other than that it looks fine, it seems it's acting as normal as it would if it were a sharp turn
FelixDragon Level Design Reply
[QUOTE=Vdragon;44891771] [IMG]http://i.imgur.com/Mq83Bv9l.jpg[/IMG][/QUOTE] what a good picture. In a screenshot showcasing a map, pictures of basically nothing don't show the viewer anything about the map
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[quote]Error! prop_static using model "models/www.gaming-models.de/muelltonne.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/www.gaming-models.de/muelltonne.mdl"! Error! To use model "models/haxxer/normandy/coffe...
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[QUOTE=redBadger;44858466]This picture is wrong. Light reflects off the ground therefore there would be a small amount of light casting above the light source[/QUOTE] Yes, a small amount, but it isn't extremely noticeable. A soft shadow on the ceiling above the lamp looks ...
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[QUOTE=paulisdead18;44828728]Just something I've been working on for a while. [IMG_thumb]http://cloud-3.steampowered.com/ugc/3281182222684189422/78B786EAA01B267D8BA536A5467F4B38ECBA5C89/[/IMG_thumb][/QUOTE] [IMG]http://puu.sh/59VJG[/IMG]
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well it's definitely scary
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there's no .lin file because there's no entities in the map.
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[QUOTE=XantisGaming;44758786]rp_central17_v4[B]_d[/B].vmf[/QUOTE] decompiled map stop trying to recompile it, get the original vmf from the author.
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[QUOTE=Magman77;44752389]I need to get an idea of how people feel about this, so I'm just going to ask here; What are people's opinions on doors that you can't open and don't lead anywhere? I feel like just allowing the players to explore within every point connected to the...
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"classrooms done with doors that work and yeah so great with ceiling slightly austed- ClickBoss.vmf" The filename for your vmf is way too long + it has spaces in it. Keep the name shorter and use _ instead of spaces.
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A possible workaround I can think of would be to spawn an invisible func_breakable over the player when they take control of it, which should act as a shield and prevent the player from taking damage, then once the breakable breaks, disable the game_ui and kill the player insi...
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It's probably an invalid brush being fixed automatically. Go into vertex mode, select two vertices and hit ctrl+f. This splits the face into two triangles and should prevent it from being changed upon save.
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[QUOTE=Kemerd;44713179]Decompiled? Well it was originally a valve map (most of it), so I guess that's true. What I'm saying, FireGod, is that I ALREADY compiled VBSP, VVIS, and VRAD, onto a .bsp. I'm trying to RERUN VRAD on this computer, as it has all of the textures, and o...
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[t]http://puu.sh/8tau3.png[/t]
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should me to get finish?
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there's actually a way to port CS:S maps to CS:GO without even opening hammer, that's how surf servers are porting maps over. I don't know the exact method but I think all it is is changing some entities with entspy.
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[QUOTE=TheMafieuur;44589834]Go in the trigger_teleport flags and check Player. :)[/QUOTE] *Client
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[QUOTE=blakeguy25;44537792]So I have a decompiled version of rp_downtown_v6, and I've just been making some changes that I personally thought improved the map positively for my community.[/QUOTE] well there's your problem.
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[img]http://puu.sh/87mfu.png[/img] I got it working, nvm. It uses 187 filters... but it works! The player starts and is given the targetname 123456. When they go through a door, it sets their targetname to either 23456, 13456, 12456, 12356, 12346, or 12345. The next door has...
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[QUOTE=nicolasx21;44535517]What game are you mapping for ?[/QUOTE] CS:S Right now I'm doing the long route that involves hundreds of filter entities because I can't figure out any other way.
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[QUOTE=nicolasx21;44534935]I don't think I understood the reason for the system you are making, but if a player takes one key, another player can still take it ?[/QUOTE] Yes, the system needs to be repeatable. a math_counter isn't going to work because there's no way to assign...
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[QUOTE=nicolasx21;44533930]Use six [B]trigger_once[/B], each one adds 1 to a [B]math_counter[/B].[/QUOTE] [quote]The system needs to work in multiplayer.[/quote] trigger_once only works once, this needs to work for multiple people.
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Multiplayer Key System?
FelixDragon Level Design Thread
Basically what I'm trying to do is have 6 items in the map that must be collected. They can be collected in any order, but to get to the next area, they must have all 6. What I tried to do for this was spawn an invisible func_physbox, parent it to the player, then re-name it...
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[QUOTE=Matt2468rv;44491599]Here's a video for mine: [video=youtube;Kp7HzF20euE]http://www.youtube.com/watch?v=Kp7HzF20euE[/video][/QUOTE] When I tried playing it, clicking barely pushed up at all, I had to spam M1 just to keep him off the ground...
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Giraffen's download link doesnt work
FelixDragon Level Design Reply
[QUOTE=r_S;44457558]What else can I do when I try to open my decompiled .vmf in Hammer and I get [url=http://i.imgur.com/4gtpMtN.png]this[/url] ?[/QUOTE] Hit no?
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[QUOTE=Super Glue;44446790]I need help getting theis water to render correctly. I've watched every water tutorial I could find and I'm not doing anything wrong. I'm mapping for gmod so does that have something to do with it? Screen shots From hammer: [url]http://imgur.com...
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[QUOTE=seba079;44440393]Smoothing groups work, they're just rarely used (probably because there isn't any way to tell if faces need smoothing in hammer).[/QUOTE] No shit they work, I use them all the time, just the numbers that are assigned to the groups are meaningless, the...
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[QUOTE=wazanator;44440094]Well you don't just go straight for the lowest number try starting at 16 and going in increments of 2 till you find what you like.[/QUOTE] I thought that the smoothing group number meant nothing?
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[QUOTE=Hawx;44402098]Anyone got a good tutorial for making an arch curve around a corner? This is the result I'm trying to achieve: [img]http://gallery.photo.net/photo/8835151-lg.jpg[/img][/QUOTE] [url]http://facepunch.com/showthread.php?t=1243839[/url]
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It doesn't work that way and it isn't possible. What you need to do is import the model to source, to proper scale, then use it as reference, remaking the whole thing out of brushes.
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use two logic_relay entities, lets say "relay_skin0" and "relay_skin1" relay_skin0 should set the model's skin to 0, then enable relay_skin1, then disable relay_skin0 relay_skin1 should set the model's skin to 1, then enable relay_skin0, then disable relay_skin1 if the model...
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I swear i've seen a gmod map of this before and it was done way better [editline]nope[/editline] nevermind, I went and looked it up and the thing I was thinking of was a unity game that had hl2 textures.
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Yeah, the "custom" folder is basically what you're doing without having to do any notepad work. You can make any number of folders with any name in /custom and and have all your materials and content organized within them.
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[QUOTE=Shadowcleric;44331017]I've already seen that post.. but i just couldn't find a direct answer.. how to make glass completely bulletproof and still being able to see the glass.. im properly just stupid.. since i cannot find that answer in your link :)[/QUOTE] [img]http:...
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[QUOTE=Shadowcleric;44316512]Then you cannot see the glass at all.. :( if the outer layer is Block bullets[/QUOTE] The block bullets texture is a tool texture that is not visible in-game. You make a brush with your glass texture on it and then a second brush with the block...
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Use the "block bullets" texture over the glass.
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Yeah I don't have the time to make anything, as much as I'd like to :< Count me out. Definitely gonna play these when all of them are submitted.
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-snip- apparently downloads on this page are broken Still, google it and there's lots of results. There's a lot of russian websites that seem to have it uploaded but you have to make an account there to be able to, that seems like your best bet.
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[url=http://facepunch.com/showthread.php?t=1250206]This thread[/url] exists for a reason. Extremely simple questions like this don't warrant their own thread. But to answer your question, you can use the selection tool and drag a box around the house to select all of the br...
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[QUOTE=Gibbatron;44139185]I did originally have it it like this, but i was told it would be better for optimization if it fit perfectly into the hallway, will it not matter if it is just a square block because it is not visible from the outside?[/QUOTE] no, it doesn't matt...
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Unless that hallway is visible from the outside, that floor doesn't need to be an arch, you can just make it a square block to save on brushsides. Regardless, when making 90 degree arches, for whatever reason you need to halve the thickness of the arch. so if your hallway i...
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What if I made something you have to ABH through?
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[QUOTE=MasterD;44047452][url]http://rg.to/file/f957502a6328f074bb12e7989627020d/MASTERD_a_room_with_250_doors.zip.html[/url] Sample of frustrating map. The reward is being able to see everyone else frustration and violence at the end.[/QUOTE] I spawn inside of a wall. too...
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[QUOTE=onebit;44046233][URL="http://www.sendspace.com/file/yhslof"]Maze[/URL][/QUOTE] took me like 3 minutes to get to the end, not hard at all :v: The end is also pretty much nothing, I even went back to the start of the map just to see if something was there.
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That looks pretty nice, I can tell some traps could be pretty creative here, but it seems you have barely any room between your traps. Generally it's good to have them spaced out and give the players some walking distance between traps, plus it makes the map harder to bunnyhop...
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I will definitely try to do something for this, always wanted to make a bullshit-hard map.
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I would guess gm_apocalypse?
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[QUOTE=BRUXXUS;44011638]Would smoothing groups help?[/QUOTE] smoothing groups make lightmaps look smoother, doesn't affect the actual geometry They [B]could[/B] have made the model's physic's mesh much smoother than the model actually is, so try making your arch a non-solid...
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I'm pretty sure that they either made that the same way you'd normally make surf ramps, or that because it's a propper model it doesn't bug up nearly as much.
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so I finally taught myself how to make models: [t]http://puu.sh/6Y404.png[/t] surf ramps are so much easier when they're models and not off-grid brushes, god damn
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This is going to make surf maps much less painful to make if there's no decimal loss here, can't wait for source support on this.
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[URL="https://developer.valvesoftware.com/wiki/Soundscape"]Use soundscapes instead.[/URL] ambient_generic is meant for short sounds to be played when something happens, like a button being pressed or a wall breaking. An env_soundscape is the proper entity for what you are try...
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your best bet would be to decompile the map and look in the map properties to see which skybox it uses.
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[QUOTE=Ntag;43668375][t]http://puu.sh/6xJCp.jpg[/t][t]http://puu.sh/6xJBH.jpg[/t] The city is certianly getting bigger now. I think it's nearing completion![/QUOTE] oh wow, years ago I tried to make something like this full-scale but it didn't work out too well. This l...
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this usually happens when you've made every face of the brush you're working on a displacement. You should open the face edit tool after selecting each brush, de-select the top faces while holding ctrl, then go to the displacement tab and click "Destroy". this will get rid ...
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[url=http://css.gamebanana.com/maps/178671]Just finished a CSS skill-surf map.[/url] Old teaser video but I think it shows the look of the map pretty well. [video=youtube;keswbk_liE8]http://www.youtube.com/watch?v=keswbk_liE8[/video] The lighting took a lot of time to d...
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[QUOTE=ObsceneShadow;43596992] Two questions. One: My train is controllable by a panel consisting of [URL="http://gyazo.com/25f58ca253a20a7e29c540358ae3ad5c.png"][B]three buttons[/B][/URL], two changing the direction of the train from forward to backward (and vice versa), and ...
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I spent all day yesterday trying to figure out these dumb issues with func_tracktrain. What's causing your problem is that func_tracktrain will stop precisely at end-points, but will always be around 5-8 units off the path at mid-points. To get around that we need to make ever...
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[IMG]http://dl.dropboxusercontent.com/u/98931/maps/chairmania/02soundmath.png[/IMG] Does anyone know how to get this kind of view in Hammer? I was looking around and someone told me it [B]is[/B] done in hammer but you need to "edit .cfg files or something". I would like ...
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I actually made something like this before! I made a block that would randomly navigate a maze and it worked really well but the setup was probably the most complex thing I've ever done: [t]http://puu.sh/5NGSn[/t] (super complex because it has to detect which walls are around ...
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I don't remember if overlays even work on func_details, I remember them not working for me at one point because they were on a brush entity. Regardless, you could either load an earlier autosave, or re-assign every overlay to the face it was on. Although, if the overlays...
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It looks like you placed a decal somewhere that is using the default brick texture. Try looking through all of the decal entities you've placed in the map and see if you can find the one that's using that texture.
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for me it usually changes the cursor in one viewport but not the others, possibly the first viewport you click on when hammer loads up. It's kind of annoying but not impossible to work with IMO.
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[QUOTE=Torekk;42741801]Just something I made up quickly. [t]http://cloud-2.steampowered.com/ugc/487806724432535830/01F3987ED20A6F565ADF7A2B83355866063A752F/[/t] It all started with the gate.[/QUOTE] I know this is late but uhh [IMG]http://puu.sh/59VJG.png[/IMG]
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If I'm understanding this right, couldn't you just use a rotated phys_keepupright? I'm assuming you have the prop_physics held loosely by the nodraw ring so that it will wobble, but you want to prevent it from spinning like a normal fan would? If so, use a phys_keepupright an...
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[IMG]http://wonderopolis.org/wp-content/uploads/2011/10/underwater-tunnel_shutterstock_72362389.jpg[/IMG] notice how there's not really any wave-like refraction on the flat pieces of glass. to simulate it best I would somehow add some blur to the outside of the map, use some ...
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