The Thread For Small Problems And Requests
Quote from Dafflewoctor on May 30, 2014, 3:32 pmEdit: I had some nodraw_glass_footsteps textures in the map- I suppose they don't seal things correctly. If anyone else has a similar problem, just use the replace tool to change them all to normal nodraw textures.
Edit: I had some nodraw_glass_footsteps textures in the map- I suppose they don't seal things correctly. If anyone else has a similar problem, just use the replace tool to change them all to normal nodraw textures.
Quote from quaternary on June 19, 2014, 10:16 pmHammer noob here. I made a map with PTI and exported it to Hammer. Edited things a little bit. Now I use beemod, which likes to place a camera above the doors. To get rid of it, I need to edit an instance. I was wondering if that was "safe" to do (I would still like cameras in later bee maps and don't want to overwrite anything forever).
While I'm at it, is there any way to "collapse" instances into the map so I don't need to manually include them with pakrat or similar?
Hammer noob here. I made a map with PTI and exported it to Hammer. Edited things a little bit. Now I use beemod, which likes to place a camera above the doors. To get rid of it, I need to edit an instance. I was wondering if that was "safe" to do (I would still like cameras in later bee maps and don't want to overwrite anything forever).
While I'm at it, is there any way to "collapse" instances into the map so I don't need to manually include them with pakrat or similar?
Quote from TeamSpen210 on June 19, 2014, 10:26 pmThat's actually what VBSP does every time you compile, you never need to pack instances. (There's an option in hammer under the instances menu to collapse one, but it doesn't do names right so most of the PTI instances would work. It should be fine to do it to the doorframe instances if you want to get rid of the cameras.
That's actually what VBSP does every time you compile, you never need to pack instances. (There's an option in hammer under the instances menu to collapse one, but it doesn't do names right so most of the PTI instances would work. It should be fine to do it to the doorframe instances if you want to get rid of the cameras.
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
Quote from User on July 9, 2014, 6:48 amNevermind, i used EnableGagging for allowing the turret to speak
Question
[spoiler]The EnableGagging command and input on turrets seems not working for me.Once they got the DisableGagging command or setting "Turret is gagged" to yes, they dont accept the EnableGagging command/Input?
Anyone who knows a solution?[/spoiler]
Nevermind, i used EnableGagging for allowing the turret to speak
Question
Quote from Gemarakup on July 10, 2014, 3:24 pmI'm trying to make my lasers look like this one, but I can't figure out how to do it properly. I know it's some sprite or glow or something, but I don't know what to do with it.
Untitled.png
I'm trying to make my lasers look like this one, but I can't figure out how to do it properly. I know it's some sprite or glow or something, but I don't know what to do with it.
Quote from TeamSpen210 on July 10, 2014, 5:00 pmIt looks more like a bad cubemap and slightly different model. Maybe try adding a coloured light + sprite too. The glass looks like the reflectivity of the cubemap has been increased, so you probably want to try that with a reskinned model.
It looks more like a bad cubemap and slightly different model. Maybe try adding a coloured light + sprite too. The glass looks like the reflectivity of the cubemap has been increased, so you probably want to try that with a reskinned model.
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
Quote from Gemarakup on July 12, 2014, 4:15 pmHow do I "destroy" the cubemap? Or whatever I need to do? Does it have to do with the glass vmt?
How do I "destroy" the cubemap? Or whatever I need to do? Does it have to do with the glass vmt?
Quote from Gemarakup on July 14, 2014, 12:05 pmyishbarr wrote:How do I "destroy" the cubemap? Or whatever I need to do? Does it have to do with the glass vmt?
Quote from TeamSpen210 on July 14, 2014, 4:24 pmActually looking at the model more closely it just looks more pale. You may be able to simulate that with RenderColor, but otherwise reskinning the model might be best.
Actually looking at the model more closely it just looks more pale. You may be able to simulate that with RenderColor, but otherwise reskinning the model might be best.
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
Quote from PedroDeak on July 27, 2014, 6:36 pmHey people, I'd like to ask if someone knows a good fog_controller setting for this case:
I have a map that starts in a room right under the surface, with a huge hole in the ceiling (the ceiling model). The player_start is inside the room, you can't actually go outside, only see it (facility building and some trees) it happens all under the surface and it only goes down. I have a figure on witch settings to use when the player gets deeper, maybe global_ents fog, but for this first area I have no idea since I have this outside area, with a custom blue sky with clouds, mixed with the facility areas right under it. So I'd like to hear from you, if you have any ideas for the fog here. I tried using no fog at all but the feeling that something is missing is very strong.EDIT: I also would like to ask how to make the door_handle_1 model performs that particular movement when a door is locked.
Thanks in advance
Hey people, I'd like to ask if someone knows a good fog_controller setting for this case:
I have a map that starts in a room right under the surface, with a huge hole in the ceiling (the ceiling model). The player_start is inside the room, you can't actually go outside, only see it (facility building and some trees) it happens all under the surface and it only goes down. I have a figure on witch settings to use when the player gets deeper, maybe global_ents fog, but for this first area I have no idea since I have this outside area, with a custom blue sky with clouds, mixed with the facility areas right under it. So I'd like to hear from you, if you have any ideas for the fog here. I tried using no fog at all but the feeling that something is missing is very strong.
EDIT: I also would like to ask how to make the door_handle_1 model performs that particular movement when a door is locked.
Thanks in advance