Haloween map project CS:S
I'm helping Ape, not actually making my own map. Just FYI.
It'll be a relief after a night of wetting my pants over the maps =)Dr.Boo wrote:You know what's good about this pack? We get all kinds of haloween maps: horror/bloody maps, spooky/party maps, haunted-mansion maps, etc.
Mine's more gonna be a funny, Super Mario-ghost infested castle. I'm just afraid it's gonna be a bigass download since the map consists for 95% of custom textures, and it has a whole set of sounds.
STEAM_0:0:2611885
- AlphaKennyOne
- Posts: 1142
- Joined: Thu Apr 29, 2004 12:37 pm
- Location: California
I'm hitting a slight snag with the rings towards the top of this picture:
http://img101.imageshack.us/img101/9433 ... 002dp4.jpg
What I want to happen is to have them turn on at the beginning of the first round and never again, since once they are turned on, they stay on for as long as the map is still loaded.
I've tried clicking the "start on" flag, i've tried triggering them via relays or logic_autos, but they keep turning themselves on after the beginning of each round, making them brighter and brighter.
On top of that, even when triggering them to turn on, they NEVER turn on during the first round. Only the second, and onward.
What i'm looking for is to have the rings turn on during the first round only, and to actually have them appear during the first round, and not the second, third, etc. Does anyone have any ideas on how to achieve this?
http://img101.imageshack.us/img101/9433 ... 002dp4.jpg
What I want to happen is to have them turn on at the beginning of the first round and never again, since once they are turned on, they stay on for as long as the map is still loaded.
I've tried clicking the "start on" flag, i've tried triggering them via relays or logic_autos, but they keep turning themselves on after the beginning of each round, making them brighter and brighter.
On top of that, even when triggering them to turn on, they NEVER turn on during the first round. Only the second, and onward.
What i'm looking for is to have the rings turn on during the first round only, and to actually have them appear during the first round, and not the second, third, etc. Does anyone have any ideas on how to achieve this?
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- AlphaKennyOne
- Posts: 1142
- Joined: Thu Apr 29, 2004 12:37 pm
- Location: California
Yep, that was one of the first things I did. It didn't work, however. It was like the ones from the previous rounds stayed on, while a new set turned on, making the beam bigger and brighter.
I can use func_tracktrains to spread them out to an end point on the start of the round, but again I have that "refuse to appear on first round" problem.
EDIT: Up on further experimenting, having the rings' flag set to "start on" and NOT having them triggered makes them turn on at the start of round 2. However, they will keep turning on every round after that, even with no inputs. Regular env_beams don't do this.
So now I have two options: re-create the rings using several env_beam entities which makes the rings have boxed edges, or to just remove them completely, and replace with some other effect.
I'm leaning towards the latter.
I can use func_tracktrains to spread them out to an end point on the start of the round, but again I have that "refuse to appear on first round" problem.
EDIT: Up on further experimenting, having the rings' flag set to "start on" and NOT having them triggered makes them turn on at the start of round 2. However, they will keep turning on every round after that, even with no inputs. Regular env_beams don't do this.
So now I have two options: re-create the rings using several env_beam entities which makes the rings have boxed edges, or to just remove them completely, and replace with some other effect.
I'm leaning towards the latter.
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- Pr0stSh0cKeR
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SPOILERS: My map
What Is Joe.To? where can i dnl holy god from? link plz
"...Well, he isn't in oi, and im sick of people seeing a racist picture in here and going "OI IS FULL OF RACISTS AND PR0STSH0CKERS." " -DP
"I woke up one morning a few weeks ago with "Prost" written on my chest in brown marker." -JaSoN
OI OI OI - Free Porn Inside - Nipper/j2maps CS 1.6: 69.13.21.75:27015
- HomicidalApe
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<img src="http://img179.imageshack.us/img179/2954 ... 000sf1.jpg" height="480" width="640">
"it's basically valve's fault." - Joe
"I have a very predictable pattern here: I make smarmy comments and call people on bullshit. If you start an asinine argument with me, I will not back down." - Hellboy
"the reign of hellboy has seen unprecedented prosperity! viva la hellboy! - Joe
"I have a very predictable pattern here: I make smarmy comments and call people on bullshit. If you start an asinine argument with me, I will not back down." - Hellboy
"the reign of hellboy has seen unprecedented prosperity! viva la hellboy! - Joe
Wow, im getting giddy looking at all these screenshots.
Salavating even.
Keep it coming!
I hope there is gonna be a really scary map, like Fear scary.
Salavating even.
Keep it coming!
I hope there is gonna be a really scary map, like Fear scary.
"What isn't remembered never happened. Memory is merely a record. You just need to re-write that record."
"Ummm, if I die... It's gonna be your fault" -Mr.Blip
"J2 I am disappoint."
"Ummm, if I die... It's gonna be your fault" -Mr.Blip
"J2 I am disappoint."
Gr¦m wrote:dang mangus, is that like 15 inches?
Actually I get the same error and I was using the same grass and leaves, but without plants, does it affect the lighting? I haven't lighted the map yet, so nothing else seems wrong so i just ignore it.NIPPER wrote:Does anyone know why it's saying this?This texture always worked for me before. Does this texture no longer have the sprite-plants? I guess I'll load one of my old maps that uses it to see...Material NATURE/BLENDMILGROUND008_2_PLANTS uses unknown detail object type militia_leaves_grass!
- AlphaKennyOne
- Posts: 1142
- Joined: Thu Apr 29, 2004 12:37 pm
- Location: California
Try re-validating your cache files for the SDK and CS:S. If that fails, try re-installing CS:S.
Should that fail... I have no idea what to try next.
That usually happens because your detail.vbsp file has become corrupted or broken in some way, so maybe just a re-validation of your CS:S cache is all you will need.
Should that fail... I have no idea what to try next.
That usually happens because your detail.vbsp file has become corrupted or broken in some way, so maybe just a re-validation of your CS:S cache is all you will need.
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I had a custom vbsp, I forgot I made that.
Here's grims logo in-game (I added the url):
and here's the vtf:
http://cherryclan.mybigspoon.com/j2mappack_logo.vtf
and the vmt should look like this:
Here's grims logo in-game (I added the url):
and here's the vtf:
http://cherryclan.mybigspoon.com/j2mappack_logo.vtf
and the vmt should look like this:
Code: Select all
"LightmappedGeneric"
{
"$baseTexture" "yourfolder/yourmap/j2mappack_logo"
"$translucent" "1"
"$decal" 1
"$decalscale" "0.250"
}