How exactly did you make it so a player didn't take damage like that? I'm trying to do that too, but I haven't been able to figure it out yet.
How exactly did you make it so a player didn't take damage like that? I'm trying to do that too, but I haven't been able to figure it out yet.
I just used point_clientcommand to give the player godmode.
Obviously this only works in singleplayer maps.
I usually put nodraw brushes underneath Also, I use nodraw because I like to believe it improves performance (a little) bit at least, since the displacement is the thing you're supposed to see and whatever is underneath should not need to be drawn.
Hello,
I am currently making a Half life 2 modification. Not exactly great with coding or hammer but on my way. I will probably be on this threat, asking a lot of stupid questions but here goes.
I currently have a house, and while going though it I want the character to talk to him self kind of like a point and click adventure game. Such as, there is a smell of rotting flesh so he would say
"Ugh, something smells like death.
And have that pop up as subtitles, I mite be adding voice acting, but that would be down the development cycle. Thanks for any help given.
EDIT:
It seems shortcut keys arn't working properly, when I press F9 or CRTL+C it doesn't appear to work unless I hold it down for a few seconds, which is a bit strange.
Look at default sound scripts to gain knowledge on how to add subtitles, use a point_clientcommand to execute a "play" command (or use an ambient_generic and set it to "play everywhere")
I only have basic knowledge in this area, so this may not be the best answer.
How would I go about simulating skybox lighting in an indoor area?
Maybe clip the ceiling horizontally into 2 parts, turn the lower part into func_brush so it won't cast lightmap shadows and then put brushes with toolsskybox texture between the two ceiling layers
This is kinda silly though
Do I even understand your question correctly?
Like the skylights in the first trainstation map (before the security checkpoint)? Try a window textured brush tied to func_illusionary.
-snip-
I have a problem with objects in the basement I have constructed in my map. Even though there isn't any light in the basement, the objects shine like they are in the light. I have tried numerous things to get it to work, but nothing has solved my problem. I will include the compile log below in case there is something in there that someone can spot.
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\cookiesandbeer\sourcesdk\bin \source2009\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\cookiesandbeer\half-life 2\hl2" "C:\Users\Mitchell\Documents\Maps R Shit\Shithole.vmf"
Valve Software - vbsp.exe (Sep 15 2011)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\cookiesandbeer\half-life 2\hl2\materials
Loading C:\Users\Mitchell\Documents\Maps R Shit\Shithole.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\cookiesandbeer\half-life 2\hl2\gameinfo.txt
Patching WVT material: maps/shithole/nature/blenddirtgrass001a_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity trigger_soundscape (-3682.00 -288.00 73.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
*** Error: Skybox vtf files for skybox/sky_day01_09 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_day01_09 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_day01_09 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_day01_09 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (39433 bytes)
Error loading studio model ""!
Error! prop_static using model "models/props_c17/furniturecupboard001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/furniturecupboard001a.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 228 texinfos to 156
Reduced 25 texdatas to 21 (647 bytes to 564)
Writing C:\Users\Mitchell\Documents\Maps R Shit\Shithole.bsp
2 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\cookiesandbeer\sourcesdk\bin \source2009\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\cookiesandbeer\half-life 2\hl2" "C:\Users\Mitchell\Documents\Maps R Shit\Shithole"
Valve Software - vvis.exe (Sep 15 2011)
4 threads
reading c:\users\mitchell\documents\maps r shit\Shithole.bsp
reading c:\users\mitchell\documents\maps r shit\Shithole.prt
LoadPortals: couldn't read c:\users\mitchell\documents\maps r shit\Shithole.prt
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\cookiesandbeer\sourcesdk\bin \source2009\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\cookiesandbeer\half-life 2\hl2" "C:\Users\Mitchell\Documents\Maps R Shit\Shithole"
Valve Software - vrad.exe SSE (Sep 15 2011)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\users\mitchell\documents\maps r shit\Shithole.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.54 seconds)
2523 faces
1 degenerate faces
1858222 square feet [267583968.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
8 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (6)
Build Patch/Sample Hash Table(s).....Done<0.0278 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (6)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 6/1024 288/49152 ( 0.6%)
brushes 97/8192 1164/98304 ( 1.2%)
brushsides 736/65536 5888/524288 ( 1.1%)
planes 972/65536 19440/1310720 ( 1.5%)
vertexes 3491/65536 41892/786432 ( 5.3%)
nodes 1527/65536 48864/2097152 ( 2.3%)
texinfos 156/12288 11232/884736 ( 1.3%)
texdata 21/2048 672/65536 ( 1.0%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 2523/65536 141288/3670016 ( 3.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 409/65536 22904/3670016 ( 0.6%)
leaves 1534/65536 49088/2097152 ( 2.3%)
leaffaces 2740/65536 5480/131072 ( 4.2%)
leafbrushes 926/65536 1852/131072 ( 1.4%)
areas 3/256 24/2048 ( 1.2%)
surfedges 13080/512000 52320/2048000 ( 2.6%)
edges 6765/256000 27060/1024000 ( 2.6%)
LDR worldlights 8/8192 704/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 130/32768 1300/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2070/65536 4140/131072 ( 3.2%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 3060356/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 13972/393216 ( 3.6%)
LDR ambient table 1534/65536 6136/262144 ( 2.3%)
HDR ambient table 1534/65536 6136/262144 ( 2.3%)
LDR leaf ambient 5118/65536 143304/1835008 ( 7.8%)
HDR leaf ambient 1534/65536 42952/1835008 ( 2.3%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/8806 ( 0.0%)
pakfile [variable] 1573/0 ( 0.0%)
physics [variable] 39433/4194304 ( 0.9%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 6382
Writing c:\users\mitchell\documents\maps r shit\Shithole.bsp
14 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Mitchell\Documents\Maps R Shit\Shithole.bsp" "c:\program files (x86)\steam\steamapps\cookiesandbeer\half-life 2\hl2\maps\Shithole.bsp"
** Executing...
** Command: c:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 220 -game "c:\program files (x86)\steam\steamapps\cookiesandbeer\half-life 2\hl2" +map "Shithole"
**** leaked ****
Entity trigger_soundscape (-3682.00 -288.00 73.00) leaked!
Though im not sure if this is an issue since its a brush, you should still fix it.
I have a feeling your problem is caused because you havent built cubemaps:
https://developer.valvesoftware.com/wiki/Cubemaps
Good luck
He has built cubemaps several times, I tried to help him the best I could.
Any leak is an issue. The entity used is just the closest entity to the hole.
Can somebody PLEASE HELP me...cause ive tried everything most of the suggestions say its a leak , but ive checked multiple times there isnt a single leak in my map .
I cant get the water to show at ALL
I tried env cube map , build cube map , ....simply nothing works. Is CSS just that shitty or am i missing something ?
![]()
PM me the VMF. I'll check for leaks.
You can also do Map>Load Pointfile to make SURE there aren't any leaks.
You might not have all of the water block's faces other than the top one set to the nodraw texture.
Edited:
Is an aiscripted_schedule better for npc movement than a scripted_sequence?
A leak is caused by a hole in the map. This can also be caused by func_detailing the skybox.
Rememeber, the map cannot be sealed by entities (such as func_detail), water or displacements.
Where can I grab some textures for a realistic house??
For a multiplayer map, what would be the best way to have players "put on" a suit that allows them to traverse a radiation filled room, and die if they enter the room without having picked up a suit? I'd probably create a machine that spawns a new suit each time a radiation suit is taken.
Sounds to me like you could use the Item_suit model, and then turn it into a custom entity that allows you to withstand radiation. Probably an easier way, but that's my take.
Yeah, I'm planning on using the HEV suit model and having it disappear when the player takes it/touches it, but I'm not sure what process to use to have each player be unaffected by the radiation trigger_hurt after they grab a suit. This is for a TTT map I'm creating by the way.
How, if possible, do I make a "flying" func_tracktrain revolve while crashing?
do you mean like a spinning "mayday mayday" kind of crash?
I'd have to look that up..
func_rotating parented to a func_tracktrain?
What kind of tutorial would you guys like to see? I would prefer if it was a general Source SDK tutorial and not too game-specific. (something that can be used in any Source game)
I was thinking about doing another video tutorial
Optimisation?
Advanced trigger shit yo
What kind of advanced triggers?
Smart-ass input/output shit which is complicated until you understand it.
Edited:
Like some sexy mechanisms that spawn a dickload of can props that fall into a pit, which detects when there are 3 cans in and when 3 cans are in the pit, the pit opens up and the cans are dropped out into some other place.
I might need an example for this...
I can't really think of anything off the top of my head that requires super complicated I/O triggers
Fuck man I dunno but that'd be cool
swag yo
Edited:
Automerge just how I like it.
That sounds easy enough.
I think I'll do a tutorial on that.
Woo, looking forward to it
artistic pls
Apart from increasing map file size, lightmaps don't impact in-game performance, correct?
Just tested it and I got it to work
Fairly simple really
Edited:
I think I'll make the tutorial tomorrow though...
It's already 6:30 in the morning and I have to go to work in less than 9 hours and I haven't even slept yet.
Generally no, but old hardware still struggles because with a high lightmap density it's the same as loading a large texture.
If you're still struggling with this issue, I am thinking you could try setting up a trigger_once and a func_physbox. The trigger will fire an output so that once it is activated the func_physbox will be parented ("SetParent") to "!activator" so anything allowed in the trigger's flags will have that func_physbox parented to it.
Now you can just parent whatever mechanism you have in place (I guess a trigger of sorts) to the func_physbox and have it move along with the player (or Client, as it is called in the trigger's flags).
Although this was useful to read for various purposes, I'm not sure how a func_physbox would help here. The main purpose of what I'm trying to do here is prevent the player from being hurt in a radiation filled room after they pick up a suit before entering. If they enter without having picked up a suit first, they die. I'm not planning on having a suit being physically attached to the player at all. Remember that this is for a multiplayer TTT map.