Haloween map project CS:S

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NIPPER
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Post by NIPPER » Thu Oct 05, 2006 6:05 pm

I'd like to see them done by the 27th.

And does anyone wanna make a logo texture for this that we can put in all the maps? I was gonna do a real simple one that just says "www.joe.to Halloween mappack" but if someone wants to make a fancy one feel free.
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Post by Ronin » Thu Oct 05, 2006 6:59 pm

I'll let you know if I'll be continuing my map probably by tonight. I'm just trying to get an eerie feel.
joe wrote:ignore all the dipshits, thanks for the post :)
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Post by ayeyah » Thu Oct 05, 2006 7:27 pm

I'm helping Ape, not actually making my own map. Just FYI.
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.
It'll be a relief after a night of wetting my pants over the maps =)
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AlphaKennyOne
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Post by AlphaKennyOne » Thu Oct 05, 2006 7:38 pm

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?
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NIPPER
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Post by NIPPER » Thu Oct 05, 2006 8:01 pm

ehh I dunno how to trigger it once per map but have you tried turning them off at round start and then back on again?
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Post by AlphaKennyOne » Thu Oct 05, 2006 8:04 pm

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.
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Post by mRgRiM » Thu Oct 05, 2006 9:15 pm

Image
:twisted:
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Post by Pr0stSh0cKeR » Thu Oct 05, 2006 9:42 pm

SPOILERS: My map

Image
Image
Image
Image

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
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Post by HomicidalApe » Thu Oct 05, 2006 10:31 pm

<img src="http://img179.imageshack.us/img179/2954 ... 000sf1.jpg" height="480" width="640">
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Post by Magnus » Fri Oct 06, 2006 1:31 am

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.
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NIPPER
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Post by NIPPER » Fri Oct 06, 2006 1:24 pm

Does anyone know why it's saying this?
Material NATURE/BLENDMILGROUND008_2_PLANTS uses unknown detail object type militia_leaves_grass!
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...
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Post by mRgRiM » Fri Oct 06, 2006 4:10 pm

NIPPER wrote:Does anyone know why it's saying this?
Material NATURE/BLENDMILGROUND008_2_PLANTS uses unknown detail object type militia_leaves_grass!
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...
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.
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NIPPER
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Post by NIPPER » Fri Oct 06, 2006 4:25 pm

No its just the detail sprites don't show up anymore.
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AlphaKennyOne
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Post by AlphaKennyOne » Fri Oct 06, 2006 4:49 pm

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.
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Post by NIPPER » Fri Oct 06, 2006 7:56 pm

I had a custom vbsp, I forgot I made that. :oops:


Here's grims logo in-game (I added the url):
Image

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"
}
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