questions but no anwsers
[A5th]Kermit
05-31-2003, 05:17 PM
ive gotten back into the groove of wanting to map again lol and this is the farthest i have gotten (im so proud:D )
right now im working on a small little map for my clan. no biggie or anything but im having some trouble finding help. if i try google i come up with the same sites you guys have posted already or something bizzare. when i go to those sites (ones you have posted) i find the same tutorials and none to which im looking for.
1. the map is a snow map so i want to put the pine tree model in. i know there are snow pine trees cuase i can see it in halflife model viewer and of course the maps. i dont have trouble with clipping it but i cant get the snow pt. i always get the regular one.
i thought that if you put the right skin and body number for that model it would work but i have had no luck with getting it. i keep getting the origanal model. i have tried others like the tank and the blown up tank but no luck. any idea what im doing wrong?
2. the map is dark. dark to where you can hardly see the gun. now there is no problem with that lol cuase thats how i want it. the problem is the water i have in the map looks like a huge flashlight. is it the texture im using or the way the lighting is? how do i get it darker?
i have a few more questions that i want to ask but those arent really inportant at the moment so maybe i can find them.
any help would be nice
1. hmm are u sure u are putting JUST the # and the right one?
2. u will have to post a picture for help on this one...
:D
Well, for your tank thing, heres a tutorial that i requested and the cool guys there helped me out. http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=6350
For your trees (i dont have DoD nor HLMV in front of me, so im going off memory), i beleive you are correct. In hammer, 0 is the default model, and 1 is the alternative. Same goes with the skin. So if you have a Panzer model, with the 1st body, IN-GAME, it will show up as the exploded one. So go into HLMV, and if there is only 1 body, but 2 skins for a tree, then dont touch the body number, but put the skin to 1.
And for the lighting problem, I got no idea, someone else will be able to help you with that.
As soon as i get in front of a comp with HLMV and DoD, I'll be able to help more.
Your map might be dark because of an enviroment light problem. Are you using one?
Your water texture being so bright might be because of the way you rendered it. How are you rendering it? Texture? Solid? And with what render amount?
Maybe try toning down your render amount and see if that helps.
Maybe try rendering solid with a value of 50 or something like that.
Also, maybe create a little square room map, just for the purpose of testing entities and their various cause and effects. You'll be able to quickly discover what the various entities do in game based on different settings.
Like all things WC related, practice practice practice. :)
Hope this helps.
Mr. Binary
[A5th]Kermit
05-31-2003, 06:48 PM
sweet man that was also going to be a question but i didnt even have to ask hehe!
ill try uploading the picture again but stuiped 56k and i dont think i have my ftp set up for a link.
[A5th]Kermit
05-31-2003, 06:56 PM
well the weird thing with the water is that its not a entity. i just put the texture down and everything is there even the func_ladder to get out of the hole. i tried to set it as a entity and it dissapeared compltly. yeah i have learned alot just by practicing (learned how to clip and such)
ill see what i can do about the picture and testing.
*EDIT*
ok i made a small test map. i made a simple block of water (just using the texture. went into it and it was moving, swimable, climb ladders to get out, and hurt me if i stayed in to long. no hieght to the waves.
i went back and made it a func_water. when i went in i noticed the whole block itself had moved over. when i spawned the whole thing just dissapeared.
im really confused at why its doing this. i never had a problem before with water.
1: Your problem with the models, is not actually a problem if I understand you correctly. You are trying to specify a different submodel or skin using hammer? Hammer will not reflect this change, you will only see it once you actually compile.
2: Your water question is confusing. The full brightness of it is due to the render settings. You may have changed them, just try it at default, and if that's not correct you'll have to look up correct settings, I don't know what would look correct off hand.
As far as disappearing, moving, or swimming in a regular block textured water? I'm not sure. Some of it might be explained by invalid solids, but generally I'm just confused as to what is happening. Check Alt-P to see if there are any detected problems in the map.
[A5th]Kermit
05-31-2003, 11:12 PM
about the models i got that worked out. i was just putting in the number in skins instead of body.
i dont know how i could have messed with the rendering if i havent even been able to make it a entity without it moving across the map to get lost somewhere lol.
its almost like the water texture is acting like the sand, metal, wood textures. when you shoot the sand it flies up. when i put the water i can swim and do all the things normally like it is already set up for me. im using the 3.5 hammer beta but i dont see why that would make a difference (should go try 3.4 and see if it does the same thing)
right now im thinking about just taking it out since i cant see to get it working right and i dont have anything to balance out the other side unless i make duplicates which isnt any fun.
[A5th]Kermit
06-01-2003, 12:25 AM
muhaha i found the problem to the water thingy.
i was using a water texture from donner. the texture already has like its own func_water entity i guess so you dont need to do anything with it but you cant change the settings. i tried a texture from overlord (3.1) to see if this WAS the case and it was.
now that i found the problem i dont think i want water anymore lol.
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Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.