#7405 posted by madfox on 2008/05/13 03:47:39
then I must have seen bublegum watching shrak.
wasn't there that crying babyball, who just slit open?
Looking at the texture it is done with that same colour.
But if I use it on a base tex for an entityit it stays brown.
 Lit Doors
#7406 posted by Spirit on 2008/05/15 12:21:29
What is the trick again to have the inner faces of a door (the ones that touch when the door is closed) lit?
 Well I Would Put A Light Inside The Door Opposite
#7407 posted by RickyT33 on 2008/05/15 12:24:28
because lights can be inside solid entities.
:D
 Does Ythat Make Sense To You?
#7408 posted by RickyT33 on 2008/05/15 12:26:18
#### ####
###> <###
#### #### <---- A door
#### ####
#x#> <#x#
#### #### <---- The two x's are lights inside the doors
 Think About It
#7409 posted by megaman on 2008/05/15 12:35:50
electrifying something on a moving thing is much harder and more prone to error.
 Ok, Lol
#7410 posted by megaman on 2008/05/15 12:36:58
note to self: read context.
 Oh Nice, Thanks Ricky
#7411 posted by Spirit on 2008/05/15 12:43:34
And now I am gonna electrify megaman's moving butt.
 Yeah - I Dont Mean "attatch The Light To The Door"
#7412 posted by RickyT33 on 2008/05/15 12:46:24
I dont think thats even possible, is it?
I just mean put the light inside the door in the .map file so that it casts light onto the "inner faces" of the door opposite. :-)
AFAIK you can put light entities inside any solid entity, because the inside of a solid entity is not in the void, and because solid entities dont cast shadows.
#7413 posted by JneeraZ on 2008/05/15 13:13:26
I didn't even think of that, nice tip Ricky. Makes perfect sense now that you mention it...
 Again
#7414 posted by Spirit on 2008/05/17 15:05:13
I am having trouble with a func_wall to kill. A monster has "killtarget" "killwall", the func_wall has "targetname" "killwall". Nothing happens when the monster dies, what is wrong?
 Limitation
#7415 posted by Preach on 2008/05/17 15:16:53
If monsters don't have the target field set, then they skip the part of the code that calls SUB_UseTargets - which is the function that handles killtargets. So give the monster a "target" key which doesn't correspond to any targetname in your map, and it should work fine.
 Thanks Preach
#7416 posted by Spirit on 2008/05/17 15:49:20
now that is down right evil.
 Disappearing Toolwindows In Hammer
#7417 posted by wrath on 2008/05/17 17:14:11
I roll with the toolbar objects undocked. Thusly: http://www.grayheaven.net/unfucked.jpg
After a while the toolwindows flicker out, as if the renderorder is reversed or something. Behold: http://www.grayheaven.net/fucked.jpg
If I mouseover them, the titlebars flicker back on top, and I can sometimes unfuck it back by resizing them or minimizing the hammer window and maximizing - and after a while they fuck off again. Mothercockgobbling bullshit. It started a few days ago, either when I tried the latest geforce driver or when valve released the latest source SDK update, I'm not sure which, but rolling back the drivers haven't helped.
It's bloodfucking annoying. Anyone know of a fix?
---
Also, Willem, wtf? Why've you dropped off the PC radar?
#7418 posted by JneeraZ on 2008/05/17 17:34:00
The PC radar?
#7419 posted by wrath on 2008/05/17 17:43:11
the crap
#7420 posted by gone on 2008/05/17 18:56:56
Any1 has idea why could UV mapping be lost on .ase in radiant?
pictures there http://www.splashdamage.com/forums/showthread.php?t=16693
#7421 posted by JneeraZ on 2008/05/17 20:57:14
wrath
Ahh right. I dunno, I just got tired of it I guess.
 Multiple Uv Channels?
#7422 posted by necros on 2008/05/17 23:51:02
or uv channel that isn't set to 0? all i got, sorry.
 Target, Killtarget...
#7423 posted by metlslime on 2008/05/18 00:35:55
wait, i thought each entity could only fire a target OR a killtarget, and not both?
So it's the opposite for monsters?
 Simple Solution..
#7424 posted by rj on 2008/05/18 00:41:35
..target a trigger_relay which in turn fires the killtarget. job done!
 Right The First Time
#7425 posted by Preach on 2008/05/18 00:49:15
You're right that in the basic quake progs, only one out of killtarget and target will work for any given entity. Specifically if an entity has "killtarget" set, then whatever name is in the "target" field will not be triggered when the "killtarget" is fired.
But it is still necessary to have a "target" for the monster to start the whole process, because the check for "target" happens in some monster specific code, which doesn't consider the case of "killtarget". (I get the feeling from these kinds of bugs that the killtarget was a late addition to the code).
I suppose that because it won't ever get used, it doesn't really matter what you put in the "target" field. You do run the risk of triggering something out of turn in fixed/altered progs if you don't make the target a safe name(for example quoth and possibly hipnotic too).
 Half Life 2 Mapping
#7426 posted by necros on 2008/05/19 01:11:48
currently, there's something in my hl2 map that's causing the engine to just quit. but the stupid thing doesn't give me any kind of error messages to help me understand what's going on.
does anyone know if there's like some kind of log i can look over or something of the type? it's impossible to fix a problem if i can't even find out what it is. -_-
#7427 posted by Trinca on 2008/05/19 22:07:09
hl2 is crap delete the all map and remake it for Q1
 Killtarget
#7428 posted by madfox on 2008/05/20 06:01:05
I had a hard job on using the killtarget in an end monster pit.
I gave a trigger_once to activate the monster, but because the monster itself opened a space in the pit it had to be closed again. So I used a train with a wait function.
In that way I couldn't use the time it took to kill the monster to open the door again.
Later I found with a trigger relay target to the monsters death could killtarget the trigger_once. The func_train just disapeared.
It took quiet some time before I understood it was the trigger_once I had to killtarget and not the func_train.
But I saw some monsters in the map also just disapear and reapear, so I think it has something to do with mismatching parameters.
#7429 posted by JneeraZ on 2008/05/20 14:27:45
OK, here's a question. I've seen this in several id maps now and I don't get it. Look at E3M4 - from the player start position, there is an exit slipgate on the floor above. On top of that slipgate is a little trigger_teleport brush that will warp the player back to the start position - why?
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