I'm aware of how to create a texture, I was basically just looking for an image that looks like the window in the picture
I'm aware of how to create a texture, I was basically just looking for an image that looks like the window in the picture
You're probably not going to find anything that perfectly matches what you want. My advice would be to find an image of a window texture that looks close (preferably using the 'Large' search filter), open it in your preferred image editor, and do the doctoring yourself. The design is just a simple white frame, right?
Do AI_Goal_standoffs affect zombies? Or do they only work with shooting type npcs? (Not sure if there are many people here who know much about ai in source.)
Yes, it is, but I'm having a hard time finding it, surprisingly. Searched CGTextures and Google Images.
Oh, then I just read your post wrong. My bad.
Is ProcessBlock_Thread normal to get stuck on? I keep getting stuck on it, and it's taking an awful while to load.
Is it possible to make a scripted event turn off all the lights in a given area when triggered?
If so I need some help.
I know close to nothing about scripts but can't you make an some sort of input/output going [OnStartScrip] [TurnOff] [<name of one of your lights>] and then do that with all of the lights?
Edited:
No problem, mate :)
You could do it with a trigger easily
Ignore this if this isn't what you meant
Make your light entity, name it, make a brush with the trigger texture. Make the brush a trigger_once Go to the outputs tab, click add, output name should be OnTrigger, Target entity should be your light's name, and via this input turn off
like this
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I'd imagine that they would at least stay behind ai_battle_lines.
Ok, I am probably really late on this, but what is Hammer 3.5? Is it a newer version than the one in Source SDK? It certainly looks different.
It's a way older version. It's for GoldSrc.
well now I feel like a moronI just stumbled across a download and was thinking "wtf is this?"
Thanks <3
Is there any way to change the static model my lights are based off of when this happens? Because the model i'm using has an on and off version.
Also how would I add a sound effect that executes when the lights are triggered off.
Create an entity in your map and name it ambient generic, go to sound name, chose sound. Make a trigger, or use the same one.
My Output named: OnTrigger
Targets entities : whateveryourambientgenericisnamed
Via this input: Playsound
How do I make my door open upwards instead of sideways, if the door is laying flat?![]()
If it's a brush rotation door, change the origin to the bottom.
If it's a prop_rotating, then you can't without some trickery.
It's a prop_door_rotating...
Are you wanting it to open from the bottom length wise?
What? Yeah, I think so...
The door is laying flat, at tthe top of some stairs right now. I want it to open upwards like a normal door would, instead of turnning around itself while it's flat.
prop_doo_rotating only works with door_left.
For any other type, you will need to parent a prop_dynamic to a func_door_rotating.
But I am using door01_left...
But doors dont open upwards...
Hes clearly making a makeshift draw bridge
Half-wit 2 has a drawbridge tutorial I think
too bad it's down for me
prop_dynamic and func_door_rotating would be better for that.
So, I'm trying to make a texture reflective, but after I run buildcubemaps, the texture looks as if the entire specular map is white, which it isn't. So, the texture is completely 100% reflective when it shouldn't be. I'm using the EP2 engine, and here's the vmt for the texture:
What is happening because I've run into this problem before.Code:LightMappedGeneric { "$basetexture" "custom\stonefloor001b" "$surfaceprop" "rock" "$bumpmap" "custom\stonefloor001_normal" "$envmap" "env_cubemap" "$envmapmask" "custom\stonefloor001_specular" }
Okay, I'm a bit new to some of the elemens of mapping, so I don't entirely understand what it is you're trying to tell me.
It may also seem you've misunderstood what I want to achieve:
So, if I wanted to have a opening door like so, while it's using the model "door01_left.mdl", how do I do that?![]()
use Prop_door_rotating entity and select door01_left.mdl
https://developer.valvesoftware.com/wiki/WiseDoor
I'm trying to make the door work properly, but when I compile now Source SDK crashes.
It's crashes at "portal flow". Doesn't func_detail have something to do with that?
So are these planks supposed to be func_detail:
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Does it crash or become none-responsive? And yeah, func_detail all of those planks for optimization.
Yes those should be func_detailed, along with the windows and frames (assuming they aren't props)
In the compile window, it says "(program does not respond)", but it has crashed and become non-responsive a few times...
its not crashing, its just too busy working to tell windows that it is working.
So windows thinks its not responding. You can help by launching vvis or vrad (in the expert compile window) with -low, which will set it to low priority.
Yeah. It becomes none-responsive because it is taking all of your CPU process to compile the map on VRAD and VVIS. You have to just leave your computer be and let it do what it has to do. It usually does this on the "Portal Flow" part.
The process of Portal Flow is as follows:
1...2...3...4...5...6...7...8...9...
Every time the process moves a '.' forward, the screen will refresh. For every time it moves forward, it will be 3x longer than the previous time. For example:
If 1 to 1. takes 1 second then 1. to 1.. will take 3 seconds. 1.. to 1... will take 9 seconds and 1... to 2 will take 27 seconds and so on and so forth. This process takes a hell of a long time if you have a big detailed map and I would advise you that if you are going to compile your entire map, to do it when you have something else to do. I compile my maps if they're large when I am asleep, so that it has plenty of time. Alternatively, you can use the Cordon Tool to select a certain area that you would like to compile in a leak-proof environment.
Hope this helped.
Thanks - very useful!
Right now it's just a bad of compiling the map, everytime I make a tiny change to it, to see if whatever I made woks properly.
I've been trying to get prop_door_rotating to work that way since that start, but the result has always been the same; door turning sideways insead of upwards.
![]()
Go into flags and change the axis to either x or y
Only these options:
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oh, in that case drag the helper bubble to form a hinge
Edited:
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I already tried that, but that didn't seem to work.
Like so?:
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