Panamint Springs

CTF Panamint Springs a18

Zanpa

L4: Comfortable Member
Jan 17, 2009
164
43
AWESOME.gif
 

Jindo

L3: Member
Aug 6, 2009
121
123
Oh wow, that's a fantastic replacement for the intel!

I really want to play the map with that in it now.
 

Owlruler

L12: Fabulous Member
Dec 10, 2008
964
275
Now that we have custom particles, you should make it so the paper isn't falling out but something else, since the paper is plain weird.
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
I don't think you can turn off that particle effect and replacing it with a new one would probably cause it to appear in other CTF maps in the same session.
 

Zeewier

L9: Fashionable Member
Sep 20, 2008
619
262
It is possible to turn of the particle effect, but it's only worth doing that for a late Beta or RC imo. (I havnt posted yet how to do this, but if there are many request I will make a tutorial)

(a modeler can ofcourse also change the origin of the particle efect inside the prop)


Looks very good rexy, but maybe make the blu a bit darker.
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
It is possible to turn of the particle effect, but it's only worth doing that for a late Beta or RC imo. (I havnt posted yet how to do this, but if there are many request I will make a tutorial)

(a modeler can ofcourse also change the origin of the particle efect inside the prop)

I mean...I guess you can, but since you have to parent the intel to the the stock intel model, I'm not positive of the process for that, hence the addition of a feedout printer on the intel. I'm honestly not too worried about that atm, right now, getting it a reality in the game is #1.
 

Zeewier

L9: Fashionable Member
Sep 20, 2008
619
262
You dont parent it to the intel, and that is why i only recommend it for late beta's and RC's ;) And it's something the mapper can do.

I was talking about defining the bone where the particle effect should come from, if you want to add it ;)
 
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Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
Waah, I saw the untextured intel, but this textured intel is amazing man. :D

Thanks Rexy! :)
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
You dont parent it to the intel, and that is why i only recommend it for late beta's and RC's ;) And it's something the mapper can do.

I was talking about defining the bone where the particle effect should come from, if you want to add it ;)

Also, if you know of a simpler way to implement the custom intelligence, please share with me, it would save me a lot of time at this point. I'll be in for a lot trial and error ahead.
 

Zeewier

L9: Fashionable Member
Sep 20, 2008
619
262
It's not simpler, it's a way to hide the particle effect. But I think I will make a tutorial after dinner... :)
 

jpr

aa
Feb 1, 2009
1,094
1,085
Custom flag model looks sexy.
I wouldn't use a custom flag though, since it causes so many problems, hud still shows a briefcase, you have to parent a model to the flag, the particle effect...
 

Zeewier

L9: Fashionable Member
Sep 20, 2008
619
262
Ok... I start with apologizing because my main pc is now and infected and is to slow to run tf2 (dont ask my how i got that virus) and I can no longer test this :/

Anyway from memory (it's been 2 months :( )

Put the model somewhere in the map (it has to be in the memory when loading the map)
Compile your map
This is the most crucial part, but i've forgotten the command :facepalm: . But there is a command that shows you all precached files. Each file has a number. write it down or remember it

Go back to your map and add this
OnMapSpawn: addoutput modelindex <number here>

The model will change in the model with the modelindex. I have tested this with dispensers, and they lost their particles (healbeam). So in theory the intel should lose it's particles aswell.

I'm also not sure if this is only client side, or also server side, but after a few reboots of my pc it still had the same modelindex.
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
The best thing really, like zpq said, is if Valve was kind enough to let us pick the model for the intel and on/off particles. Or even pick particles. I have one that I'd love to use for this model, but env_sprite doesn't parent to moving items...unless I'm not doing it right.
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
Is it possible to parent an info_particle_system instead? That'd give you even more options in terms of neat trails.
 

Zanpa

L4: Comfortable Member
Jan 17, 2009
164
43
The best thing really, like zpq said, is if Valve was kind enough to let us pick the model for the intel and on/off particles. Or even pick particles. I have one that I'd love to use for this model, but env_sprite doesn't parent to moving items...unless I'm not doing it right.

Send an email !
Ask also if they can implement a way to stop invisible spies from blocking captures in Invade CTF, while you're at it :p
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
Send an email !
Ask also if they can implement a way to stop invisible spies from blocking captures in Invade CTF, while you're at it :p

I might--but I believe I like standing invisible on a point to block the capture...:rolleyes:
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
Gameday Bump

Well I played 15 mins of it I think. If red was focused it wasn't that hard to defend the point, but sometimes red wasn't focused so that's why it was maybe a bit easy to cap a point sometimes.

I also saw that 2-2 was defendable today, so I think, if red is focused, they can defend it.

Other feedback, opinions, other stuff? :)

(2 posts left till 200 reactions in this thread, the next 2 persons who post something will get cookies and pie! :p)