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Forum: All Forums : Valve's Source
Category: HL2 Mapping
Half-Life 2 Single Player, Deathmath, Orange Box, etc. mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: gearcraft create maps for nightfire
herbius
General Member
Since: Nov 14, 2007
Posts: 13
Last: Dec 15, 2007
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Level 1
Category: HL2 Mapping
Posted: Monday, Dec. 10, 2007 07:44 am
I thought Nightfire just looked in the 007.asset thing and found its resources there. I'll try unpacking the stuff.

Where is this smart edit option? [confused]
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lmbo-uk-Gill
General Member
Since: Oct 21, 2005
Posts: 272
Last: Feb 5, 2012
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Level 5
Category: HL2 Mapping
Posted: Monday, Dec. 10, 2007 07:55 am
no i thought we covered this when you had trouble with doors unpack all of it every file the compiler needs them unpacked
smart edit is an option on properties


all files in assets 007 must be unpacked
put them in bond folder this should be done before you start mapping
can i see the map you making some screens maybe? or send the .map


edited on Dec. 10, 2007 03:06 am by lmbo-uk-Gill
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herbius
General Member
Since: Nov 14, 2007
Posts: 13
Last: Dec 15, 2007
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Level 1
Category: HL2 Mapping
Posted: Monday, Dec. 10, 2007 01:29 pm
lmbo-uk-Gill writes...
Quote:
no i thought we covered this when you had trouble with doors unpack all of it every file the compiler needs them unpacked
smart edit is an option on properties


all files in assets 007 must be unpacked
put them in bond folder this should be done before you start mapping
can i see the map you making some screens maybe? or send the .map


I know I know... I thought it was just the textures though because nightfire should be able to access the assets file as usual in-game, unless GC needs it to compile with the .bsp.

I will move models etc when I get home.

Smart edit is in properties? Of the glass? I'll take a look at that too. The .map of my map I will upload to MediaFire or something and you can take a look at it if you want. I'm not sure if I have any custom textures; I have downloaded a couple of user-made maps and they have added textures to the library that I may have inadvertently used.

edited on Dec. 10, 2007 08:32 am by herbius

edited on Dec. 10, 2007 08:33 am by herbius
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herbius
General Member
Since: Nov 14, 2007
Posts: 13
Last: Dec 15, 2007
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Level 1
Category: HL2 Mapping
Posted: Monday, Dec. 10, 2007 04:02 pm
Here's the link to ctf_stonechamber if you want it:

http://www.mediafire.com/?1qy2ulb54hj

Pretty close to being finished but theres still a bit of work to do on the secret room.

P.S. Sorry about being so blind about the Smart Edit button, I completely forgot it existed.
[2guns][banghead]

edited on Dec. 10, 2007 11:05 am by herbius

edited on Dec. 10, 2007 11:06 am by herbius
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herbius
General Member
Since: Nov 14, 2007
Posts: 13
Last: Dec 15, 2007
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Level 1
Category: HL2 Mapping
Posted: Tuesday, Dec. 11, 2007 04:51 pm
Just tried the SmartEdit-less glass thing and the metal gibs, both work perfectly. Thank you! [thumbs_up] And soz for being such a pain. [sad]

The only other thing I would maybe like to learn is how to use the camera entities, although this is not vital. Just if you have time. :)

P.S. 3rd post in a row, I wish this forum would let you edit posts for more than 10 mins. [wink]

edited on Dec. 11, 2007 11:53 am by herbius
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lmbo-uk-Gill
General Member
Since: Oct 21, 2005
Posts: 272
Last: Feb 5, 2012
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Level 5
Category: HL2 Mapping
Posted: Tuesday, Dec. 11, 2007 07:42 pm
hey no problem im glad you got it sorted
camera has its problems but i can show you how

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herbius
General Member
Since: Nov 14, 2007
Posts: 13
Last: Dec 15, 2007
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Level 1
Category: HL2 Mapping
Posted: Wednesday, Dec. 12, 2007 07:52 am
That would be great [thumbs_up]

Now that I've basically finished my Nightfire map, I'm moving on to the Source SDK properly and I can start concentrating on a mod I may be making with a few other people. It's going to be a new Bond game made in Source and it's going to take a lot of work. Even so, I reckon I can do it. :)

The cameras would be useful to use in Hammer 4 for some maps I'm planning.
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lmbo-uk-Gill
General Member
Since: Oct 21, 2005
Posts: 272
Last: Feb 5, 2012
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Level 5
Category: HL2 Mapping
Posted: Wednesday, Dec. 12, 2007 01:29 pm
sounds a little advanced but good luck ill do a tutorial for camera in the next couple of days
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lmbo-uk-Gill
General Member
Since: Oct 21, 2005
Posts: 272
Last: Feb 5, 2012
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Level 5
Category: HL2 Mapping
Posted: Friday, Dec. 14, 2007 08:21 pm
to make a camera you will need the following entities with these properties. How you arrange them on the map is up to you
"classname" "func_button"
"targetname" "vidcam_switch_lmbo"
"renderamt" "255"
"target" "videocamera_trigger_lmbo"
"wait" "3"
"speed" "5"
"Spawnflags" "289"
"rendercolor" "0 0 0"

"classname" "trigger_camera"
"targetname" "videocamera_trigger_lmbo"
"target" "videocamera_lmbo"
"deceleration" "500"
"acceleration" "500"
"speed" "180"
"wait" "10"
"spawnflags" "0"


"classname" "enemy_videocamera"
"targetname" "videocamera_lmbo"
"fixedlight" "225 225 225"
"Effects" "256"
"sequencename" "idle1"
"angles" "0 225 0"
"rendercolor" "0 0 0"
"alarmdist" "0.0"
"alarmaccuracy" "0.0"
"moverate" "0.8"
"target" "videocamera_target"
"fieldofview" "0.0"
"distlook" "0"
"alarmtime" "0.0"

"Spawnflags" "0"
"targetname" "videocamera_target"
"classname" "enemy_videocamera_target"

thats it but its not meant for mp if you get killed whilst using it you dont respawn properly




edited on Dec. 14, 2007 03:22 pm by lmbo-uk-Gill
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lmbo-uk-Gill
General Member
Since: Oct 21, 2005
Posts: 272
Last: Feb 5, 2012
[view latest posts]
Level 5
Category: HL2 Mapping
Posted: Friday, Dec. 14, 2007 08:56 pm
you can add other camertargets if you want it to move around and give it movement sound with ambient_generic but youl need to learn how to use multimanager

exellent
just thought of a way to solve the respawning problem brb


edited on Dec. 14, 2007 03:59 pm by lmbo-uk-Gill
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