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The Thread For Small Problems And Requests

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Alrighty. I guess I misread the thread title when I posted that, because my previous post was incredibly dumb.

My YouTube Channel: https://www.youtube.com/user/Camben24
Aperture Science: We do our science asbestos we can!
TeamSpen210 wrote:
Env_entity makers spawn a template relative to themselves, with the location of the point_template basically the origin. (If you put the two in the same place, it will spawn at the original location, if the env_entity_maker is 64 units left of the point_template the object will spawn 64 units left of its original location.) There are also properties and inputs which change what happens after it spawns, so you might want to check that.

The thread's for lots of small problems, so we don't have lots of small threads cluttering everything.

Does that mean I have to put the point_template together with the cube template that I'm using?

Yes, it's probably best to put the point_template in the center of the cube so the env_entity_maker will spawn it centered on itself.

My stuff:
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]

Okay, I'm roughly new around these parts, and I have a slightly competent grasp on Hammer so far.
What I would really like though, is someone who could "Pretty Up" my maps, IE: add proper lighting and atmosphere to my maps, and some things(i think gel droppers and moving platforms) that I otherwise wouldn't be able to do myself. Pretty much everything else I can do on my own, but lighting and all that stuff is well....more complex than it needs to be in my opinion.

Would anyone be willing to do this? Credit will be given ^_^'

Narutard 1.5 wrote:
... that I otherwise wouldn't be able to do myself.

That's the problem. Its better to learn the things by yourself. Because ( i think ) everyone here on twp has his own style ( Like designing maps ). I would prefer that you take some time and learn these complex things, lights, moving platforms, desining and how to give your map the final 'voila'. Then you'll get your own style and maybe you will design better as the person you'll ask to design your map. :thumbup:

Just my opinion :)

Well, lifts do require some explanation. I use a func_movelinear.

I'm working on a map but the conveyor belts aren't working. Instead they just make the parts that move vertical and stay there... D:

I took over the facility, turned a giant robot into a potato and I've been sent into outer-space... twice... What's your story?

Assuming you're using tracktrains, try rotating the conveyor parts 90 degrees opposite the direction they go in game

When life gives you lemons, make apple juice and have everyone wonder how you did it.
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Arachnaphob wrote:
Assuming you're using tracktrains, try rotating the conveyor parts 90 degrees opposite the direction they go in game

Yes, thank you, but my parts aren't moving.

I took over the facility, turned a giant robot into a potato and I've been sent into outer-space... twice... What's your story?

Have you used this method?

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