The Thread For Small Problems And Requests
Quote from Arachnaphob on July 27, 2014, 10:08 pmId set both colors to light blue, and set the start distance to 300 for a normal look, and 0 for foggy look. Depending on how large the views are, not the entire map, should set your end distance. To be safe, I would do 3000 for the end distance if you're indecisive.
Id set both colors to light blue, and set the start distance to 300 for a normal look, and 0 for foggy look. Depending on how large the views are, not the entire map, should set your end distance. To be safe, I would do 3000 for the end distance if you're indecisive.
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Quote from d3m0l1sh3r on July 28, 2014, 4:20 pmIs there any way to change texture of funnel (not model, but blue beam?) without editing vpk?
Is there any way to change texture of funnel (not model, but blue beam?) without editing vpk?
Quote from TeamSpen210 on July 28, 2014, 4:49 pmNo, unless you did something crazy like make a custom model + materials to sorround the funnel effect covering up the originals. Then you'd need to make a complicated script to make the models move to match the position of the funnel through portals.
No, unless you did something crazy like make a custom model + materials to sorround the funnel effect covering up the originals. Then you'd need to make a complicated script to make the models move to match the position of the funnel through portals.
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Quote from josepezdj on July 29, 2014, 4:29 amPedroDeak wrote: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)I'm not a fan of using the global_ents, but of adding in my maps some of the entities it contains, like the env_fog_controller or the env_tonemap_controller, but more important is the following output fired from a logic_auto for example:
OnMapSpawn > !player > SetFogController > [your_fog_controller_name_here]
Depending on the environment proximity, adjust the fogend property (set the fogstart to "0" btw) to value of 1500 for shorter distances and 3000-5000 for further ones (you can use the output "SetEndDist" to change it on the fly in mid-game). I'd suggest a dark brown fog colour for the undergroundish areas. And finally, I do use the Use_angles property (set it to YES) with the fogdir set to "1 0 0".
Additionally, I like to use the following output (also borrowed from the global_ents.VMF :p) fired from a logic_auto to a point_clientcommand entity (that I called "@clientcommand") in order to get the right overall brightness and shadow-mapping for the env_projectedtexture:
OnMapSpawn > @clientcommand > Command > r_flashlightbrightness 1
PedroDeak wrote:EDIT: I also would like to ask how to make the door_handle_1 model performs that particular movement when a door is locked.Well, I parent it to a func_rot_button with the right moving/rotating direction, and an ambient_generic playing the sound "doors/default_locked.wav"
d3m0l1sh3r wrote:Is there any way to change texture of funnel (not model, but blue beam?) without editing vpk?Well, Habzs retextured it, althought I'm sure you'll need to edit the funnel texture and later pack it into the BSP or distribute it somehow...
I have a map that starts in a room right under the surface, with a huge hole in the ceiling (the ceiling model)
I'm not a fan of using the global_ents, but of adding in my maps some of the entities it contains, like the env_fog_controller or the env_tonemap_controller, but more important is the following output fired from a logic_auto for example:
OnMapSpawn > !player > SetFogController > [your_fog_controller_name_here]
Depending on the environment proximity, adjust the fogend property (set the fogstart to "0" btw) to value of 1500 for shorter distances and 3000-5000 for further ones (you can use the output "SetEndDist" to change it on the fly in mid-game). I'd suggest a dark brown fog colour for the undergroundish areas. And finally, I do use the Use_angles property (set it to YES) with the fogdir set to "1 0 0".
Additionally, I like to use the following output (also borrowed from the global_ents.VMF :p) fired from a logic_auto to a point_clientcommand entity (that I called "@clientcommand") in order to get the right overall brightness and shadow-mapping for the env_projectedtexture:
OnMapSpawn > @clientcommand > Command > r_flashlightbrightness 1
Well, I parent it to a func_rot_button with the right moving/rotating direction, and an ambient_generic playing the sound "doors/default_locked.wav"
Well, Habzs retextured it, althought I'm sure you'll need to edit the funnel texture and later pack it into the BSP or distribute it somehow...
Quote from Habzs on July 29, 2014, 5:55 amjosepezdj wrote:d3m0l1sh3r wrote:Is there any way to change texture of funnel (not model, but blue beam?) without editing vpk?Well, Habzs retextured it, althought I'm sure you'll need to edit the funnel texture and later pack it into the BSP or distribute it somehow...
Unfortunately, that is done by editing the VPK.
Well, Habzs retextured it, althought I'm sure you'll need to edit the funnel texture and later pack it into the BSP or distribute it somehow...
Unfortunately, that is done by editing the VPK.
Quote from Rlski on August 1, 2014, 8:20 amHi ! I'm struggling with a simple industrial elevator. I'm sure it's something stupid I'm doing wrong but I can't figure what.
I've got my elevator : prop_dynamic parented to a func_tracktrain moving along 3 vertical path_tracks. When the map spawns, the elevator is not set on his track but in a corner of the room, and doesn't stop at ground level but a little bit higher. I've tried everything I know/could find : the "Fixed orientation" is set everywhere, everything has a name, I've tried a "LockOrientation" output, etc.
Any ideas ?
Hi ! I'm struggling with a simple industrial elevator. I'm sure it's something stupid I'm doing wrong but I can't figure what.
I've got my elevator : prop_dynamic parented to a func_tracktrain moving along 3 vertical path_tracks. When the map spawns, the elevator is not set on his track but in a corner of the room, and doesn't stop at ground level but a little bit higher. I've tried everything I know/could find : the "Fixed orientation" is set everywhere, everything has a name, I've tried a "LockOrientation" output, etc.
Any ideas ?
Quote from FelixGriffin on August 1, 2014, 12:14 pmLook where the origin of your tracktrain is. That will move to the path_track.
Look where the origin of your tracktrain is. That will move to the path_track.
Quote from TeamSpen210 on August 1, 2014, 3:52 pmYou also want to make sure "height above the track" is set to 0.
You also want to make sure "height above the track" is set to 0.
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Quote from Rlski on August 1, 2014, 5:44 pmIt was not the origin, and not the distance above track. I had check those. I still don't know what it was, but I got it working ^^ Thanks anyway !
It was not the origin, and not the distance above track. I had check those. I still don't know what it was, but I got it working ^^ Thanks anyway !
Quote from CJLERCH on August 2, 2014, 12:27 amAlright, so I've had this problem for a little over a year. The underground salt/rock textures have been screwing with Hammer, and now that I've developed the need for them, it's bothering me. Basically, they render in either red, green, or blur, depending on what axis they're on (this might be normal, I've no clue). Also, it becomes stretched horizontally, in addition to warping every OTHER texture the same way, as well. Any suggestions to fix this?
Alright, so I've had this problem for a little over a year. The underground salt/rock textures have been screwing with Hammer, and now that I've developed the need for them, it's bothering me. Basically, they render in either red, green, or blur, depending on what axis they're on (this might be normal, I've no clue). Also, it becomes stretched horizontally, in addition to warping every OTHER texture the same way, as well. Any suggestions to fix this?
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