why one earth not? That would be sweet.
Oh, yeah, actually I'd like drivable ones so nm.
I'd love some vehics in css... but somehow I'll bet it's a lot of work to make them....
What?? they do for me. Well, it is in CS:S, but I can't imagine they wouldn't be in HL2 as well.
trigger_gravity, trigger_hurt, trigger_look, trigger_multiple, trigger_playermovement, trigger_proximity, trigger_push, trigger_remove, trigger_soundscape, trigger_teleport...
The way I did it was even less good than I thought. If you block the door, all the pieces clip into each other. :\
Is there a way to have an object slide/ roll/ whatever, freely along a path? Like a rail car sittng on some rails. Give it a push and it would move.
And not a strait path...
well, it's not too complicated if you look at it. If you don't understand what it's doing, you should read up on entity I/O.
Basically, The door pieces are func_tracktrain brushes. train cars, in essece. the follow the path defined by path_track entities. If you are wondering why the are...
I'll start you out:
make some doors (brush tied to func_door or func_door_rotating).
give each a name.
select one, give it a unique Name (i.e. door1)
go to outputs.
add an ouput
OnOpen door2 Lock <none> 0.0
add another
OnClose door2 Unlock <none> 0.0
do the same for each door.
you...
I believe that the part by "usage : vbsp [options...] mapfile"... means that vbsp is not being run. I would guess this is due to an incorrect command line option. I don't know what, unless it's the "-dev" "-console" part. These are after the map name, I could guess that's why it doesn't...
LOL :P :laugh:
Well, fanboys be damned, I've used the editors, the entities, and the game, and none of them are perfect... I'm not surprised the documentation isn't either, I'm just not knowledgable enough to know better. :E
I appreciate someone who is knowledgable though, and tries to...
I'm not sure what the difficulty is. you are making the door & frame the same thickness, right? It looks odd if you don't.
step by step, what worked for me:
Reduce grid to 2 units
Make a brush, 56 wide, 112 tall, and 2 thick (this one could be changed to suit, I'm sure)
Select brush...
Well, I got the case cycling through each of the cameras, turning them on, but the image wasn't changing. So I guess not?
Maybe if no camera was specified in the func_monitor, or the other cameras were turned off when one was turned on? I dunno.
It may help to keep you names less...
Ah. had a look at it, took a bit, but got it figured. let me clear it up.
A logic_case is a comparitive structure. It can compare up to 16 elements.
Some value is sent to it. In order, it compares it to the Case01 value, the Case02 value, etc. The values are entered in the little...
From the budget panel screenshots are posted I was thinking it might be the dynamic lights (in one shot it was off-the screen for dynamic lights), but if you don't get that effect, I would think it's either 1) something specific to my vid-card or 2) related to the DX level.
I wouldn't think...
As far as I've noticed (as a fairly newb mapper) the door textures are pretty much all the same. If you know what settings to put in, they pretty much fit -- assuming you are actually using brushes this size.
Texture scale, as always, is 0.25; texture offset x: 208 or -48; texture offset...