3 (Probably newbie) Problems

Discussion in 'Mapping Questions & Discussion' started by FissionMetroid101, Mar 6, 2010.

  1. FissionMetroid101

    FissionMetroid101 L2: Junior Member

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    Ok, that lighting problem has been solved, but now I have a particle, model, and sound problem.

    1. SOLVED
    2. Nothing
    3. Nothing

    The particle problem is a strange one. I've altered the HooDoo Explosion into a new one for my map and added the Manifest file to get it in. However, in the preview in the editor it seems Ok: http://img59.imageshack.us/img59/3599/nucleusexplode.png. But ingame: http://img63.imageshack.us/img63/9954/nucleusexplodefail.png.

    Next, the Hanging Ceiling Lamp and other lights only include one skin, but that only skin is the on one. Is there a second one I could get so it doesn't always glow white in dark areas?

    The Last one isn't really a problem, but how do I replace the announcer sayings, winning, losing, etc. sounds with a custom one?
     
    Last edited: Mar 10, 2010
  2. absurdistof

    aa absurdistof

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    Perhaps for the particles, you are actually inside the whitish haze, which makes it look bad.
     
  3. Tehrasha

    Tehrasha L3: Member

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    Ive noticed that some particle effects have no bearing on which way thier emitter is pointing. (nucleus_core_steady for one) It is possible that all of your particle effects are exploding away from you, behind the stone walls.

    The only fix I have found is to orient the map around the explosion, as the Pitch Yaw Roll setting has no effect.
     
  4. FissionMetroid101

    FissionMetroid101 L2: Junior Member

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    Well in the editor I set the big haze part to be conic_warp or something like that. Could it be that there are too many particles in the explosion?
     
  5. FissionMetroid101

    FissionMetroid101 L2: Junior Member

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    Bump. Can someone please help me out? BTW the first problem is solved; it was INDEED a stupid error.
     
  6. Cynick

    Cynick L4: Comfortable Member

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    2. If you feel up to it, you could do it yourself: this is a good tutorial on reskinning.

    3. I think it's as simple as pakratting the sounds into your map with the same name as the announcer sounds your replacing (don't quote me on that tho, never done it myself)
     
    Last edited: Mar 10, 2010
  7. Tehrasha

    Tehrasha L3: Member

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    #2 :cordonedit:

    #3 Thats what I was thinking, except it might raise hell with precached sounds. I know if you use custom sounds, then join a 'pure' server, the sounds are all screwed up due to cache issues.

    If one of the GameRules entities calls out specific sound scripts for win/loose, you could create a fully customized script and pakrat it in with no problem.
     
    • Thanks Thanks x 1
    Last edited: Mar 10, 2010
  8. Cynick

    Cynick L4: Comfortable Member

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    Good god I'm an idiot. Updated the other post. :facepalm:
     
  9. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

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    Is that light inside a building with a thin roof? so its center goes out of the map. Light is often taken from origins and when inside its dark and outside its bright the light might be lit from the orign meaning its light inside a dark area. Just ensure that the origin is in the dark area. For some lights the origin isnt at the lightbulb but at the end of the wire it hangs on. Its easy to make that mistake

    If thats not the fix or you still find the light too bright then reskinning might be needed.
     
  10. Terr

    aa Terr Cranky Coder

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    What Alias said regarding the origins of the props. If a prop is too light or dark because part of it is inside/through a wall or other surface, use an info_lighting entity to tell the prop: "Don't move, but pretend you're as bright as you would be if you were over here."
     
    Last edited: Mar 11, 2010
  11. FissionMetroid101

    FissionMetroid101 L2: Junior Member

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    It's the selfillum part of it that's throwing me off.
     
  12. Cynick

    Cynick L4: Comfortable Member

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    Yea, the hanging ceiling lamp is one of the few props without an "off" skin. The only way would be to decompile the prop, edit the textures, and recompile with a different name.