Recent content by TracerDX

  1. TracerDX

    wilder

    Its playable as is and really, I am so close to it being completed it'd be a shame not to. I really just need to make the lighting better, do some detail passes and make a 3D skybox that is not-suck. Oh yea, and definitely back from the dead :P
  2. TracerDX

    wilder

    Life kicked my ass for a couple years and I couldn't continue development of this map, but that's all over now. In the coming weeks, I will be releasing cp_wilder_a5. Gunna take me some time to get back into my groove with this map and mapping in general, but I really want to see it finished...
  3. TracerDX

    Circular Room?

    Quickest Way Make a cylinder the size/sides of the room you want + (wall thickness * 2). Right click it in 2D view and select Make Hollow Enter a reasonable value for the wall thickness Hit Ok This results in a rather messy but functional set of brushes to achieve your goal. Good luck editing...
  4. TracerDX

    Advanced compile (random HDR bug)

    Yes, and its vrad that crashes without error, not hammer. Remember, when you compile you are running your text based *.vmf, crafted in Hammer, through programs (vbsp, vvis & vrad) to result in a binary *.bsp. When you compile, you are actually executing other programs, hammer just receives the...
  5. TracerDX

    Advanced compile (random HDR bug)

    You mean, VRAD, right? VVIS is supposed to only run once and has nothing to do with HDR. So I'm going to assume s/VVIS/VRAD/i. Honest mistake. :) Don't use the -both flag. There is a known issue with it. http://developer.valvesoftware.com/wiki/VRAD_HDR_Crash_Fix I actually added that entry...
  6. TracerDX

    [question] Animated teleport

    The lighting effect is a particle effect. Use an info_particle_system set to something like: teleporter_red_charged or teleporter_blue_charged There's a complete list of TF2 particle systems here: http://developer.valvesoftware.com/wiki/List_of_TF2_Particles
  7. TracerDX

    Ammo

    To solve the full ammo problem, input Kill to the ammobox like 5ms later. It would show up for maybe one frame.
  8. TracerDX

    New-ish gamemode. Will it work?

    The small CPs could be resupply/respawn areas that help the owning team. Owning them not necessarily being "essential" to victory or defeat, but certainly helping. I think the owning all small points == victory would be a problem and very hard to communicate the dual objective via the current...
  9. TracerDX

    i extremely hate areaportals!

    That usually happens to me when I disable all non-world brushes so I can see the hull, and forget to re-enable the entities when I test compile. Areaportals will cause weird leaks, even when they are perfect, when there are no entities to define the "inside" of areas for them.
  10. TracerDX

    water texture

    RGB Intensity in floating point. 0.0 = none, 0.5 = half, 1.0 = full
  11. TracerDX

    Got Something only a Sniper can React to?

    I'm too poor to be sheltered. :rolleyes: I don't go out seeking adolescent gross out pictures. I've seen enough to last me a life time. And if you somehow desensitized yourself to it, good on you. I'd rather not. :P
  12. TracerDX

    Need map makers help and ideas.

    This project sounds simple enough, more like the kind of stuff I used to do, and I could use the diversion. I'm experiencing what could be called "mapper's block" at the moment. Maybe working on something simpler for a couple weeks will clear the mental pipes. I will need more details as to...
  13. TracerDX

    What do you truly think of him/her?

    Most interesting guy here. :drool1:
  14. TracerDX

    light_environment is it possible to make a trigger to disable one and enable another?

    By bad, :facepalm though Malcolm said nothing of the sort.
  15. TracerDX

    light_environment is it possible to make a trigger to disable one and enable another?

    You can control the fog entities. The problem is they effect all players at once in a multiplayer game.