<!--QuoteBegin-Isamil+Nov 7 2004, 03:58 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Isamil @ Nov 7 2004, 03:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It is a de_mapname I have an info_player_start <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> try an info_player_terrorist instead <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
edit: Cheers for that watertest Hi, i found out i was missing the water_lod_control.
<!--QuoteBegin-TheMuffinMan+Nov 7 2004, 03:58 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TheMuffinMan @ Nov 7 2004, 03:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Hi!+Nov 7 2004, 03:51 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hi! @ Nov 7 2004, 03:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I found that the default sky texture (waste something) just shows up black, so i just use other ones, like that one there was office.
EDIT: here's the water map that I had above. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Aye, that is what i have been doing but it still turns up glitched. You change the sky in map>map properties, right? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Aye, that's where you change it. I don't know why you are getting problems then.
Does anyone know how to make the ground (forgive the term) "shiney" like the tiles in italy or dust?
<!--QuoteBegin-Hi!+Nov 7 2004, 04:13 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hi! @ Nov 7 2004, 04:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-TheMuffinMan+Nov 7 2004, 03:58 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TheMuffinMan @ Nov 7 2004, 03:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Hi!+Nov 7 2004, 03:51 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hi! @ Nov 7 2004, 03:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I found that the default sky texture (waste something) just shows up black, so i just use other ones, like that one there was office.
EDIT: here's the water map that I had above. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Aye, that is what i have been doing but it still turns up glitched. You change the sky in map>map properties, right? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Aye, that's where you change it. I don't know why you are getting problems then.
Does anyone know how to make the ground (forgive the term) "shiney" like the tiles in italy or dust? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I may be wrong but I belive env_cubemap does the reflection stuff. And you just plac eit in the rmf then you have to go ingame and get the reflections to work, like say buildcubemaps in console but its disabled for cs:s for some reason so the only way thats been told to me is the illegal way so, **** valve and there half assed editor/fgd it doest even have vechles and not all of the ents are working.......
I read a tutorial on that one forums where they used the hacked editor, they said env_cubemap was simply for creating that picture you see through the scope on guns.
yeah, here it is <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Have you ever wondered how Valve got gun scopes to look like they are reflective? Do you want to know how it works? Do you want that sexyness in your maps? If so, read on.
When you place an env_cubemap in your map and you look at it's properties you don't think it does much, do you? Well, it does. When you compile with one of those things in your map, the entity takes pictures from all 6 sides of it and puts it into one .vtf embedded inside your .bsp file. So when you walk near that area with an AWP or whatever it will 'reflect' your surroundings onto the lens.
How do you use env_cubemap you ask? Simply place a few in your map, open their properties and select the size each 'reflective' picture should be. 1x1 should be used only if you want the color of the surrounding geometry 'reflective.' Larger dimensions equal larger file sizes, obviously. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<!--QuoteBegin-Hi!+Nov 7 2004, 03:13 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hi! @ Nov 7 2004, 03:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Aye, that's where you change it. I don't know why you are getting problems then. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> where are you getting the filenames to put there? i couldn't get anything to work
<!--QuoteBegin-Hi!+Nov 7 2004, 04:50 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hi! @ Nov 7 2004, 04:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> filter for sky in the texture list.
Heres a couple: cx cobble piranesi hav office jungle <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> do you just call it office, or skybox_office? I did the exact same thing and copied what the texture was called <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Also, to use the vehicles you would need the hl2 vehicle code, which i dont think valve can legally release until the 16th.
<!--QuoteBegin-Hi!+Nov 7 2004, 04:22 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hi! @ Nov 7 2004, 04:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I read a tutorial on that one forums where they used the hacked editor, they said env_cubemap was simply for creating that picture you see through the scope on guns.
yeah, here it is <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Have you ever wondered how Valve got gun scopes to look like they are reflective? Do you want to know how it works? Do you want that sexyness in your maps? If so, read on.
When you place an env_cubemap in your map and you look at it's properties you don't think it does much, do you? Well, it does. When you compile with one of those things in your map, the entity takes pictures from all 6 sides of it and puts it into one .vtf embedded inside your .bsp file. So when you walk near that area with an AWP or whatever it will 'reflect' your surroundings onto the lens.
How do you use env_cubemap you ask? Simply place a few in your map, open their properties and select the size each 'reflective' picture should be. 1x1 should be used only if you want the color of the surrounding geometry 'reflective.' Larger dimensions equal larger file sizes, obviously. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I know the forums you got that quote from but Im getting what I am saying from <a href='http://www.valve-erc.com/srcsdk/Levels/cubemaps.htm' target='_blank'>http://www.valve-erc.com/srcsdk/Levels/cubemaps.htm</a>
And if you look at the last sentince of that it says use them to have reflections
<!--QuoteBegin-TheMuffinMan+Nov 7 2004, 04:52 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TheMuffinMan @ Nov 7 2004, 04:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Hi!+Nov 7 2004, 04:50 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hi! @ Nov 7 2004, 04:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> filter for sky in the texture list.
Heres a couple: cx cobble piranesi hav office jungle <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> do you just call it office, or skybox_office? I did the exact same thing and copied what the texture was called <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Also, to use the vehicles you would need the hl2 vehicle code, which i dont think valve can legally release until the 16th. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Just use the name, and when you filter, you will notice names like officsbk or officetop. Just take the first part of the name and use that.
How the hell do I make springs work? What are they used for anyway, hanging brushbased entities in a point-entity? And why is my func_physbox_multiplayer not solid to players, but to everything else?
About the info_player_terrorist and ct, you have to enter the properties of the entity and set which team it belongs to.
Has anyone had any luck importing a .map or .rmf of an NS map into Hammer?
I'm getting all sorts of errors, as shown in <a href='http://www.chatbear.com/board.plm?a=viewthread&t=428,1099736081,4248&id=722477&b=4986&v=flatold' target='_blank'>this thread</a>.
<!--QuoteBegin-Flayra+Nov 14 2004, 08:46 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Flayra @ Nov 14 2004, 08:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Has anyone had any luck importing a .map or .rmf of an NS map into Hammer?
I'm getting all sorts of errors, as shown in <a href='http://www.chatbear.com/board.plm?a=viewthread&t=428,1099736081,4248&id=722477&b=4986&v=flatold' target='_blank'>this thread</a>. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I've imported 2 or 3 maps, all have worked fine. Have you tried getting someone else to try to see if it's just you, or if it's the map?
antifreezeThe guy with the goods!Join Date: 2003-05-12Member: 16232Members, Constellation
<!--QuoteBegin-Flayra+Nov 15 2004, 02:46 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Flayra @ Nov 15 2004, 02:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Has anyone had any luck importing a .map or .rmf of an NS map into Hammer?
I'm getting all sorts of errors, as shown in <a href='http://www.chatbear.com/board.plm?a=viewthread&t=428,1099736081,4248&id=722477&b=4986&v=flatold' target='_blank'>this thread</a>. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> If i had one i would have a go. Anyone got one for me to try?
Comments
I have an info_player_start
I have an info_player_start <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
try an info_player_terrorist instead <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
edit: Cheers for that watertest Hi, i found out i was missing the water_lod_control.
EDIT: here's the water map that I had above. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Aye, that is what i have been doing but it still turns up glitched. You change the sky in map>map properties, right? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Aye, that's where you change it. I don't know why you are getting problems then.
Does anyone know how to make the ground (forgive the term) "shiney" like the tiles in italy or dust?
EDIT: here's the water map that I had above. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Aye, that is what i have been doing but it still turns up glitched. You change the sky in map>map properties, right? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Aye, that's where you change it. I don't know why you are getting problems then.
Does anyone know how to make the ground (forgive the term) "shiney" like the tiles in italy or dust? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I may be wrong but I belive env_cubemap does the reflection stuff. And you just plac eit in the rmf then you have to go ingame and get the reflections to work, like say buildcubemaps in console but its disabled for cs:s for some reason so the only way thats been told to me is the illegal way so, **** valve and there half assed editor/fgd it doest even have vechles and not all of the ents are working.......
yeah, here it is <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Have you ever wondered how Valve got gun scopes to look like they are reflective? Do you want to know how it works? Do you want that sexyness in your maps? If so, read on.
When you place an env_cubemap in your map and you look at it's properties you don't think it does much, do you? Well, it does. When you compile with one of those things in your map, the entity takes pictures from all 6 sides of it and puts it into one .vtf embedded inside your .bsp file. So when you walk near that area with an AWP or whatever it will 'reflect' your surroundings onto the lens.
How do you use env_cubemap you ask? Simply place a few in your map, open their properties and select the size each 'reflective' picture should be. 1x1 should be used only if you want the color of the surrounding geometry 'reflective.' Larger dimensions equal larger file sizes, obviously.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
where are you getting the filenames to put there?
i couldn't get anything to work
Heres a couple:
cx
cobble
piranesi
hav
office
jungle
Heres a couple:
cx
cobble
piranesi
hav
office
jungle <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
do you just call it office, or skybox_office? I did the exact same thing and copied what the texture was called <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Also, to use the vehicles you would need the hl2 vehicle code, which i dont think valve can legally release until the 16th.
yeah, here it is <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Have you ever wondered how Valve got gun scopes to look like they are reflective? Do you want to know how it works? Do you want that sexyness in your maps? If so, read on.
When you place an env_cubemap in your map and you look at it's properties you don't think it does much, do you? Well, it does. When you compile with one of those things in your map, the entity takes pictures from all 6 sides of it and puts it into one .vtf embedded inside your .bsp file. So when you walk near that area with an AWP or whatever it will 'reflect' your surroundings onto the lens.
How do you use env_cubemap you ask? Simply place a few in your map, open their properties and select the size each 'reflective' picture should be. 1x1 should be used only if you want the color of the surrounding geometry 'reflective.' Larger dimensions equal larger file sizes, obviously.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I know the forums you got that quote from but Im getting what I am saying from <a href='http://www.valve-erc.com/srcsdk/Levels/cubemaps.htm' target='_blank'>http://www.valve-erc.com/srcsdk/Levels/cubemaps.htm</a>
And if you look at the last sentince of that it says use them to have reflections
Heres a couple:
cx
cobble
piranesi
hav
office
jungle <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
do you just call it office, or skybox_office? I did the exact same thing and copied what the texture was called <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Also, to use the vehicles you would need the hl2 vehicle code, which i dont think valve can legally release until the 16th. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Just use the name, and when you filter, you will notice names like officsbk or officetop. Just take the first part of the name and use that.
And why is my func_physbox_multiplayer not solid to players, but to everything else?
About the info_player_terrorist and ct, you have to enter the properties of the entity and set which team it belongs to.
I'm getting all sorts of errors, as shown in <a href='http://www.chatbear.com/board.plm?a=viewthread&t=428,1099736081,4248&id=722477&b=4986&v=flatold' target='_blank'>this thread</a>.
sorry had to say some thing...
I'm getting all sorts of errors, as shown in <a href='http://www.chatbear.com/board.plm?a=viewthread&t=428,1099736081,4248&id=722477&b=4986&v=flatold' target='_blank'>this thread</a>. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I've imported 2 or 3 maps, all have worked fine. Have you tried getting someone else to try to see if it's just you, or if it's the map?
I'm getting all sorts of errors, as shown in <a href='http://www.chatbear.com/board.plm?a=viewthread&t=428,1099736081,4248&id=722477&b=4986&v=flatold' target='_blank'>this thread</a>. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
If i had one i would have a go. Anyone got one for me to try?
Create a barrel hanging from a rope.
That's all. I just want to see if it's possible... I have ideas....