1. Post #81
    I HAVE A SQUID FETISH
    Dennab
    April 2005
    8,073 Posts
    I tried it but it still doesn't work :(
    Are you making the skybox brush then leaving it alone?

    Or are you pressing ctrl+t on it.
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  2. Post #82
    Gold Member
    jeimizu's Avatar
    August 2007
    6,420 Posts
    Is there a way to make info_player_starts not activate until a certain point in HL2:DM.

    For example not spawning you in a building until you've pushed a button in that building.
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  3. Post #83
    I make awesome maps that never see the light of day
    oskutin's Avatar
    January 2007
    6,003 Posts
    You could make trigger_teleport there, and make it to disable when the button is pushed.
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  4. Post #84
    Gold Member
    Strider_07's Avatar
    July 2006
    3,370 Posts


    How can I get it to stop doing this? This is the default vbsp file, what the christ.

    It's also in a mod I'm working on.

    I just realized how shitty that screenshot looks, but I haven't gotten around to normal mapping those textures or playing with the lighting any.
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  5. Post #85
    Gold Member
    jeimizu's Avatar
    August 2007
    6,420 Posts
    Is there a way to spawn a weapon in HL2:DM that doesn't respawn?

    I'm using a trigger multiple, a point_template and weapon_rpg, so when you drop a prop into a box, it spawns an RPG. Unfortunately the rpg will keep spawning in the dispenser every 30 seconds or so.
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  6. Post #86
    Does anyone know how to make the Combine doors like the ones you see in city maps? Like City 18.
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  7. Post #87
    Gold Member
    vexx21322's Avatar
    December 2008
    9,847 Posts
    Does anyone know how to make the Combine doors like the ones you see in city maps? Like City 18.
    Prop dynamic, search for the model combine_door, or something.
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  8. Post #88

    February 2012
    1 Posts
    so what's the best way to make a hollow cylinder? by hand? I know I shouldn't use hollow but i want one of the rooms in a TF2 map i'm working on to be a vertical cylinder.
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  9. Post #89
    Gold Member
    Firegod522's Avatar
    March 2008
    11,230 Posts
    so what's the best way to make a hollow cylinder? by hand? I know I shouldn't use hollow but i want one of the rooms in a TF2 map i'm working on to be a vertical cylinder.
    Use the arch brush primitive.
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  10. Post #90
    [yournamehere]'s Avatar
    March 2009
    548 Posts
    I added displacements to my map, both in the level and in the 3d skybox, they were constructed so they lined up, now I get weird lighting errors on compile. Can't contribute much data cause I'm at school but what possibly went wrong? Just a leak?
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  11. Post #91
    Prop dynamic, search for the model combine_door, or something.
    No no no, the ones you see on the nexus, not the giant road block ones.
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  12. Post #92
    Gold Member
    vexx21322's Avatar
    December 2008
    9,847 Posts
    No no no, the ones you see on the nexus, not the giant road block ones.
    Could you post an example? I'm not exactly sure which doors you mean.
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  13. Post #93
    Could you post an example? I'm not exactly sure which doors you mean.
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  14. Post #94
    I HAVE A SQUID FETISH
    Dennab
    April 2005
    8,073 Posts
    That's two brushes.
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  15. Post #95
    But how do they work, with the button clicking and the door moving thingamajig.
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  16. Post #96
    Gold Member
    Firegod522's Avatar
    March 2008
    11,230 Posts
    func_door

    func_button
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  17. Post #97
    I HAVE A SQUID FETISH
    Dennab
    April 2005
    8,073 Posts
    But how do they work, with the button clicking and the door moving thingamajig.
    A func_button tied to a nodraw box is placed over the combine button, you press this button, it animates the combine button, and tells the door to move up.
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  18. Post #98
    That Dog
    Ehmmett's Avatar
    March 2009
    10,378 Posts
    Is there a sort of checklist of entities to add to make a map look better?
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  19. Post #99
    Gold Member
    vexx21322's Avatar
    December 2008
    9,847 Posts
    Is there a sort of checklist of entities to add to make a map look better?
    Proper lighting, details, fitting textures.

    That's all you really need.
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  20. Post #100
    asb44's Avatar
    October 2008
    379 Posts
    I'm trying to make a maze is there any quick/easy way to go about making one?
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  21. Post #101

    July 2011
    185 Posts
    I have yet another problem that i cannot solve to my knowledge. rather than trying to explain what the problem looks like i took several pics.
    pic1
    pic2
    pic3
    I recently added in a 3d skybox to my map. It lines up just how i'd like it to, but as you can see, something went wrong. the water in the map isn't rendering until you swim in it, which gave me the idea that i had a leak. I go to load pointfile but it just brings me to a file browser with nothing to select. it also appears that my 3d skybox is rendering the whole map again but 16 times the original map inside the 3d skybox. i've checked every seam in my map, and couldn't come up with anything. looked through the compile log, but couldn't find anything of importance. I mean, there's a few errors with props but I wouldn't think that could be the problem. there is also a problem with seeing other parts of my map through the 3d skybox.
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  22. Post #102
    Gold Member
    Firegod522's Avatar
    March 2008
    11,230 Posts
    Are you compiling vis on fast?
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  23. Post #103
    Sorin's Avatar
    December 2008
    814 Posts
    My brush edges keep snapping to the grid every one units instead of snapping according to the grid's zoom/size. How do I switch it back to normal snapping?
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  24. Post #104
    Gold Member
    Firegod522's Avatar
    March 2008
    11,230 Posts
    Press ] to increase the grid size. Press [ to decrease.
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  25. Post #105
    Gold Member
    vexx21322's Avatar
    December 2008
    9,847 Posts
    My brush edges keep snapping to the grid every one units instead of snapping according to the grid's zoom/size. How do I switch it back to normal snapping?
    There's an entry in the map drop down list that says snap to grid.
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  26. Post #106

    July 2011
    185 Posts
    Are you compiling vis on fast?
    Right now vis is off because of the ridiculously long compile time but compiling with all normal settings results in the same exact thing.
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  27. Post #107
    Sorin's Avatar
    December 2008
    814 Posts
    Press ] to increase the grid size. Press [ to decrease.
    Sorry, I don't think I worded the problem correctly. Here's a screenshot:



    Regardless of how far I'm zoomed out, brush edges keep snapping to the grid as if I'm zoomed in to the 1x1 grid.

    Nevermind. Fixed.

    There's an entry in the map drop down list that says snap to grid.
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  28. Post #108
    Sorry, I don't think I worded the problem correctly. Here's a screenshot:



    Regardless of how far I'm zoomed out, brush edges keep snapping to the grid as if I'm zoomed in to the 1x1 grid.
    It is not snapping to the grid, shift+w.
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  29. Post #109

    April 2011
    64 Posts
    select. it also appears that my 3d skybox is rendering the whole map again but 16 times the original map inside the 3d skybox. .
    i dont know wich tut you followed for making a 3d skybox ,but have you removed the camera from youre playing map. only the 3d box must have the camera.
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  30. Post #110

    July 2011
    185 Posts
    i dont know wich tut you followed for making a 3d skybox ,but have you removed the camera from youre playing map. only the 3d box must have the camera.
    http://www.youtube.com/watch?v=lxVo-...0Coe_o02ybBED7
    The 3d skybox is the only thing containing a sky_camera in my map
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  31. Post #111
    Gold Member
    kaskade700's Avatar
    January 2008
    5,633 Posts
    Are there any stock self-illuminating textures in Half-Life 2/CSS? I can't quite figure out what to search for and I'd like to not import custom content because of reasons.
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  32. Post #112
    Disco_Potato's Avatar
    January 2012
    421 Posts
    You mean texture lights?
    There are several and my modifying tge rad file for the texture you should be able to make any texture into a texture light (I think).
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  33. Post #113
    NotExactly's Avatar
    March 2011
    901 Posts
    I'm making an American style diner, how would I make a corner that fit all these 3 displacements?
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  34. Post #114
    Gold Member
    vexx21322's Avatar
    December 2008
    9,847 Posts
    I'm making an American style diner, how would I make a corner that fit all these 3 displacements?
    Sacrifice your soul.
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  35. Post #115
    How do you manage the grid, even with small buildings, it is so amazingly convoluted.
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  36. Post #116
    Gold Member
    vexx21322's Avatar
    December 2008
    9,847 Posts
    How do you manage the grid, even with small buildings, it is so amazingly convoluted.
    Visgroups.
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  37. Post #117
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  38. Post #118
    Gold Member
    Tw34k's Avatar
    January 2012
    486 Posts
    It's the ability to hide/unhide objects and user defined groups easily to avoid visual clutter. It is rather simple just alt+enter anything and hit the visgroup tab to edit its properties. You will have a list with check box's in your interface window.
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  39. Post #119
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  40. Post #120
    Gold Member
    Tw34k's Avatar
    January 2012
    486 Posts
    Don't forget to re-enable anything you don't want omitted before a compile.
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