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Post by Zeph on Jan 5, 2010 1:45:33 GMT
With the corridors, behind the slanted walls build vertical nodraw walls touching the ceiling and floor. make the slanted walls into func_details. This will simplify your corridors into simple square corridors, if you hide "func_Details".
The doors, unless completely static, always closed and there for show, should be func_door or rotating doors or something. It wont mater if they are a funcky shape, for rot_door or whatever are entities, and entites (ie func detail too) dont break up vis leafs.
I must say it looks like a gorgeous map.
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Post by Xenomorph on Jan 5, 2010 19:38:42 GMT
With the corridors, behind the slanted walls build vertical nodraw walls touching the ceiling and floor. make the slanted walls into func_details. This will simplify your corridors into simple square corridors, if you hide "func_Details". Yup that will be the main thing ill be doing on the map 2nite hehe Unless i can't resist boulding the hinges for the big trapdoors where the lead is supposed to come out, or start on the final area ;D I read on another forum those slanted should be func_brush? But now i also hear about func_door next to func_detail to not make the doors generate 1000's of leaves? So far ive made all the detailed stuf func_detail and that seems to work fine so i guess i stick to that. This also because the doors are allways closed / open and won't move ever. I'm thinking about making one secret control room tho, with a moving door/ wall-part, but that'll be very simple looking (the door), so ill make that func_door then Thx 4 the compliment, im trying to push the level of this map as high as possible while keeping it smooth as well. So far my FPS hasnt dropped with 1680x1050x32 with everything maxed out in EP1 render engine setings, so i gues it'll be fine online to? It's on a core 2 duo 2,7 Ghz and a geforce 8800 Gt alpha dog edition tho so that must hel aswell eh? just gotto lay low on the special effects n all, altho the lead could use some hot steam effects ;D Roight back to work then!
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Post by zachmanman on Jan 5, 2010 20:48:46 GMT
Ok, so I'm trying to build a mario bros textured map for my clans zm server with the textures from the mario bros deathrun map. Yes I know I'm a tool for making a map with mario textures.
Anyways, I'm working on the bowser's castle portion of the map and currently trying to get a cannon to work by shooting out a fireball, I eventually plan to have it button activated, but everytime I compile the map my func_tanktrain disappears. I have even made the entity the size of bowsers castle itself to see if it was just hiding somewhere, but it just completely doesn't show up. It starts not showing up as soon as I link it up with a path_track.
Any ideas?
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Post by Zeph on Jan 5, 2010 21:39:26 GMT
Xenomorph: func brush is basically and "advanced" func detail. you can name it, parent it, and make it non solid. you can do neither with func detail, it's static. zachmanmanWhat are the outputs of the button? "kill" = bad. the gun follows a path? make sure that it is already on the path at the correct height, and that the "wheel height" is set to zero.
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Post by Xenomorph on Jan 5, 2010 21:57:01 GMT
Xenomorph: func brush is basically and "advanced" func detail. you can name it, parent it, and make it non solid. you can do neither with func detail, it's static. Ah ok, well i tend to give it a name (func_detail) in the "comments" tab but so far i didn't have any need to look it up or anything really, i know all the brushes by now lol Haven't done anythin yet with making things parent either, i guess that was what was the "nodes" method in DEdit. Oh Zeph btw is it ok if i add you in steam? you can send a pm if you like. It's only for asking non-tutorial mentioned things as a final way of getting on with my map. I promise you won't be steam spammed but hey there's allways the block user button eh? ;D L8rs!
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Post by zachmanman on Jan 5, 2010 22:14:32 GMT
Zephno outputs yet, simply trying to get it to be a track/tank_train following a path without a button is causing it to disappear on compile I aligned it like you said, changed wheel height, still no sign of it I know I'm going to feel so dumb when someone points out my problem... edit: just made a new discovery, its not linking it to a path_track that makes it disappear, it disappears as soon as I give it a global entity name
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Post by Zeph on Jan 5, 2010 22:58:28 GMT
Use this.
Avoid this.
This is what you are missing.
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Post by zachmanman on Jan 5, 2010 23:05:42 GMT
You are definitely very sexy zeph.
Thanks very much!
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Post by Zeph on Jan 5, 2010 23:34:19 GMT
You just made my day Enjoy mapping
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Post by boomse on Jan 14, 2010 17:23:11 GMT
Hai guys. I've got two annoying problems that I can't seem to find the sulotions to.
1. I've added light_environment to my map, but once I fire near a wall the whole wall lights up and wanna have a disco with me.
2. Some props I add to the map is just shining in spec cam (while I just joined the map) and others look normal.
So, how can I fix those light problems of mine? ;/
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Post by Zeph on Jan 14, 2010 18:24:18 GMT
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Post by boomse on Jan 17, 2010 20:13:46 GMT
Yeh, I got a skybox, and the Light_evn is pretty much in the middle of the map. The walls surrounding the map flashs, nothing else that I've seen so far. The shining walls appear when I join the map and press tab to check the score to look around. Once I join a team it's fine, but the flashs are back again. This is what it looks like img19.imageshack.us/img19/7853/lgstor0007.jpg
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Post by john88z on Jan 17, 2010 20:44:20 GMT
When you press F9 (compile button) look for a box that says HDR next to it. Make sure its unchecked. Also try replacing the texture. It looks like your using a model texture (texture thats used for props).
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Post by boomse on Jan 18, 2010 5:03:00 GMT
When you press F9 (compile button) look for a box that says HDR next to it. Make sure its unchecked. Also try replacing the texture. It looks like your using a model texture (texture thats used for props). Thanks! HDR isn't marked, also tried to replace the texture and it did work. I used CS_havana/dustteeth as the walls. Is there any wall looking the same that the dust ones but won't glow like crazy? I'd like to have a dust theme to my map, but I can do others aswell ^^ My settings might be wrong?
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Post by motanum on Jan 18, 2010 17:16:55 GMT
Alirght, sometimes when i start hammer, when i click and drag around any view it will move the camera. So if I want to make a block with the block tool, and it is selected when I try to draw it on the grid, the grid will just move around like if I was in some kind of camera tool. Pressing Z is of no use, it doesn not unlock me .... So i have to restart the computer! Restarting hammer is not just enough -.-
Anyone else expirienced this? How do I solve it when it happens withouth restarting my laptop?
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