The Thread For Small Problems And Requests

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Dafflewoctor
415 Posts
Posted May 30, 2014
Replied 5 hours later
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.
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quaternary
171 Posts
Posted Jun 19, 2014
Replied 20 days later
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?

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TeamSpen210
608 Posts
Posted Jun 19, 2014
Replied 10 minutes later
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.
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User
630 Posts
Posted Jul 09, 2014
Replied 19 days later
Nevermind, i used EnableGagging for allowing the turret to speak
Question
||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?||

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Gemarakup
1,183 Posts
Posted Jul 10, 2014
Replied 1 day later

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.

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TeamSpen210
608 Posts
Posted Jul 10, 2014
Replied 1 hour later
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.
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Gemarakup
1,183 Posts
Posted Jul 12, 2014
Replied 1 day later
How do I "destroy" the cubemap? Or whatever I need to do? Does it have to do with the glass vmt?
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Gemarakup
1,183 Posts
Posted Jul 14, 2014
Replied 1 day later

yishbarr wrote:
How do I "destroy" the cubemap? Or whatever I need to do? Does it have to do with the glass vmt?

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TeamSpen210
608 Posts
Posted Jul 14, 2014
Replied 4 hours later
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.
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PedroDeak
45 Posts
Posted Jul 27, 2014
Replied 13 days later
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

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Arachnaphob
412 Posts
Posted Jul 27, 2014
Replied 3 hours later
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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d3m0l1sh3r
26 Posts
Posted Jul 28, 2014
Replied 18 hours later
Is there any way to change texture of funnel (not model, but blue beam?) without editing vpk?
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TeamSpen210
608 Posts
Posted Jul 28, 2014
Replied 29 minutes later
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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josepezdj
2,386 Posts
Posted Jul 29, 2014
Replied 11 hours later

PedroDeak 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...

SHhfsOJCshU

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Habzs
225 Posts
Posted Jul 29, 2014
Replied 1 hour later

josepezdj 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...

SHhfsOJCshU

Unfortunately, that is done by editing the VPK.

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Rlski
23 Posts
Posted Aug 01, 2014
Replied 3 days later
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 ?

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FelixGriffin
2,680 Posts
Posted Aug 01, 2014
Replied 3 hours later
Look where the origin of your tracktrain is. That will move to the path_track.
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TeamSpen210
608 Posts
Posted Aug 01, 2014
Replied 3 hours later
You also want to make sure "height above the track" is set to 0.
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Rlski
23 Posts
Posted Aug 01, 2014
Replied 1 hour later
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 !
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CJLERCH
50 Posts
Posted Aug 02, 2014
Replied 6 hours later
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?