Making a shoot through wall


greyhound
05-25-2004, 01:37 AM
Hello,

I'm considering to map for ahwile and see if I can (finaly) finish a map... Before I'd do that I'd like to update myself.

SHOOT THROUGH WALL
Now, there's a problem I have. Over all I'm pretty used to Hammer and most of the basics...BUT, I do not know how to make a wall wich can be shot trough. Does anybody know this?

TUTORIALS
Does also anybody know a good tutorial about lightning (expertlevel)?

How about tutorials about setting up a gamestyle like capture the flag, how to create the triggers and delays etc.

Are there also any DoD-based tutorials for mapping in dod, giving a clear definition of all the entities (and how they could be used)?

COMPILING
How long would it take to compile a map like dod_glider on hammer? Are there faster compilers (besides ZHLT and Hammer's own compilers)?

For a medium sized map, how long would it take on a 1000mhz, 448 sdram and 128 mb videocart pc to compile (a indication based on your own experience is good)?

If I set up Hammer, should I use the STEAM directory or just install the old DoD mod under C:\SIERRA\Half-life\DoD\... and use that as a source for mapping?

INCLUDING
How do I 'include' textures to a map? Is it possible to include your own sounds (like Fuzzdad's in glider)?

COMMANDS IN CONSOLE
Does anybody know a good or helpfull command for the console (devolper commands)?

PICTURES OF WWII
Does anybody know a good source for pictures (of the same place)? Especialy pic's from Europe in '43 - '44. And pic's from architecture; like houses, bunkers and roads.

SUGGESTIONS
Does anybody have good suggestions for me what would be cool in a map?

You know a realy happened screnario I could use?

Well, that's it for now

Thanks in advance,

greyhound

greyhound
05-25-2004, 08:09 AM
*Ahum* How about some answer here? ;)

greyhound :P

Dynamiter
05-25-2004, 10:22 AM
check www.mardymouse.co.uk

Gorbachev
05-25-2004, 12:06 PM
The ability to shoot through a wall depends on how thick it is and the angles the shot goes through. Each weapon has a different penetration and note that pistols cannot shoot through any thickness of wall. I don't know what the current thickness is but was generally between 10-20 units I believe. Just remember that if you are aiming for guns with 10 and you make the wall 10 thick they'd need to shoot exactly perpendicular or else it'll never go through. Make it a bit thinner and it should be okay.

You can embed textures used into your map with the -wadinclude function of compiling but you cannot embed sounds, sprites or models.

greyhound
05-25-2004, 05:56 PM
That's a valueable answer Gorbachev. Thanks.
Dynamiter, your link has been used and has been found very usefull. Thanks.

More replies are very welcome,

greyhound

skdr
05-25-2004, 06:02 PM
Also remember, different material types effects on penetration. IE. 20 unit stone wall might stop all bullets but 20 unit indoor wall might let all bullets thru.

Its about textures and what materials are added to specific textures.

Astro
05-25-2004, 06:36 PM
compile times all depend on your computer, a good computer should compile an average finished map in about 25-30 minutes.

haircut
05-26-2004, 02:38 AM
Originally posted by greyhound
Thanks. Dynamiter, your link has been used and has been found very usefull. Thanks.

:eek:

Great for DoD entities:
http://www.tanelorn.org.uk/~nick/dod/


btw skdr ... I didn't think the texture made a difference, just the thickness of the brush?

Craftos
05-26-2004, 02:49 AM
Shooting thru wall depends on wall thickness and texture material used.

There aren't noticeable faster compilers. I would advice you to use XP-Cagey's p13 version, it's probably best one now.

You can't use Steamed files with Hammer. Either extract files with GCFScape or install old DoD 1.0 (WON) version. With last case you can have some small compatibility problems with 1.2.

Compiling time depends less on size but more on construction of map (size of "rooms", r_speeds, number of brush entities, light settings, etc. In short R_speeds and compile settings are main factors.

You can include textures with -nowadtextures option or make your own WAD file. As for other things you have to pack them with you BSP in other files and install in proper subfolders, (like sounds\). You include sprites and mapmodels too (everything in external files unpacked in right places).

Darkwing
05-26-2004, 03:41 AM
theres a txt file somewhere and it'll have textures and linking them to material types. So a stone texture will have stone particles (cl_particlefx2) a sandbag texture has sand material, a grass texture has grass, snow is snow, and wood based textures are wood. I think MOST interior walls will have a texture thats a wood material, which allow more bullet penetration that exterior walls that might be tied to a 'stone' or 'brick' material. In 3.1, material type didnt matter, this was brought in in 1.0 retail.

And yes, thickness is important as well, standard wall thickness is 16 units, while doors and some walls are 8 units. It used to be the thommy and mp40 could only go through 8 units, and rifles and stg44 / bar could go through up to 20, and i think the mg went up to 32 units. But that was in 3.1, and now with material type, things have changed a lot.

It would be good to have an official word from the dev team about what guns can go through what thickness walls of what material.

skdr
05-26-2004, 06:29 AM
Originally posted by haircut

btw skdr ... I didn't think the texture made a difference, just the thickness of the brush?

Actually it does make a difference. Just like Darkwing said. Make a 20 unit wall with stone textures from one of the dod stock maps and then one from indoor wall (ie. wood or avalanche wall) and type developer 2 in console and see the pentration rates.

greyhound
05-26-2004, 10:02 AM
Wow, this is really helpfull information!

Thanks,

greyhound

SWK
05-26-2004, 01:14 PM
Originally posted by greyhound
SUGGESTIONS
Does anybody have good suggestions for me what would be cool in a map?

You know a realy happened screnario I could use

The stickied thread at the top of the mapping forums has a list with some pretty interesting ideas that could be used.

Personally, I would like to see some Operation Market Garden maps.

greyhound
05-26-2004, 05:11 PM
Hi,

As a sort of 'thank you' I'd like to show you some screenshots of the development of my humble little map ;).
Just click the link! (http://home.wanadoo.nl/atia/kerkje.html)

Thanks again!

greyhound

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