mapping for DOD:S in hl2 some problems


kimball
06-16-2005, 09:10 PM
in the console, when I use a prop_detail entity I get that giant flashing "ERROR" model instead. heres what the console says:

Initializing renderer...Detail prop model models/props_debris/walldestroyed08a.mdl is using vertex-lit materials! It must use unlit materials!

Some explanation on that would be greatly appreciated.
Also, since I am using hl2 to design this map for DoD:s, the player I am (spawned by and info_player_start entity) has no HUD, sprinting ability, even when he picks up weapons, why is it not like regular hl2? any way to make it that way, because I am sure it's meant to show the hud and such.

haircut
06-17-2005, 01:48 AM
Not to sure about that fisrt question.

Don't you need something like a HEV suit?

On a side note, I think it's best to use CS: Source to map with.

Furyo
06-17-2005, 03:46 AM
I would make sure to map in a multiplayer game. Whether it be HL2DM or CSS is up to you really, mappers have been using both since the SDK was out. Mapping a SP map will quite significantly change the output you get.

As for the first question, the material that is used by the model already contains light properties, so that the transition between the model and the brushes in the game it was made for (probably HL2) would be flawless. I haven't had this kinda error before, but as a rule of thumb I would stay clear of those types of models, because you would need to reproduce the lighting of the surrounding brushes exactly for the model to fit in just right. And you don't know the light settings of the model, so it would be a lot of attempts before getting it right.

travis
06-17-2005, 04:26 AM
dropping a hev suit will sort it out, in the early days of hl2 i used to drop myself a hev + magnum + plenty of ammo boxes, its always a joy shooting them around the map

skdr
06-17-2005, 06:48 AM
Use that model as prop_static. Not prop_detail...

kimball
06-17-2005, 11:44 AM
thanks for the fast reply, but how do I go about copying my level gyometery into hl2dm, is there like a "select all brushes" button?

Knightlore
06-17-2005, 11:51 AM
Just open hammer with cs:s selected and then open your map. when you compile it will use the cs:s fgd instead

Furyo
06-17-2005, 11:54 AM
You don't need to change the map file (except for a possible few entities to run the game). When you load up Hammer from the steam SDK menu, there is a dropdown field at the bottom of the menu. Select the game you want to map for.

kimball
06-17-2005, 01:13 PM
yea and set it for hl2dm and then in hammer open up the old map file, i thinks i got it thanks for the help
2 more qs:

1.what are those yellow spheres that can be adjusted on the entity?
2. can I use hl2 models in DoD:s, like for rubble or what not, (like in DoD where the vox hl voice is included as part of dod) or do I need to wait till I can use DoD:s models?

Furyo
06-17-2005, 04:13 PM
You can use any model you want, from either the HL1 era, or HL2 and the source games.

As for the sphere, I'm not quite sure yet

kimball
06-17-2005, 07:58 PM
I meant will I have to change the hl2 models to a DoD:S model in order for it to be compatible?

travis
06-17-2005, 08:34 PM
No you wont, HL2 materials are shared across all mods. DoD:s and cs:s use hl2 models and textures without any hassle.

kimball
06-17-2005, 09:51 PM
that clears a lot up, thanks man

TheSurgeon
06-18-2005, 06:45 AM
those spheres are the fade distance for models. between the inside, smaller sphere and the outside larger one, the model starts to fade as you move away, and then disappears, it's just to help with FPS. you're best not moving them at all, if you accidentally do as i sometimes do, open the properties and set the startfadescale to 0, the endfadescale to -1.

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