The Simple Questions Thread.

Any aspects of level design for the Source engine.

Re: those simple questions thread...

Postby Surfa on Mon Jan 11, 2010 7:52 pm

skoften wrote:vtfplugin for photoshop doesnt work in cs4 x64?


That is correct
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Re: those simple questions thread...

Postby ErikKiller on Mon Jan 11, 2010 7:53 pm

Penney wrote:Is there a way using brushes to create a volumetric lighting (a visual effect, not actually a light entity) effect in L4D 1 instead of the model light effects that are included?

Ive been searching the tut's and haven't found anything that really goes into volumetric lighting tricks in detail.

Basically you could add a trigger brush however you want it to be pointed, and then make it a func_dustmote, it'll create a nice effect in-game.

Also I'm not sure but maybe a func_illusionary with regular light texture might make something awesome.
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Re: those simple questions thread...

Postby Smurftyours on Mon Jan 11, 2010 8:04 pm

Random: Is this thread helpful?
Example: Dose it save your time from creating another thread?

lol :D
jangalomph wrote:Wise words from a wise man. ^
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Re: those simple questions thread...

Postby jgoodroad on Tue Jan 12, 2010 2:21 am

yes
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Re: those simple questions thread...

Postby goldendeed on Tue Jan 12, 2010 4:46 am

Would you be able to make a barricade system work by having npc_zombies attack npc_bullseyes. like the boards are "parented" to the bullseyes, so when they attack the bullseyes and they die, the boards break? and you could add more boards because the boards were func_physboxes, which when placed, teleported and froze, then forcespawned a bullseye! WOULD IT WORK >:O
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Re: those simple questions thread...

Postby Smurftyours on Tue Jan 12, 2010 4:59 am

Yes, I already made a system for this. Without the zombies. But surely enough you could make the zombies walk into a trigger_multiple that fires a trigger_ hurt just the size of the board causing it to damage the boards. Give it a try. I haven't messed with bulls eyes and npc's.
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Re: those simple questions thread...

Postby Terr on Tue Jan 12, 2010 6:18 am

Zecrah wrote:info_target is often used to just specify a target if that's all you need as well, but I don't do NPCs much ^^

As an aside: The difference between an info_target and an info_null is that the latter is discarded during compilation. Why would you ever use info_null? When you're only using the entity as a convenience for specifying a point in 3D space that will never move.

Die-Hard-Ed wrote:I'm having an issue using Pakrat to package everything up for my Counter Strike Source map. The textures and models are working fine but colour correction doesn't seem to work.

The .raw files weren't picked up in the auto scan, so i manually added them in but it doesn't seem to have fixed the issue.


Simply put, Pakrat is so old that those features probably didn't exist when it was made, and the author has (as far as I know) totally abandoned it. I've got a project called PackBSP (see my sig) to try to replace it and support that new stuff. (I'm still working on it right now, but in such arcane and esoteric ways that another released version is probably still far off.)

You can always use BspZip from the SDK to manually package a file into a map, if you know exactly what you want. (PackBSP has an option to generate text files that you can edit and then use with BspZip, which is what I'd recommend so you can do manual tweaks.)
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Re: those simple questions thread...

Postby MNM on Tue Jan 12, 2010 5:33 pm

Can you change the default texture in hammer?(brick something) :\
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Re: those simple questions thread...

Postby Ryukolink on Tue Jan 12, 2010 10:03 pm

where are my L4d2 particles, I cant find them in the gcfs...
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Re: those simple questions thread...

Postby Ryukolink on Tue Jan 12, 2010 10:50 pm

MNM wrote:Can you change the default texture in hammer?(brick something) :\

you can... I don't know how :p
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Re: those simple questions thread...

Postby mat_de_b on Tue Jan 12, 2010 11:24 pm

is it not alphabetical?
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Re: those simple questions thread...

Postby Smurftyours on Tue Jan 12, 2010 11:41 pm

Sticky? Or must we prove that its useful by getting more then 20 pages?
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Re: those simple questions thread...

Postby Phixious on Wed Jan 13, 2010 12:07 am

I have a question that I think qualifies for this thread.

Can I somehow use HL2 models in L4D2? I wanna use some of the models from the prison levels.
I tried to extract them from the GCF to the L4D2 models folder, but they just show up as blank.
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Re: those simple questions thread...

Postby Ryukolink on Wed Jan 13, 2010 1:10 am

Phix you will need to make sure that the files get put in the appropriate paths from the gcfs...
Look in the gcfs and see exactly what folders are in what folders that contain the path (confusing statement but i'll elaborate)


for example if in HL2 its:

models/hl2_mapname/props/whichamacallit

and

materials/props/whichamacallit
----------------------------------------------------------------------------------------------------------------------------------------
the files (there should be many files not just two, that are associated with each model, usually around 2-3 files for the materials and 4-7 files for the model, FOR JUST ONE model) will need to go in the exact same folders in that order in the l4d2 folder unless something is different about L4D2
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Re: those simple questions thread...

Postby jgoodroad on Wed Jan 13, 2010 1:29 am

Smurftyours wrote:Sticky? Or must we prove that its useful by getting more then 20 pages?


First question, yes. Second question, it depends on what the moderators think.
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