those simple questions thread...

Any aspects of level design for the Source engine.

Re: those simple questions thread...

Postby Gary on Sat Sep 03, 2011 9:24 am

GeneralTrivium wrote:Hello folks. This can either be very simple or rather complex, but i'll try my luck here.

How do you make it so that a trigger_look can timeout by the player looking AWAY from the target?

Thanks.


If I properly understand what you want then I would have:
Every second a logic_timer would add 1 to a math_counter.
With LookTime set to 0.001 in the trigger_look, the OnTrigger would set the math_counter to 0 as soon as the player looks at it. Thus restarting it and keeping it to 0(or close) as long at the activator is looking at the target.
The math_counter's max number is the amount of seconds, so use the math_counter's OnMax output to trigger what ever.

Timer[OnTimer] > [Add][1]Math_counter
Trigger_Look[OnTrigger] > [SetValue][0]Math_counter
Math_counter[OnMax] > (what you want to happen after the activator stopped looking at the target for the specified amount of time)




Gambini wrote:Here´s something I don´t seem to find by my own: How do i do to put the gloves animation used in hl2 after dressing back up the HEV suit?


As long as the player has no other weapons or items, once the suit is obtained the v_hands model will appear and play the "admire" animation.

FunFact: The v_hands model uses the standard "Valve biped" rig, so you could add $includemodel "weapons/v_hands.mdl" to an NPC's QC file and that NPC could then stand there and "admire" his hands.
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Re: those simple questions thread...

Postby Gambini on Sat Sep 03, 2011 3:02 pm

Thanks. It is strange but you described exactly how i have it and still doesn´t work. Fact is that playerstart and env_suit are placed in the same place so the player starts with the suit. Maybe that is a problem or maybe it is because i´m using a point_viewcontrol as an intro. Will try make the suit spawn just after the pointviewcontrol releases the screen.
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Re: those simple questions thread...

Postby Gary on Sat Sep 03, 2011 8:57 pm

env_suit? You mean item_suit right?
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Re: those simple questions thread...

Postby iTrump on Mon Sep 05, 2011 1:15 pm

Anybody know where I can find a good tutorial on changing HL2 Gui for my mod? Just the Main Menu and adding more options and such.
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Re: those simple questions thread...

Postby Gary on Mon Sep 05, 2011 7:43 pm

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Re: those simple questions thread...

Postby Slashgibber on Mon Sep 05, 2011 11:19 pm

How good of an idea is it to convert buildings into static props in order to save up on the brush limit?
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Re: those simple questions thread...

Postby Gary on Tue Sep 06, 2011 12:19 am

Depends on the building.

Props are horribly lit in Source(per-vertex) and no lightmapping, so no pretty shadows. Unless you use env_projectedtextures, in which case everything gets more expensive and complicated.

Plus, props don't block vis, so you would still need a few brushes to block out their basic shape.


Often the best brush objects to convert to props would be windows, trims, buildings in the background(that don't need to block VIS).
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Re: those simple questions thread...

Postby joe_rogers_11155 on Tue Sep 06, 2011 2:14 am

Gary wrote:Often the best brush objects to convert to props would be windows, trims, buildings in the background(that don't need to block VIS).

This, and only regarding the window trims and small details. IMO there is no reason to have model-based buildings ever, unless they are going to explode prior to the player entering the building (see Ep2's final Strider battles for examples of this).
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Re: those simple questions thread...

Postby Gambini on Tue Sep 06, 2011 3:24 am

Is there a way to know in which fucking GCF package a file is stored?

Right now i´m looking for the combine polices´ radio on and off sounds, i know the path but I can´t find what GCF file i have to open.
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Re: those simple questions thread...

Postby Gary on Tue Sep 06, 2011 7:19 am

joe_rogers_11155 wrote:This, and only regarding the window trims and small details. IMO there is no reason to have model-based buildings ever, unless they are going to explode prior to the player entering the building (see Ep2's final Strider battles for examples of this).


Valve uses models for background buildings.
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Re: those simple questions thread...

Postby Oskmos on Fri Sep 09, 2011 1:11 pm

Hey! Im working on a new map/mod that is going to take place on an island. I'm planning on making the island really detailed and use alot of props and high res textures. My question is:

How many triangles can source handle?

I don't expect an exact answer but if anyone of you have tried pushing it to the limit i would like to know/see what you got out of it. Would be good to know beforehand so i dont have to redo alot of stuff :)
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Re: those simple questions thread...

Postby Surfa on Fri Sep 09, 2011 1:44 pm

Infinite number

But seriously it depends on so many variables that trying to give an answer with no further knowledge of what you are doing is stupid.
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Re: those simple questions thread...

Postby Gary on Fri Sep 09, 2011 2:18 pm

Surfa wrote:Infinite number


Well, eventally the vertex buffer or w/e will overflow and the game will crash.


But yeah... is this going to be a action packed FPS or a "dear ester"-like exploration mod? Are large portions of the island visible at once? There are quite a few variables to understand... the best thing to do is test your ideas and see how the engine handles it.

Just remember, this ain't the CryEngine.
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Re: those simple questions thread...

Postby joe_rogers_11155 on Sat Sep 10, 2011 4:33 pm

unless you intend to cry a lot while working on your mod, which is why i tell people i work with the cry engine.
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Re: those simple questions thread...

Postby Ark11 on Sun Sep 11, 2011 8:07 am

How do you stop func_tanktrains from changing orientation from what it is in Hammer (which is the way i want it). Note that i have set 'Fixed Orientation' on the func_tanktrain and 'Nothing' on the path_tracks and they don't fix it.
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