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oops, that was my mistake. Instead of putting walls around the map (to prevent leak error) I turned the entire map into one giant brush
Which texture do I use for the sky?
oh and how do I make it so that each round the spawn points of Ts and CTs switch like in the l337sk337 map?
...and that's the bottom line because Mate de Vita said so.
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2008 Oct 19 at 16:58 UTC
— Ed. 2008 Oct 19 at 17:11 UTC
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Down Rodeo
Cap'n Moth of the Firehouse
2007 Oct 19 • 5486
57,583 ₧
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There are many different sky textures. They're in your cstrike folder somewhere.
If you search the forums for the spawnpoints thing you should get something... SJ doesn't post so much any more.
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2008 Oct 19 at 23:09 UTC
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ok, found the sky texture now.
I found a few topics about the spawn-switching as well and now I know (kind of) how it works. But I don't have the time or will to go through all the necessary triggers etc. Maybe some time later, when I've mastered the basics.
By the way, what's the difference between light, light_spot and light_environment? I mean, they're all point entities.
and what do the env_ entities do?
EDIT: I just made a map. A simple, very very simple awp map. But then I thought it wasn't long enough so long story short, I made it longer. It's basically just a long rectangle with respawn points at the opposite ends and blocks so that you cannot come closer to the opposing team. But now the textures got all screwy. Is that because the map is too long?
...and that's the bottom line because Mate de Vita said so.
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2008 Oct 24 at 19:11 UTC
— Ed. 2008 Oct 25 at 09:55 UTC
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Mate de Vita said:
By the way, what's the difference between light, light_spot and light_environment? I mean, they're all point entities.
light - a standard light, gives of light in all directions
light_spot - Used for making light spots("aim" the light to shine in a specific direction)
light_environment - Used for outdoor lightning, place one in a map and the SKY-texture will give off light.
Read more: http://www.countermap2.com/Tutorials/tutorialfddb.html?id=52
Mate de Vita said:
and what do the env_ entities do?
Different stuff. Eg. trigger an env_explosion and it will give off an explosion.
Mate de Vita said:
EDIT: I just made a map. A simple, very very simple awp map. But then I thought it wasn't long enough so long story short, I made it longer. It's basically just a long rectangle with respawn points at the opposite ends and blocks so that you cannot come closer to the opposing team. But now the textures got all screwy. Is that because the map is too long?
Could be, you can raise the map's maximum viewable distance by going: "Map" ---> "Map properties..." ----> "Max viewable distance"
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2008 Oct 24 at 21:21 UTC
— Ed. 2008 Oct 24 at 21:21 UTC
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Down Rodeo
Cap'n Moth of the Firehouse
2007 Oct 19 • 5486
57,583 ₧
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Lights are simple lights, like a sun that has no radius, they emit light equally in all directions. The other one is like a spotlight, that is to say one which emits a cone of light; finally the environment light emits light from your sky texture.
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2008 Oct 24 at 21:22 UTC
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Killer-Duck said: Mate de Vita said:
EDIT: I just made a map. A simple, very very simple awp map. But then I thought it wasn't long enough so long story short, I made it longer. It's basically just a long rectangle with respawn points at the opposite ends and blocks so that you cannot come closer to the opposing team. But now the textures got all screwy. Is that because the map is too long?
Could be, you can raise the map's maximum viewable distance by going: "Map" ---> "Map properties..." ----> "Max viewable distance"
I have max viewable distance set to 4096.
Anyway, I shortened the map a bit and now it's allright, so I guess the length was the problem.
...and that's the bottom line because Mate de Vita said so.
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2008 Oct 25 at 10:06 UTC
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Or you could have replaced 4096 with a higher number to raise the max viewable distance.
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2008 Oct 25 at 10:26 UTC
— Ed. 2008 Oct 25 at 10:26 UTC
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Killer-Duck said: Or you could have replaced 4096 with a higher number to raise the max viewable distance.
I thought that 4096 is the maximum length of the map anyway?
...and that's the bottom line because Mate de Vita said so.
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2008 Oct 25 at 11:37 UTC
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No, it's the default value for the maximum viewable distance in-game. You can raise it if you're making a long map.
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2008 Oct 25 at 12:13 UTC
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eDan Co.
Mighty Typist
2007 Sep 24 • 2921
252 ₧
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4096 is half the maximum map-length. From the centre of the grid, you can go 4096 unit in any direction.
Rodeo's not gonna like the phrasing on that last sentence, so "any direction" is north, south, east, west, up and down. There are sqrt(2) * 4096 units from the centre to the north-east corner.
Oh god, I should seriously shut up sometimes.
May contain traces of invisible text.
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2008 Oct 25 at 13:34 UTC
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Down Rodeo
Cap'n Moth of the Firehouse
2007 Oct 19 • 5486
57,583 ₧
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I'd have been ok if you'd said
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2008 Oct 25 at 15:08 UTC
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well, the map is shorter than half the grid, so I don't think the problem was in the max viewable distance.
...and that's the bottom line because Mate de Vita said so.
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2008 Oct 25 at 17:48 UTC
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SRAW
Rocket Man
2007 Nov 6 • 2525
601 ₧
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maybe ur map has
1. no lights
2. a leak
3. u didnt run rad
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2008 Oct 26 at 01:58 UTC
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SRAW
Rocket Man
2007 Nov 6 • 2525
601 ₧
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and mate de vate since i hate ur signature and ur avatar, and if u dont change it soon, something bad will happen to u
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2008 Oct 26 at 01:59 UTC
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SRAW said: and mate de vate since i hate ur signature and ur avatar, and if u dont change it soon, something bad will happen to u
whats wrong with it then
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2008 Oct 26 at 02:14 UTC
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Down Rodeo
Cap'n Moth of the Firehouse
2007 Oct 19 • 5486
57,583 ₧
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I have to say, fps_doug was pretty funny. But then I'm not as much a fan of CounterStrike as it seems all too many people are. Go TF2!
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2008 Oct 26 at 11:54 UTC
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SRAW said: maybe ur map has
1. no lights
2. a leak
3. u didnt run rad
1. it has enough (or maybe even too many) lights
2. there was no leak error
3. rad?
...and that's the bottom line because Mate de Vita said so.
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2008 Oct 26 at 18:48 UTC
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Down Rodeo
Cap'n Moth of the Firehouse
2007 Oct 19 • 5486
57,583 ₧
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hlrad is the bit that calculates lighting.
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2008 Oct 26 at 23:43 UTC
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oh, ok. But I'm pretty sure that that wasn't the problem (I ran hlrad).
Maybe I should've clarified better what the screwy textures meant. They weren't dark or invisible or anything like that. They were actually mixing, like where there should've been a wall texture, there was a little of bush texture, a little of ladder texture etc.
It might've been an OpenGL problem, because my graphic card sucks and I can't install the latest drivers.
EDIT:
http://www.cs-maps.jolt.co.uk/index.php?page=mgun.htm
I've read this tutorial, but there are 2 things I don't understand:
1. point 4) in the guide: it says to make the brush where you want the player to control the gun. Shouldn't the brush be at the handles of the gun then? Or is this just where the gun will turn when you move the mouse?
2. point 9) in the guide: how do I get those three models instead of the one that is created in the guide?
...and that's the bottom line because Mate de Vita said so.
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2008 Oct 27 at 09:47 UTC
— Ed. 2008 Oct 27 at 10:48 UTC
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Mate de Vita said: oh, ok. But I'm pretty sure that that wasn't the problem (I ran hlrad).
Maybe I should've clarified better what the screwy textures meant. They weren't dark or invisible or anything like that. They were actually mixing, like where there should've been a wall texture, there was a little of bush texture, a little of ladder texture etc.
Sounds to me like the 'halls of mirror'-effect. Which happens when the draw-distance is too short. If you would have raised the 'max viewable distance' it would have fixed the problem.
Mate de Vita said:
EDIT:
http://www.cs-maps.jolt.co.uk/index.php?page=mgun.htm
I've read this tutorial, but there are 2 things I don't understand:
1. point 4) in the guide: it says to make the brush where you want the player to control the gun. Shouldn't the brush be at the handles of the gun then? Or is this just where the gun will turn when you move the mouse?
2. point 9) in the guide: how do I get those three models instead of the one that is created in the guide?
1. The gun always has to point to the east in the editor(see point 3), so if you want the player to control the gun in the opposite direction(west) in-game, you actually have to place it at the barrel in the editor. But once in-game everything will look okay.
2. I don't think those are models, they look to be made out of normal brushes with some weapon-textures applied to them.
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2008 Oct 27 at 11:26 UTC
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Killer-Duck said: Mate de Vita said: oh, ok. But I'm pretty sure that that wasn't the problem (I ran hlrad).
Maybe I should've clarified better what the screwy textures meant. They weren't dark or invisible or anything like that. They were actually mixing, like where there should've been a wall texture, there was a little of bush texture, a little of ladder texture etc.
Sounds to me like the 'halls of mirror'-effect. Which happens when the draw-distance is too short. If you would have raised the 'max viewable distance' it would have fixed the problem.
ok, if it ever happens again, I'll try that.
Killer-Duck said: Mate de Vita said:
EDIT:
http://www.cs-maps.jolt.co.uk/index.php?page=mgun.htm
I've read this tutorial, but there are 2 things I don't understand:
1. point 4) in the guide: it says to make the brush where you want the player to control the gun. Shouldn't the brush be at the handles of the gun then? Or is this just where the gun will turn when you move the mouse?
2. point 9) in the guide: how do I get those three models instead of the one that is created in the guide?
1. The gun always has to point to the east in the editor(see point 3), so if you want the player to control the gun in the opposite direction(west) in-game, you actually have to place it at the barrel in the editor. But once in-game everything will look okay.
2. I don't think those are models, they look to be made out of normal brushes with some weapon-textures applied to them.
1. Ah ok, I get it now. But it doesn't say anything about that brush's texture or anything. Does it have to be a certain entity and does it have to have a certain texture?
2. OK.
...and that's the bottom line because Mate de Vita said so.
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2008 Oct 27 at 12:37 UTC
— Ed. 2008 Oct 27 at 12:37 UTC
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Mate de Vita said:
1. Ah ok, I get it now. But it doesn't say anything about that brush's texture or anything. Does it have to be a certain entity and does it have to have a certain texture?
The AAATRIGGER-brush needs to be textured with AAATRIGGER-texture and tied to func_tankcontrols(see point 8)
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2008 Oct 27 at 13:26 UTC
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Killer-Duck said: Mate de Vita said:
1. Ah ok, I get it now. But it doesn't say anything about that brush's texture or anything. Does it have to be a certain entity and does it have to have a certain texture?
The AAATRIGGER-brush needs to be textured with AAATRIGGER-texture and tied to func_tankcontrols(see point 8)
ok, so that is the aaatrigger brush. OK tnx a lot.
by the way, is it possible to make a mirror?
...and that's the bottom line because Mate de Vita said so.
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2008 Oct 29 at 12:24 UTC
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Down Rodeo
Cap'n Moth of the Firehouse
2007 Oct 19 • 5486
57,583 ₧
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No. Mirrors are difficult to program; this sort of thing would be tough in any engine. For one from, well, 10 years ago? Not going to happen I'm afraid...
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2008 Oct 29 at 12:31 UTC
— Ed. 2008 Oct 29 at 13:34 UTC
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damn, there goes one map idea :D
does anyone know a map from which I could get a chain texture?
oh and is there a maximum number of wads that can be used in The Hammre at the same time?
...and that's the bottom line because Mate de Vita said so.
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2008 Oct 29 at 12:39 UTC
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