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Posts written by Danemj3:



User
If I have a vent and i need the sound of walking in the vent to be walking on metal and it doesnt make that sound what do i do? The texture on the vent is a "duct" texture which is metal but it doesnt make the noise.. a lil help
User
SRAW said:
i dont have cs anymore, but i believe there is a sound.txt or something like that in the cstrike/sound folder

edit: wow mate de vate, 200+ posts? omg spammer


its de vita and he was very helpful.. unlike you..
User
Mate de Vita said:
are you sure you were checking the flags of the func_breakable?


thank you for all your help with that.. i got it..

separate issue though.. if i am making a vent in my map and want the sound of them walking on metal like some textures give how can i accomplish that? i used a duct texture but doesnt make the metal noise.. anyone know?
User
Mate de Vita said:
Danemj3 said:
okay well i want to blow the crap out of an item that wasnt previously breakable.. if you have ever played de_rats, just like how the facet blows up when the bomb goes off.. if anyone knows how to do this.. would be great

oh so you want to blow it up completely. That's possible.
OK first make the brush you want to blow up a func_breakable, name it for example 'can'. Then under its flags check trigger only. Set all other properties as you wish.
Then make an env_explosion inside it, name it e.g. 'exp' and set the magnitude as you wish.
Then make the func_bomb_target. Set anything you want again. Set its target to 'multi'.
Lastly make a multi_manager, name it 'multi', then disable SmartEdit and press add then enter under key 'exp' and under value 0, press ok, press add again, enter 'can' under key an 0 under value.

This should work. I think.

on the flags tab there are just a bunch of boxes you can check and thats it.. no text next to them.. just boxes no words.. sounded good until i got to that point..
User
Mate de Vita said:
Danemj3 said:
and so name the env_explosion whatever you put in target of bomb target? and it will blow up brushes around it?

well yes for the first part but no for the second. An env_explosion will only make an explosion, but I don't think it will in any way affect the brushes around it.

I don't think there even is a way of changing a brush's shape with triggers. Though I might also be wrong about that, since I've only been mapping for a short time. So I think you should wait for someone else to confirm this.


okay well i want to blow the crap out of an item that wasnt previously breakable.. if you have ever played de_rats, just like how the facet blows up when the bomb goes off.. if anyone knows how to do this.. would be great
User
Danemj3 said:
Mate de Vita said:
Danemj3 said:
Mate de Vita said:
Danemj3 said:
still trying to get something to blow up when bomb goes off.. under target when blows up i used "example one" that buncha brushes that make up a garbage can in a de_rats style map are also titled "example1" but nothing gets blown up.. what else do i need to do or what am i doing wrong?

and I quote:
Mate de Vita said:
The target of the func_bomb_target won't necessarily blow up, it will just be triggered. You can however trigger an env_explosion which will (surprisingly) cause an explosion.
I think that if you want to trigger several things you have to use a multi_manager. Or (as KD said - probably works since he said it) name all the entities you want to trigger with the same name.

If you want the garbage can to blow up, place an env_explosion inside it and put its (the env_explosion's) name in the target property of the func_bomb_target.

Btw guys is it possible to make a trigger change the size/shape/direction of a brush?

anywhere inside of it? does the magnitude matter? and so i name the env_explosion example1 and then name the bomb plant brush example one and then what?

the place where you put the env_explosion will be the centre of the explosion.

the magnitude will determine how big the explosion will be (try different magnitudes and see which one you like best). It says on twhl that 100 is an average explosion.

then you put "example1" in the target property of the info_bomb_target.


and so name the env_explosion whatever you put in target of bomb target? and it will blow up brushes around it?

yes? no? maybe so?
User
Mate de Vita said:
Danemj3 said:
Mate de Vita said:
Danemj3 said:
still trying to get something to blow up when bomb goes off.. under target when blows up i used "example one" that buncha brushes that make up a garbage can in a de_rats style map are also titled "example1" but nothing gets blown up.. what else do i need to do or what am i doing wrong?

and I quote:
Mate de Vita said:
The target of the func_bomb_target won't necessarily blow up, it will just be triggered. You can however trigger an env_explosion which will (surprisingly) cause an explosion.
I think that if you want to trigger several things you have to use a multi_manager. Or (as KD said - probably works since he said it) name all the entities you want to trigger with the same name.

If you want the garbage can to blow up, place an env_explosion inside it and put its (the env_explosion's) name in the target property of the func_bomb_target.

Btw guys is it possible to make a trigger change the size/shape/direction of a brush?

anywhere inside of it? does the magnitude matter? and so i name the env_explosion example1 and then name the bomb plant brush example one and then what?

the place where you put the env_explosion will be the centre of the explosion.

the magnitude will determine how big the explosion will be (try different magnitudes and see which one you like best). It says on twhl that 100 is an average explosion.

then you put "example1" in the target property of the info_bomb_target.


and so name the env_explosion whatever you put in target of bomb target? and it will blow up brushes around it?
User
Mate de Vita said:
Danemj3 said:
still trying to get something to blow up when bomb goes off.. under target when blows up i used "example one" that buncha brushes that make up a garbage can in a de_rats style map are also titled "example1" but nothing gets blown up.. what else do i need to do or what am i doing wrong?

and I quote:
Mate de Vita said:
The target of the func_bomb_target won't necessarily blow up, it will just be triggered. You can however trigger an env_explosion which will (surprisingly) cause an explosion.
I think that if you want to trigger several things you have to use a multi_manager. Or (as KD said - probably works since he said it) name all the entities you want to trigger with the same name.

If you want the garbage can to blow up, place an env_explosion inside it and put its (the env_explosion's) name in the target property of the func_bomb_target.

Btw guys is it possible to make a trigger change the size/shape/direction of a brush?

anywhere inside of it? does the magnitude matter? and so i name the env_explosion example1 and then name the bomb plant brush example one and then what?
Truck
User
superjer said:
Yes, use Start->Run and type cmd or command if you don't have Win XP. Click OK.

Then you need to change to the folder that has your bsp and textract. For example, if they are in C:\games\stuff then type:
cd "C:\games\stuff"
and press enter.

Then you can run textract like I said above.


i dont get what your textract is.. i clicked that link but its doesnt work.. but i have a recent version of GCF Scape.. if thats the same thing.. and it has 3 blank windows and i select a map and it just opens a whole buncha files that i guess are in it.. what do i do after that?
User
Killer-Duck said:
Insert a info_map_parameters in your map, it got "Bomb Radius"-setting.

okay worked great, thanks again.. still trying to get something to blow up when bomb goes off.. under target when blows up i used "example one" that buncha brushes that make up a garbage can in a de_rats style map are also titled "example1" but nothing gets blown up.. what else do i need to do or what am i doing wrong?
User
Mate de Vita said:
Danemj3 said:
more questions tho..
can you control explosion radius? or is that based on the server your map is loaded to? and bomb timer? and how much time b4 u can move? and what the explosion looks like?

and on a separate note.. how your map looks when you compile is exactly how it will look in all servers unless they have some special feature to change ur lighting right?

explosion radius, maybe, don't know about that one. You could make it bigger using env_explosion but I don't know how to change the radius otherwise. Try googling server commands.
Bomb timer and freeze time (the time, when you can't move and can only use secondary fire at the beginning of every round) are both server-side settings.
And yes, the map should look like what it looks like when you compile it.

ok thank you again for your answers.. helps me every time.. does anyone else know about explosion radius? i dont need everyone on map to die every time bomb goes off.. let me know plz
User
Mate de Vita said:
Danemj3 said:
uhhh sry to keep asking 3443534 questions but for a bomb map you use the AAA texture, invis, etc and do func_bomb_target? and does the bomb automatically spawn with a T? and where is says target(when bomb blows up) that means if i name something "example1" and type that where it says target when bomb blows up that object will blow up with it? and if i name 50 things the same name they all blow up with it?

also any way to spawn as a t and test it?

yes a func_bomb_target is the area where you can plant the bomb. Note that it doesn't need to touch the floor, it only needs to be reachable by a player. But it can as well touch the floor (touch, not be in it).
Yes, the bomb should spawn with a T automatically if there is a func_bomb_target entity somewhere. I think
The target of the func_bomb_target won't necessarily blow up, it will just be triggered. You can however trigger an env_explosion which will (surprisingly) cause an explosion.
I think that if you want to trigger several things you have to use a multi_manager. Or (as KD said - probably works if he said it) name all the entities you want to trigger with the same name.

To spawn as a T, you could just start a new game, uncheck the CPU players (if you have them) and try.
Or you can do this:
Killer-Duck said:
Edit the .bat-file and add "+deathmatch 1" before "+map mapname":

eg:

Quote:

@echo off
hlcsg -nowadtextures mapname
hlbsp mapname
hlvis mapname
hlrad mapname
copy mapname.bsp "C:\Steam\SteamApps\EMAIL\counter-strike\cstrike\maps"
pause
"C:\Steam\Steam.exe" -applaunch 10 -dev +sv_cheats 1 +deathmatch 1 +map mapname


(This is the Steam-version of the batch-file, if you're using non-steam it's practically the same, you just +deathmatch 1 before +map mapname...)

Though I'm not sure if you'll spawn with the bomb then.


okay thank you.. typing that in there made me spawn as T and since your the only one then of course u get bomb automatically.. bomb site works fine..

more questions tho..
can you control explosion radius? or is that based on the server your map is loaded to? and bomb timer? and how much time b4 u can move? and what the explosion looks like?

and on a separate note.. how your map looks when you compile is exactly how it will look in all servers unless they have some special feature to change ur lighting right?
User
uhhh sry to keep asking 3443534 questions but for a bomb map you use the AAA texture, invis, etc and do func_bomb_target? and does the bomb automatically spawn with a T? and where is says target(when bomb blows up) that means if i name something "example1" and type that where it says target when bomb blows up that object will blow up with it? and if i name 50 things the same name they all blow up with it?

also any way to spawn as a t and test it?
User
Killer-Duck said:
You can place out weapons on the map with the armoury_entity.

thank you that will do.. but only way to buy weapons is load map into real server?
User
any way to actually buy a gun when you load it up? mostly so i can test my breakable stuff..
User
umm how do i make a elevator in the first place? and DR dont trip bro its just annoying when your trying to learn and some1 corrects your spelling.. and seemed like a sarcastic way too.. but w/e.. im over it.. how do you make an elevator? how you control how high it goes? how fast? etc..
User
Down Rodeo said:
"cant lift most likely one person"? Colour me confused.


that was so helpful.. obviously i want it to lift one.. instead of wasting time correcting spelling maybe help.. k thx bai
User
Its probably been asked like 600 times before but that's okay..

All I want is an elevator that can lift most likely one person a lil faster then a normal elevator.. basically that same as the one in De_rats under the fridge.

____
|_ _|
| |
| |
| |
| |

something as simple as that.. just goes up and down no closing doors or any of that other fancy stuff
User
eDan Co. said:
I'd recommend func_breakable with a side-order of FX amount.


fx amount = ?
User
Im still making my De_rats style map and I need a breakable vent, like air vent, ceiling type thing.. what func do I use? and anything else.. thanks
Truck
User
eDan Co. said:
Not at all. The final size of a map shouldn't be more than 3 or 4MB, which is not a lot at all. What takes up most of the compile-time is the light generation (how the light bounces off different surfaces and things like that) and that process needs to be done only once.


you mean once per every time you compile with new items in your room? and how do you tell how many GB your room is?

and the ones that takes like 30 mins on mine is 'LeafThread:'
Truck
User
eDan Co. said:
I had a map that took close to 12 hours to compile. It really depends on what you're compiling and on your computer. I also had a reasonably-sized map that took 3 minutes to compile.


i see.. and if one day this map were to be played publically does the compiling time = the download time for users on a server?

also.. what are any tips to cut compiling time?
Truck
User
Has anyone made a de_rats type level with a medium amount of stuff in it then tried to compile it?
Just wondering how long it takes yours to compile..

Or if you have made other maps with a good amount of detail how long does it normally take?
User
Killer-Duck said:
Danemj3 said:

if i have hammer open with my map and open the model of lets say a bunkbed on another one it wont let me copy from 1 and put into the second hammer.. only copying in 1 and pasting in one works for that..


You should only have one Hammer-window open. You can open up more than one map in a single Hammer-window. Just go "File" ---> "Open..." and open a map, then just do "File" ---> "Open..." again and open another map. Now you have two maps open in the same window, if you now go "File" ---> "Close" it will close down the last map you opened.

Danemj3 said:

if they come with a .ol file type i can just put into the prefab folder in hammer.. but if they only come with a .wad file im not sure how to add it into hammer so that i can use it in my map


.wad-files are textures.


thank you helped a lot
User
basically there is no easy way to do anything is there? not even get help? lol...
User
Killer-Duck said:
That depends on how the prefabs are distributed, on FPSBanana most just upload a .rmf-file with the prefab in it, in that case just open it up the .rmf in Hammer, select the prefab, press Ctrl+C, open up your map and press Ctrl+V.


if i have hammer open with my map and open the model of lets say a bunkbed on another one it wont let me copy from 1 and put into the second hammer.. only copying in 1 and pasting in one works for that..

if they come with a .ol file type i can just put into the prefab folder in hammer.. but if they only come with a .wad file im not sure how to add it into hammer so that i can use it in my map
User
Killer-Duck said:
FPSBanana has some shitty prefabs that maybe suits your needs: http://www.fpsbanana.com/prefabs

how do you add these objects into your hammer? tool-> options? then?
User
I am on this page.. and have been for the last hour..
http://www.superjer.com/learn/func_ladder.php

and still cant get a ladder to work.. all i need to do it do it once and i be fine but somehow i can do everything else but that.. i have tried at least 20 times.. and still have no luck.. i tried just the climb part without the rest just to see if i could do that.. failed.. when i right click a brush and say tie to entity it gives me the message "you have selected an existing entry (a 'button_target'.) Would you like to selected solids to the existing entity? If you select 'no' an entity will be created." so i click no and then window pops up that titled "object properties" i click tab scroll down button under class and go to func_ladder.. however if i right click it again it gives me the same message and then its back at blank.. not on ladder.. or if i just leave it and then export + load map to test it, then it doesnt work..

hopefully you followed half that and can help me..
User
Killer-Duck said:
Create the objects yourself?


... you must be some kinda super genius.. obviously i dont wanna spend 30 minutes on a stapler if there is a way just to get more objects..
User
eDan Co. said:
1. When using the Brush Tool, take a look at the 2 drop-down menus on the bottom-right of your screen: 'Categories' and 'Objects'. You should find lots of fun objects you can mess around with. Note that after you create these objects, most of them can be ungrouped.

2. Use the texture application tool (Ctrl + A) to resize, shift or rotate your texture. I think everything there is pretty self-explanatory.

3. I don't know the map. Please explain.


1. I know about the objects that are there and come with hammer.. i was basically hoping for more since there are a very limited selection, maybe 20 per category and like 4-5 categories? most of which are like 5 of the same item just facing different ways.. if you know how to get more that would be great so i dont have to build everything..

2. tyvm that answered my question

3. You are basically a person in a giant room.. hence the term de_rat.. you are the size of a rat in a regular room.
User
1. They dont have to be usable or anything im mostly talking about a wider array or desk, chairs, books, cups, boxes, etc..

2. How do you stretch or fit a texture onto a surface rather then it always tiling it for you?

3. Also any other helpful tips for making a de_rat style level would be helpful.. thank you