A Few Questions.
I already looked through the FAQ thread but didn't find what I was looking for.
1. I cannot for the life of me figure out how to select a single brush face. In the texture application box, its set to Lift + Select yet I still cannot select a single face in 3d view.
2. I have tried several different WAD files, but cannot locate the one with the NULL texture in it.
3. How would I go about creating rain/snow brushes?
4. Lastly, is the default gridsize in Hammer the biggest that it can go? Seems mighty small for a map.
Any help appreciated.
The NULL texture can be found in the zhlt.wad that comes with Zoner's compile tools (something every mapper should have)
You download them here :
http://collective.valve-erc.com/index.php?go=mhlt
To create rain and snow in your map you need to place a info_doddetect entity in your map. In the entities properties you can change lots of different things on the map, e.g. whether the allies are Brits/USA, also you can select a weather type.
About the size of HL maps, the limit might look small, but you've got to remember that in DoD most servers are a maximum of 32 players, your map doesn't really need to be much bigger than the limit.
Thankyou sir.
Now I all I need to know is how to select a brush face. Then I will be on my way.
edit : I'm a n00b. I just figured out that I had to have the texture application window open when trying to select a face. :rolleyes:
Thanks anyways. lol
Cracker
05-11-2003, 11:18 AM
hit- Shift+A to bring up the "toggle texture application". You'll then see another little window appear called "Face Properties", and the mouse cursor will have a paint bucket attached to it. Then select the brush face you want to re-texture, go to browse, select a new texture and apply the texture. You can also bring up the "toggle texture application" window by selecting the icon that has a green, blue, and tan color on it.
Another quick question regarding weather. I have it set to rain in info_doddetect but what do I do to make it rain exactly? Rain brushes?
Thanks.
Cracker
05-11-2003, 11:44 AM
If the info_doddetect is set to rain, that's all you have to do.
ummm, im completely new to DoD map as of right now, but i think for rain AND snow, there just sprites, you make an entity, then change it to env_sprites, and under sprite name choose from the list of sprites and just look through em, i think you also have to give them a render mode property of additive, this should work. hope it helps :)
[EDIT]
Guess not, in CS and AHL, its like that i think, DoD has a much simpler way, lol. read what he said, not me. im wrong for this game. *sigh*
Thursday
05-11-2003, 12:39 PM
Originally posted by Cracker
If the info_doddetect is set to rain, that's all you have to do.
adding a rain sound wave would be beneficial as well, just do a anbient_generic and then locate a rain sound that you want, not sure on an exact file name, but if you browse around you'll find one, just make sure to go to the flags and select loop
Cracker
05-11-2003, 12:42 PM
You don't need Sprites for weather effects in 1.0, just add an info_doddetect and change it to snow or rain, end of story.
Well, I have a problem and a question.
Problem is that even though I have it set to rain, it dosen't rain.
Question is, how does it know not to rain indoors?
the code is fixed like that so it doesnt rain,
for the rain make sure it is like in the pic attached...
[R5]Rainbow_Phive
05-11-2003, 01:48 PM
Originally posted by 1944
Question is, how does it know not to rain indoors?
Something about:
if skybrush is above then make rain below it
if there is a regular brush above, then there is no rain above it
Thats how I have it Mike. Now its raining on top of my buildings and not on the ground. Does the map or the info_doddetect have to be at a certain height?
hmmm... u might want to post a picture of ur map or something...
i dont really know, i have a guess (maybe) that the rain will stop at the lowest point that u have a sky brush at (totaly a guess).
Here is a screenshot of the rain on top of the building.
I messed around with the skybox, and now I know what it is doing. The rain is falling on the top skybox brush. It will not rain below the top skybox brush. No clue why.
Strange screenshot there but it looks like one of two things, either you've put the entity outside the skybox, which I doubt would even work let alone do this, or, you've got some invisible brushes, e.g. a func_wall set to additive.
Could you show us a better screenshot?
I'm not sure how you've done your skyboxing, but if the rain is falling on top of it there is something seriously wrong, make sure that all entities are INSIDE the skybox.
I suggest you do some tutorials on HL mapping.
http://www.halflifemapping.com/ try that.
Another screenshot. Right now the entity itself is above the road about 5 to 10 ft. below the top of the skybox.
does the skybrush cut along the top of the roof or does it completely cover the roof?
The top of the skybox is about 3 feet above the top of the buildings.
haircut
05-11-2003, 04:10 PM
What have you done with your sky box. have you done a FULL VIS.
I've had a quick go at this and I can't get it NOT to work.
We need some more info. Maybe a picture from within Hammer?
Here it is in Hammer. The info_doddetect is selected. I removed the buildings and now there is no rain at all. And yes my skybox is completed sealed. No leaks in map.
Anyone have a clue? I need to fix this so I can get on with building the map.
Cracker
05-11-2003, 07:10 PM
ummmmm make the ground a solid texture...like grass or rock and then try it. If the whole thing is a skybox that would answer your question. the skybox should only be used to cover outside areas, not the whole box.
dont for the love of mike build your map in a skybox cube.
use sky brushes to "cap off" the areas you can. the sky texture should only be used where there is no ceiling cause its outside.
try to explain it better..
You know your 6 brush cube map? say you wanted it outside. all you would do is select the roof brush, select the sky texture and apply it to the whole brush, done perfect technique. what you DONT do is delete the roof brush and surround the 5 brush with a cube of "sky" brushes, this will only lead to higher r_speeds poor vis blocking, and far to may things for me to type out. if you still dont get it I'll put together a picture.
ender
05-11-2003, 08:35 PM
It's ok to BUILD your map in a "skybox cube' BUT don't compile & release the final version like that.
You will want to build your skybox like AB described for the final version. It will greatly reduce r_speeds. I often do the "skybox cube" to test stuff out in a quick compile map.
So what are you guys exactly saying? How many brushes do I need for the skybox? A Hammer image would be nice. Thnx.
Cracker
05-11-2003, 09:26 PM
Make the ground brush the arrow is pointing to a solid texture like concrete or grass etc...
http://us.f1.yahoofs.com/users/6ae9bdca/bc/DOD+images/__hr_problemfix.jpg?bcpfxv.Avcdp70Jn
Ok, I now have another problem. Every single time I try to load the map, the game crashes, only with my map. This was before I retextured that bottom skybrush. I retextured it to grass and it still crashes the game. I haven't made any changes to the map since I took that picture. This is getting to be obsurd now.
Cracker
05-11-2003, 09:43 PM
If you have IRC go to games: Random east US server, and look for #bcbud I'll be in there for the next hour.
One last question and I should be set for awhile. How do I add mapmodels into the game? They aren't under entities list so I thought I would ask. Thanks.
Cracker
05-11-2003, 10:57 PM
under entities look for env_model and add one, then in the properties look for Model name, then direct it to the models path.
Gorbachev
05-11-2003, 11:45 PM
it's a point based entity just in case you're trying to look for it under brush based...
Thursday
05-12-2003, 01:07 AM
shift+e > place the entity > entity properties > env_model > model name > ... (hit that button) > map models > select the model you want > then you need to make a brush in the area that you place the model > clip the brush so that it is in an outline of the model ( the model is visible but there are no .... you cant walk/ shoot / etc thru it so you need to make that brush into a func_wall and make it invisible so you can see thru it > then you can add custom sounds like metal sound if shot
Ok, I placed an env_model on a street corner, went to properties and made the model the stuka_streetlight.mdl. In the map the model dosent show at all. I even tried setting skin and body to 1 in the properties list.
stupid question but do you actually have that model in your dod model directory? if so ill shutup and let the others fix your problem :p
lol Yeah I do. I selected it from the list in the mapmodels folder.
Cracker
05-12-2003, 01:36 PM
Are you using the latect version of Hammer? The latest version lets you view models in the render window.
if you haven't already 1944, I strongly suggest you do The Project tutorials at http://wwwhalflifemapping.com.
I think that doing a series of tuts like that will give you the know how to avoid making the mistakes that lead to the errors you are getting :)
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