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Post by john88z on Jul 28, 2009 2:07:24 GMT
Search in youtube how to make your map look better.
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Post by rokonader on Aug 1, 2009 10:08:03 GMT
Karma: -666
Is that possible?
Thanks for putting it into a list... Helps alot.
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Post by nielsen100 on Aug 21, 2009 20:22:52 GMT
Hey Im mapping for Garrys Mod atm And i got this map that i want in VMF file. But i cant compile it can you help? The map is: rp_evocity_v2d
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Post by mmcpherson4 on Aug 22, 2009 0:19:15 GMT
Hey Im mapping for Garrys Mod atm And i got this map that i want in VMF file. But i cant compile it can you help? The map is: rp_evocity_v2d please dont copy other peoples maps
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Post by Rusty on Aug 22, 2009 1:50:22 GMT
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ThutGui
Pro Trained Noob
No time to talk.
Posts: 45
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Post by ThutGui on Aug 24, 2009 2:08:37 GMT
You know on some maps when there's another skybox that adds onto the main area of a level? How do you do that? For example, Dust 2 has one where the palm fronds are in another skybox, like putting a different layer over another...Idk how to explain it.
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Post by mmcpherson4 on Aug 30, 2009 9:04:00 GMT
You know on some maps when there's another skybox that adds onto the main area of a level? How do you do that? For example, Dust 2 has one where the palm fronds are in another skybox, like putting a different layer over another...Idk how to explain it. ;D
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ThutGui
Pro Trained Noob
No time to talk.
Posts: 45
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Post by ThutGui on Sept 2, 2009 1:26:42 GMT
Thanks
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Post by twist420 on Sept 13, 2009 2:45:00 GMT
Hey Phil thanks again for all your hardwork, I've encountered another "obstacle" i was hoping you'd help me with. I created a stealth bomber brush which I've made cricle around a city. The object is for this bomber to drop continuous "bombs" beneath it as it goes around the map. I figured I would try using your ROCKS OF DEATH video to try and mesh my own concept but I'm still very new and have no idea how to harness the power of input and output yet but I'd love to learn! anyway if you could please help me with this bomb dropper I'd really appreciate it thanks again.
~TWIST
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Post by 3kliksphilip on Sept 24, 2009 23:15:02 GMT
Hi, sorry about the delay. You're attempting something quite complicated here, I suggest you make a new forum topic about it. I don't have time to help at the moment but I'll look through and help some time if you make a topic.
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Post by Datastream on Oct 13, 2009 8:29:24 GMT
I couldn't find a tutorial on how to make stairs appear after you walk through a trigger.
Example: I made a small test map where I test all the things I need to learn etc. And you start in a small house. I made it and everything and I made a trigger outside the door. So that as soon as you go outside a trigger gets triggered. I chose it to be trigger_once. And I want the trigger to make a wall and some stairs to come up out of the ground. How do I do that?
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Post by john88z on Oct 13, 2009 20:32:01 GMT
Make func_doors in an inverse stair formation. Set them to open Up in the move direction, use a trigger multiple if you want to appear and reappear for each player or trigger once to come up and stay up. Remeber stairs golden rise/run is 8rise 12 run or __12__ 8|
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Post by Datastream on Oct 14, 2009 19:32:39 GMT
Thanks for the help. And is the 8 up and 12 run for the stairs on the dimensions? If so I make 16 by 16 stairs. I'll use 8 up and 12 run then.
Btw, is the inverse stair formation like mirrored to the floor or mirrored vertically?
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Post by Tehrasha on Oct 29, 2009 1:07:08 GMT
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Post by john88z on Oct 29, 2009 2:51:01 GMT
Yes that is the correct dimensions for stairs. The height and length I believe should stay the same, but the width should vary on how its used in your map. If that confuses you just look at my last post.
__12__ 8|
When its:
________x____________ | | 8 ________x____________ | | 8 ________x____________ | | 8
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