Ultimate Mapping Resource Pack

Ultimate Mapping Resource Pack 2014-11-06

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
Aye, yes: Sky_camera needs a model similar to move_rope that helps you position it exactly.
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
849
All of the point_ entities are just grey boxes as well, this is the list of them:

point_anglesensor
point_angularvelocitysensor
point_bonusmaps_accessor
point_clientcommand
point_enable_motion_fixup
point_gamestats_counter
point_gamestats_counter
point_hurt
point_intermission
point_message
point_playermoveconstraint
point_posecontroller
point_push
point_servercommand
point_teleport
point_tesla
point_velocitysensor


I know some of those have to be used, or at least I think it would make for some interesting things if they do get used. :)

Ohh, also:

keyframe_track
move_track
info_decal - can have something similar to the overlay?
env_splash
env_smoketrail
env_laser
 
Last edited:

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,776
7,674
Hmm... How would an axis model help the sky_camera? Usually you line it up through means other than... whatever it is that would help you see. I mean it's not so much a visual thing to line up as it is you need to look at the numbers themselves to know if it's right.

Cyrax: In my old FGD thread there was a big discourse about path_track icons, and it's my opinion that having a "physical" static 3D box is better for immediate spatial awareness of the track positions than an icon. But more to the point path_track is really obvious with the yellow lines, I mostly make icons for identification purpose :)
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,776
7,674
blade, you just ran through after using "Entity Gallery" didn't you? :p I already did that. I wanted things people have actually USED in a real map.
(I can tell you did because a lot of those are broken entities or have more function that is apparent! :p)
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
849
<.<

Wha─ Noooooooo... Pssshhhhh! Listen to this guy over here... Pfff...

::walks away like he didn't do that::

But nonetheless these ones work:

keyframe_track(grey box)
move_track(grey box)
info_decal(axis) - can have something similar to the overlay?
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
849
infodecal (NO UNDERSCORE!) doesn't need anything, it displays the material you are using as a decal on the surface! :p

Hmm.. maybe that's why I never could get that to work... T_T Thought I was just doing something wrong.. Lol:facepalm:
 

Washipato

L3: Member
Jun 22, 2009
149
332
Can you please add ai_changetarget to the pack? It's a quite useful entity that can be used to change the target of a selected entity (not only NPCs)
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,776
7,674
I can. What exactly does it change though? What is a "target"? I just keep thinking of goldsrc's trigger_changetarget for use with the simple target>targetname activation system.
 

Washipato

L3: Member
Jun 22, 2009
149
332
I know it can change any entity with a "target" parameter. I use it to change the target of a trigger_teleport, but Im sure there are other uses for it.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,776
7,674
Ah, ok. I guess it is the exact same thing then. Though the same function can (I assume) be done simply through using AddOutput to overwrite the target key, bypassing the need for an extra entity.
 

hogofwar

L1: Registered
Oct 6, 2009
1
0
It might be just me but when I open up the prop library vtf it's all blank with the exception of the arrows and the "obsolete" things and the orange floors. Can someone maybe help I have updated it to the newest version but still nothing.
 

parkuhrwaechter

L1: Registered
Oct 9, 2009
5
0
THX for these great helping ressource ! ..... playload is the hell ^^

I lov you i want a child from you XD (it's a joke)