The Simple Questions Thread.

Any aspects of level design for the Source engine.

Re: those simple questions thread...

Postby tron00 on Fri Jan 15, 2010 8:59 pm

I've dissected that area many times and I think I understand it pretty well. But when playing that level, I've never noticed the cables and counter weights. When do we see those in action?

On my elevator, as soon as my elevator goes up the model of the button panel gets dark, even though the elevator has a light inside that moves with the elevator. What am I doing wrong?
User avatar
tron00
Regular
Regular
 
Joined: Wed Jul 01, 2009 6:32 am
Location: Cincinnati, Ohio, USA

Re: those simple questions thread...

Postby Hollow on Fri Jan 15, 2010 9:13 pm

I have one.
If you can, how do you create a working areaportal for double doors?
User avatar
Hollow
Ubisoft/Monothetic
 
Joined: Thu Aug 14, 2008 12:38 pm
Location: London, UK

Re: those simple questions thread...

Postby Tekspdy on Sat Jan 16, 2010 5:55 pm

tron00 wrote:I've dissected that area many times and I think I understand it pretty well. But when playing that level, I've never noticed the cables and counter weights. When do we see those in action?

On my elevator, as soon as my elevator goes up the model of the button panel gets dark, even though the elevator has a light inside that moves with the elevator. What am I doing wrong?


I had a similar issue, but not with moving objects. Though you can try this. Make a info_light entity, give it a name. In your button panel properties select that info_light as your lighting origin. Place that info_light somewhere with adequate lighting (not in the elevator), and see if that works.
Tekspdy
Regular
Regular
 
Joined: Sun Jan 14, 2007 2:15 pm

Re: those simple questions thread...

Postby jgoodroad on Sat Jan 16, 2010 8:50 pm

The Hollow Night wrote:I have one.
If you can, how do you create a working areaportal for double doors?


use a hint brush?
===[]"

Image
current projects: nmo_boardwalk, nmo_asylum
User avatar
jgoodroad
Senior Member
Senior Member
 
Joined: Thu Apr 09, 2009 4:44 am
Location: on a boat... unless it's a farm.

Re: those simple questions thread...

Postby Armageddon on Sat Jan 16, 2010 9:28 pm

Need some help here! viewtopic.php?p=394355#394355
User avatar
Armageddon
Forum Goer Elite™
Forum Goer Elite™
 
Joined: Sun Dec 14, 2008 5:53 am

Re: those simple questions thread...

Postby Smurftyours on Mon Jan 18, 2010 8:48 pm

Is there any tutorials about replacing decals (such as blood and bullet holes)?
jangalomph wrote:Wise words from a wise man. ^
User avatar
Smurftyours
Senior Member
Senior Member
 
Joined: Tue Aug 04, 2009 6:11 pm
Location: California, US.

Re: those simple questions thread...

Postby Major Banter on Mon Jan 18, 2010 9:03 pm

Smurftyours wrote:Is there any tutorials about replacing decals (such as blood and bullet holes)?


There's no need. Follow this tutorial and make the VMT and VMF.

http://www.interlopers.net/tutorials/5296

Then name them both the same as the decal you want to replace, say bloodstain_001. Using GCFscape, find the path of the relevant material - most likely materials\decals. Then put it in the relevant directory.

For example, I've made my new texture. I copy both the VMF and VMT over to hl2\hl2\materials\decals, hl2\episodic\materials\decals and hl2\ep2\materials\decals.

Yes, I'm that anal about my Ep2 textures, but they're buggy bastards.
ImageImageImage
Major Banter
Veteran
Veteran
 
Joined: Tue Apr 01, 2008 10:52 pm
Location: UK

Re: those simple questions thread...

Postby Hollow on Mon Jan 18, 2010 9:33 pm

jgoodroad wrote:
The Hollow Night wrote:I have one.
If you can, how do you create a working areaportal for double doors?


use a hint brush?


would that work though? Can you tie hints to rotation doors/brushes. I want it act like a typical areaportal, which 'opens/closes' the map entirely in certain sections, but wasnt entirely sure if it could be made to work with double doors, as normal areaportals only work with single doors, and on a double, unless you specified the doors to open simultaneously, you still have the problem then of them rotating on axis in opposite directions. (remember areaportals have to be flush with world geometry) Was just wandering if anyone had tried it all, as I cant get it to work. Maybe triggering it?
User avatar
Hollow
Ubisoft/Monothetic
 
Joined: Thu Aug 14, 2008 12:38 pm
Location: London, UK

Re: those simple questions thread...

Postby jgoodroad on Tue Jan 19, 2010 12:29 am

The Hollow Night wrote:
jgoodroad wrote:
The Hollow Night wrote:I have one.
If you can, how do you create a working areaportal for double doors?


use a hint brush?


would that work though? Can you tie hints to rotation doors/brushes. I want it act like a typical areaportal, which 'opens/closes' the map entirely in certain sections, but wasnt entirely sure if it could be made to work with double doors, as normal areaportals only work with single doors, and on a double, unless you specified the doors to open simultaneously, you still have the problem then of them rotating on axis in opposite directions. (remember areaportals have to be flush with world geometry) Was just wandering if anyone had tried it all, as I cant get it to work. Maybe triggering it?


just offering an alternative.
===[]"

Image
current projects: nmo_boardwalk, nmo_asylum
User avatar
jgoodroad
Senior Member
Senior Member
 
Joined: Thu Apr 09, 2009 4:44 am
Location: on a boat... unless it's a farm.

Re: those simple questions thread...

Postby Armageddon on Tue Jan 19, 2010 2:36 am

A long time ago in The Map Pimpage Thread someone (I think it was vcool) posted a link to a UE3 mapping tutorial. It had a Chinese room on an ocean with rock cliffs in the background did anybody keep that link?
User avatar
Armageddon
Forum Goer Elite™
Forum Goer Elite™
 
Joined: Sun Dec 14, 2008 5:53 am

Re: those simple questions thread...

Postby trcc on Tue Jan 19, 2010 9:44 pm

I have a problem where some prop_physics are almost completely black. They are within range of a static light. the origin isnt in a solid brush. If it was static_prop i would define a light source but what option do I have with prop_physics to fix this?
trcc
Pheropod
Pheropod
 
Joined: Fri Aug 14, 2009 6:54 pm
Location: Montréal, Canada

Re: those simple questions thread...

Postby Smurftyours on Tue Jan 19, 2010 9:49 pm

Leak? Errors?
jangalomph wrote:Wise words from a wise man. ^
User avatar
Smurftyours
Senior Member
Senior Member
 
Joined: Tue Aug 04, 2009 6:11 pm
Location: California, US.

Re: those simple questions thread...

Postby trcc on Tue Jan 19, 2010 9:50 pm

Smurftyours wrote:Leak? Errors?


nope :S I'm trying to set a 50% falloff distance with the lights and see what happens.
trcc
Pheropod
Pheropod
 
Joined: Fri Aug 14, 2009 6:54 pm
Location: Montréal, Canada

Re: those simple questions thread...

Postby Smurftyours on Tue Jan 19, 2010 9:52 pm

Oh so its accruing in the lighting? Sorry but I don't mess with much past normal light_spot settings.
jangalomph wrote:Wise words from a wise man. ^
User avatar
Smurftyours
Senior Member
Senior Member
 
Joined: Tue Aug 04, 2009 6:11 pm
Location: California, US.

Re: those simple questions thread...

Postby trcc on Tue Jan 19, 2010 10:06 pm

Image

Image


The walls behind the props are lit but not the props.. These shots are taken at regular compile with no cubemaps, butit shouldnt matter since the faulty props are wooden.
trcc
Pheropod
Pheropod
 
Joined: Fri Aug 14, 2009 6:54 pm
Location: Montréal, Canada
PreviousNext

Return to Hammer Editor Help

Who is online

Users browsing this forum: No registered users