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    kinda buggy skybox

    You can use areaportals to help you out a little bit, but you would need to separate between the visible areas better. Youre better off using an opaque wall as said above.
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    Is there a way to disable decals for a map?

    This didnt work for me. I currently have: "LightmappedGeneric" { "$basetexture" "bbiniate/plasterbb3n" "$nodecal" "1" $color "{0 255 255}" }
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    Is there a way to disable decals for a map?

    Im making a map that uses seamless teleports, and decals kind of destroy the whole ''feel'' of the map. Is there a way to disable decals at either map-level or within vtf/vmt files? (mainly looking at explosion/bullet decals). The map already has had a few brushes turned into props to prevent...
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    Way to add/multiply players angle on trigger?

    So, heres what I was trying to do: Think Im going to scrap this idea now. Pretty annoying actually doing the jump. (That was fall > uncrouched bounce > invertang/invert room > fall > crouched bounce) viewpunch, probably would have worked for adding values to ang, but I think I need to multiply...
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    Way to add/multiply players angle on trigger?

    Sure, I can have multiple triggers if I really need to. But what am I suppose to do with that, it looks like it just pushes a player?
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    Way to add/multiply players angle on trigger?

    Trying to invert up/down angle within a seamless tele for a gimmick on a map. Tried doing something like OnStartTouch>!activator>AddOutput>rX*-1 (got rX from the valve wiki: QAngle) Looks like I dont know what Im doing. Any thoughts on how to achieve this?
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    Not sure why map is now taking a really long time to compile, and not run.

    Yea, I changed nodraw to dev as a feeble attempt fix cubemaps and didnt get back to changing it back to nodraw. I think I fixed the map now though, I shrunk the ceiling (skybox) and floor and added skip/hints along the 1st big room. There's no more Patch Sample Radius Clamped. Im just back...
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    Not sure why map is now taking a really long time to compile, and not run.

    I think Im going to need someone to just look at my vmf now. The compile time is still short, but now Im getting crashes on map start with ldr, and a checkered sky with hdr (which I think has to do with the custom skybox not having hdr version as mentioned here) I do have some env_cubemaps...
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    Not sure why map is now taking a really long time to compile, and not run.

    I deleted a couple things to help find the main jump in compile time. Seems like rotating cylinders were a big one, also found something about displacements running into eachother (not sure how true this one is but corrected anyway). Ill start doing func_detail, and occasionally func_brush as I...
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    Not sure why map is now taking a really long time to compile, and not run.

    Okay, so I started to do some detailing on my map and I feel like I ran into a problem. Ill try to give as much info as I can to help you help me. The compile time jumped up from about 4 minutes to about 54 minutes. Im not getting a leak as far as I can tell, there is no pointfile to load. The...
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    Help colouring default plaster textures

    Thanks killohurtz I got the texture that way. Im not seeing how to tint the material with the vmt. In the "Create VMT File" theres no color option and I dont see where else to add it. Opening the vmt with vtfedit and adding the line manually spits back an error. Ill probably just change the...
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    Help colouring default plaster textures

    Yea Id be okay with just tinting them. Im not seeing any material file though, cant seem to find anything related to textures, even when I search the whole tf folder and type 'plaster'.
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    Help colouring default plaster textures

    Id like to get a few of the plaster textures colourized into orange, blue, red, etc. Im not really sure how to even grab the textures from the tf2 folder. Could someone either colour and make them into a usable hammer texture file , or show me to the right steps on doing this myself? The...
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    Add time to logic_timer

    Hey guys, Im having troubles figuring out how to add time to a timer. I have: logic_timer Start Disabled | Yes Refire Interval | 60 ---- [Working Outputs] logic_relay Start Disabled | Noi ---- logic_timer | Enable | Delay 0.00 logic_auto_1 *No Global State to Read ----...
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    Save variables from an entity, load on another map

    Thanks man, youre really helpful
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    Save variables from an entity, load on another map

    So everything was working fine, then there must have been an update: either tf2, hammer, or abs resource tool.. When trying to give env_global an imput from something else there is no longer a TurnOn / TurnOff option. Also there env_global has this [OBSOLETE] picture instead of that grey cube...
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    Force blue team soldier on map spawn

    Well I think I can live with what I got. Thanks izotope, still dont know when to use point_servercommand, point_clientcommand, and tf_gamerules. The whole point of this though is to get a better start time for the global timer I have made. [Edit] I thought of a simple work-around for the timer...
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    Force blue team soldier on map spawn

    No I was looking for something that worked instantly, this map is for a single player jump story. I have this so far: cl_class soldier; mp_humans_must_join_team blue |Executed through point_servercommand, but all this does is prevent players from joining red.
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    Force blue team soldier on map spawn

    Hey guys I need another hand with something. OnMapSpawn: -Force Blue Team -Force Soldier -Cannot Join Red Team -Also the 'Delay' it takes for the player to start moving
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    Save variables from an entity, load on another map

    Buddy from the jump community had been working on this a while back, still figuring out the logic behind it. Here's his vmf's if anyone's interested: https://www.dropbox.com/s/qu3s6uwo1o6mrf1/globals.rar?dl=0. The maps work fine, and it allows you to go back and forth. Also the counter value in...