A Few More Questions

PfhreakPfhreak Join Date: 2002-11-14 Member: 8612Members
<div class="IPBDescription">before I'm through</div> Can I setup a shortcut to open a multiplayer game with my map?

I want to do some advanced texture lighting stuff, flickering, on/off, etc. Any ideas on where I should check?

I can't run both the Hammer editer and NS at the same time, should I be able to? (It's annoying to quite out and test it then re open it and lose the list of textures I was working with.)

Thanks,

Pfhreak

Comments

  • PfhreakPfhreak Join Date: 2002-11-14 Member: 8612Members
    Also, does anyone know why you can't select buildings in some areas? My temporary marine start won't let me select any buildings. I can build them just fine, but I can't select them to upgrade them.


    Pfhreak
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    if you create a shortcut to your hl.exe with -game ns map ns_yourmapnamehere it will load a listenserver straight into that map that you can run around in.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited March 2003
    You should be able to!

    I (with winME and an lower average PC) have no big problem doing all thoose the things at once (apart from RAM/Speed problems):
    - 3 browser Windows open
    - Batch compiler compiling a map
    - VHE having a map open
    - 3 different GFX/3D programs open
    - 2 Sound programs open
    - running NS for testing a map
    (ok its extreme exhaustion but it works)

    Advanced texture lightning and flickering requires this .fgd used in VHE:
    To make a texture light flickering it must be turned into a solid (!) Func_wall and have some new variables (ull see them) set.


    -

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Also, does anyone know why you can't select buildings in some areas? My temporary marine start won't let me select any buildings. I can build them just fine, but I can't select them to upgrade them.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    NEVER make a flat bottom at z-height 0. It causes random errors. Being unselectable is the slighest error.
    Apart from this some maps (especially ns_eclipse) sometimes have the bug that some strucrures are not ubgradeable. You need to build another and retry.
  • PfhreakPfhreak Join Date: 2002-11-14 Member: 8612Members
    <!--QuoteBegin--Ollj+Mar 3 2003, 01:55 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Mar 3 2003, 01:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> NEVER make a flat bottom at z-height 0. It causes random errors. Being unselectable is the slighest error.
    Apart from this some maps (especially ns_eclipse) sometimes have the bug that some strucrures are not ubgradeable. You need to build another and retry. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->NEVER make a flat bottom at z-height 0. It causes random errors. Being unselectable is the slighest error.
    Apart from this some maps (especially ns_eclipse) sometimes have the bug that some strucrures are not ubgradeable. You need to build another and retry.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Wow, that's an extremely valuable tip. I'm glad I know. Time to rebuild a little.


    Thanks man,

    Pfhreak
  • PfhreakPfhreak Join Date: 2002-11-14 Member: 8612Members
    Nope, that wasn't the problem. Somewhat sporadically, it won't let me select my buildings (it selects the cc instead.)

    Pfhreak
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    Another important thing is "<b>sv_cheats 1</b>"
    With "sv_cheats 0" the game just starts when both teams have players.
    As long as the game has not started you can build all available structures, but you can`t upgrade them.
  • PfhreakPfhreak Join Date: 2002-11-14 Member: 8612Members
    Yup got that on too... I'll try a real lan game on it later today maybe.
  • PfhreakPfhreak Join Date: 2002-11-14 Member: 8612Members
    After trying to rebuild, I decided I'd just move the whole map down 256 units. It worked like a charm. I'll have to keep things off that plane from now on, huh...


    How far off the plane? Will one unit work?

    (Thanks for the tip, btw.)
  • PfhreakPfhreak Join Date: 2002-11-14 Member: 8612Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Advanced texture lightning and flickering requires this .fgd used in VHE:
    To make a texture light flickering it must be turned into a solid (!) Func_wall and have some new variables (ull see them) set.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I simply replace my current fgd with this one? That won't bother my current entities will it?
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    No, That .fgd`s are backwards compartible.
  • PfhreakPfhreak Join Date: 2002-11-14 Member: 8612Members
    So no additive func_walls? Oh well. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> It's working nicely, adding quite a bit of atmosphere to the map. Thanks man.
  • PfhreakPfhreak Join Date: 2002-11-14 Member: 8612Members
    Actually... I'm having trouble with it. My func_wall is solid, and the FX amount is 255 (perhaps it shouldn't be... hmm....) I've got it set to flicker A (just to test it out.) Do I need to set something in the zhlt compiler? (A flag there?) Or do I have to setup the light flags or light origin?


    Thanks Man
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    learn to use a lights.rad file
    <a href='http://countermap.counter-strike.net/Tutorials/tutorial.php?id=48#' target='_blank'>http://countermap.counter-strike.net/Tutor...rial.php?id=48#</a>
    forum search helps there.
  • PfhreakPfhreak Join Date: 2002-11-14 Member: 8612Members
    The problem lies not in making them light, but rather in making them flicker or strobe. I'm searching the forums atm.

    Pfhreak
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited March 2003
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited March 2003
    Then give me a compiel log.

    I had much problems with my first texture lightnings, too.
    Sadly "trial and error"-learning needs some time with long RAD compiles:

    Make a small box map including just a few glowing textures with different settings (dont let the hull glow)
    Compiling gets faster and you see wich light works and wich not.

    <b>Brush based entities with their Texture set to glow must be Rendermode; "Solid"</b> (no clue why) or you get a "non solid set to glow"-error and the texture does not glow, or not glow correctly.
  • PfhreakPfhreak Join Date: 2002-11-14 Member: 8612Members
    Ah hah, found the problem. Had to download the custom ZHLT compiler. Fixed the problem. Thanks for the Help though Olli. I'd doubtlessly be pulling my hair out if it weren't for you.
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