News | Forum | People | FAQ | Links | Search | Register | Log in
Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
First | Previous | Next | Last
Preach: 
I believe higher heapsize would fix that because it sounds like models being re-caches continuously. 
Cool 
Thanks - this seems to work. Just so long as it's not the change in code! 
Transparant Skin? 
Is it possible to add the grey colour that is used in sprites to a model?
This for adding transparancy to it, like the gaps in the skeleton of bones. 
 
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 
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 
because lights can be inside solid entities.

:D 
Does Ythat Make Sense To You? 
#### ####
###> <###
#### #### <---- A door

#### ####
#x#> <#x#
#### #### <---- The two x's are lights inside the doors 
Think About It 
electrifying something on a moving thing is much harder and more prone to error. 
Ok, Lol 
note to self: read context. 
Oh Nice, Thanks Ricky 
And now I am gonna electrify megaman's moving butt. 
Yeah - I Dont Mean "attatch The Light To The Door" 
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. 
 
I didn't even think of that, nice tip Ricky. Makes perfect sense now that you mention it... 
Again 
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 
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 
now that is down right evil. 
Disappearing Toolwindows In Hammer 
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? 
 
The PC radar? 
 
the crap 
 
Any1 has idea why could UV mapping be lost on .ase in radiant?

pictures there http://www.splashdamage.com/forums/showthread.php?t=16693 
 
wrath

Ahh right. I dunno, I just got tired of it I guess. 
Multiple Uv Channels? 
or uv channel that isn't set to 0? all i got, sorry. 
Target, Killtarget... 
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.. 
..target a trigger_relay which in turn fires the killtarget. job done! 
Right The First Time 
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 
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. -_- 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.