1. Post #1881
    Doom's Avatar
    August 2011
    584 Posts
    For new textures, you'd have to download them(high-res textures.) then compile them yourself for that. I don't know much about making textures though.
    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
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  2. Post #1882
    Gold Member
    PhantomGears's Avatar
    May 2006
    84 Posts
    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?
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  3. Post #1883
    Gold Member
    kaine123's Avatar
    February 2010
    7,268 Posts
    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.)
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  4. Post #1884
    Doom's Avatar
    August 2011
    584 Posts
    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?
    Yes, it is, but I'm having a hard time finding it, surprisingly. Searched CGTextures and Google Images.
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  5. Post #1885
    LtKyle2's Avatar
    March 2011
    3,147 Posts
    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
    Oh, then I just read your post wrong. My bad.
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  6. Post #1886
    AlexGT's Avatar
    January 2011
    785 Posts
    Is ProcessBlock_Thread normal to get stuck on? I keep getting stuck on it, and it's taking an awful while to load.
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  7. Post #1887
    ForMod2013
    KnightVista's Avatar
    June 2009
    2,222 Posts
    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.
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  8. Post #1888
    Doom's Avatar
    August 2011
    584 Posts
    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:

    Oh, then I just read your post wrong. My bad.
    No problem, mate :)
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  9. Post #1889
    I HAVE A TOASTER FETISH
    mopman999's Avatar
    July 2009
    3,663 Posts
    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.
    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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  10. Post #1890
    Gold Member
    Neo Kabuto's Avatar
    November 2008
    5,446 Posts
    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.)
    I'd imagine that they would at least stay behind ai_battle_lines.
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  11. Post #1891
    crazymonkay's Avatar
    January 2009
    835 Posts
    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.
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  12. Post #1892
    Gold Member
    Neo Kabuto's Avatar
    November 2008
    5,446 Posts
    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.
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  13. Post #1893
    crazymonkay's Avatar
    January 2009
    835 Posts
    It's a way older version. It's for GoldSrc.
    well now I feel like a moron I just stumbled across a download and was thinking "wtf is this?"
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  14. Post #1894
    ForMod2013
    KnightVista's Avatar
    June 2009
    2,222 Posts
    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
    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.
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  15. Post #1895
    I HAVE A TOASTER FETISH
    mopman999's Avatar
    July 2009
    3,663 Posts
    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
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  16. Post #1896
    DerTontaiLama's Avatar
    November 2010
    282 Posts
    How do I make my door open upwards instead of sideways, if the door is laying flat?
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  17. Post #1897
    Gold Member
    vexx21322's Avatar
    December 2008
    9,847 Posts
    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.
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  18. Post #1898
    DerTontaiLama's Avatar
    November 2010
    282 Posts
    It's a prop_door_rotating...
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  19. Post #1899
    Gold Member
    vexx21322's Avatar
    December 2008
    9,847 Posts
    It's a prop_door_rotating...
    Are you wanting it to open from the bottom length wise?
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  20. Post #1900
    DerTontaiLama's Avatar
    November 2010
    282 Posts
    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.
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  21. Post #1901
    I HAVE A SQUID FETISH
    Dennab
    April 2005
    8,073 Posts
    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.
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  22. Post #1902
    DerTontaiLama's Avatar
    November 2010
    282 Posts
    But I am using door01_left...
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  23. Post #1903
    I HAVE A SQUID FETISH
    Dennab
    April 2005
    8,073 Posts
    But I am using door01_left...
    But doors dont open upwards...
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  24. Post #1904
    mdeceiver79's Avatar
    March 2012
    995 Posts
    But doors dont open upwards...
    Hes clearly making a makeshift draw bridge
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  25. Post #1905
    Crash15's Avatar
    July 2011
    6,512 Posts
    Hes clearly making a makeshift draw bridge
    Half-wit 2 has a drawbridge tutorial I think

    too bad it's down for me
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  26. Post #1906
    I HAVE A SQUID FETISH
    Dennab
    April 2005
    8,073 Posts
    Hes clearly making a makeshift draw bridge
    prop_dynamic and func_door_rotating would be better for that.
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  27. Post #1907
    st ef you's Avatar
    November 2009
    510 Posts
    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:
    Code:
    LightMappedGeneric
    {
    	"$basetexture" "custom\stonefloor001b"
    	"$surfaceprop" "rock"
    	"$bumpmap" "custom\stonefloor001_normal"
    	"$envmap" "env_cubemap"
    	"$envmapmask" "custom\stonefloor001_specular"
    }
    What is happening because I've run into this problem before.
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  28. Post #1908
    DerTontaiLama's Avatar
    November 2010
    282 Posts
    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?
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  29. Post #1909
    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
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  30. Post #1910
    DerTontaiLama's Avatar
    November 2010
    282 Posts
    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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  31. Post #1911
    Want a Tablet?
    Mr Anonymous's Avatar
    November 2009
    1,880 Posts
    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:
    Does it crash or become none-responsive? And yeah, func_detail all of those planks for optimization.
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  32. Post #1912
    Gold Member
    Firegod522's Avatar
    March 2008
    11,230 Posts
    Yes those should be func_detailed, along with the windows and frames (assuming they aren't props)
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  33. Post #1913
    DerTontaiLama's Avatar
    November 2010
    282 Posts
    In the compile window, it says "(program does not respond)", but it has crashed and become non-responsive a few times...
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  34. Post #1914
    Gold Member
    Firegod522's Avatar
    March 2008
    11,230 Posts
    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.
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  35. Post #1915
    Want a Tablet?
    Mr Anonymous's Avatar
    November 2009
    1,880 Posts
    In the compile window, it says "(program does not respond)", but it has crashed and become non-responsive a few times...
    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.
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  36. Post #1916
    DerTontaiLama's Avatar
    November 2010
    282 Posts
    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.


    use Prop_door_rotating entity and select door01_left.mdl

    https://developer.valvesoftware.com/wiki/WiseDoor
    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.
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  37. Post #1917
    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
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  38. Post #1918
    DerTontaiLama's Avatar
    November 2010
    282 Posts
    Only these options:
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  39. Post #1919
    Only these options:
    oh, in that case drag the helper bubble to form a hinge

    Edited:

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  40. Post #1920
    DerTontaiLama's Avatar
    November 2010
    282 Posts
    I already tried that, but that didn't seem to work.
    Like so?:
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