Search found 551 matches

by shiftey
Wed Jun 23, 2010 5:13 am
Forum: WIP Modeling
Topic: Glock
Replies: 17
Views: 24020

UV Mapping is the toughest part. Wait until you get there and want to kill yourself with the gun you just made.
by shiftey
Mon Jun 14, 2010 5:13 pm
Forum: Server
Topic: Setting up an oc Server
Replies: 72
Views: 96054

You don't need to have ep1 or ep2. If you don't include them on your server, you just won't be able to play maps with their content in them.

Bottom line: It's not mandatory to run a server.
by shiftey
Sun Jun 13, 2010 7:08 am
Forum: Mapping Help
Topic: Bunker Gun --> HMG1 (Un-deploying Mounted Gun)
Replies: 6
Views: 5961

Okay so I got it all together and it works great. However, OnAmmoDepleted is bugged and won't fire an Output but I used a simple workaround. Onfire math_counter Add 1; When the counter reaches 512 it fires.

But otherwise everything worked great. Thanks for the help fug and Ny.
by shiftey
Sat Jun 12, 2010 2:43 am
Forum: Mapping Help
Topic: Bunker Gun --> HMG1 (Un-deploying Mounted Gun)
Replies: 6
Views: 5961

Alright this sounds like it will work perfectly. Thanks fug!

I'll post back here when I try it, though i won't be home again for a while.
by shiftey
Fri Jun 11, 2010 6:04 am
Forum: Mapping Help
Topic: Random Events?
Replies: 1
Views: 2976

http://developer.valvesoftware.com/wiki/Logic_case

The article is pretty straight forward. Hope that helps.
by shiftey
Fri Jun 11, 2010 5:59 am
Forum: Mapping Help
Topic: Bunker Gun --> HMG1 (Un-deploying Mounted Gun)
Replies: 6
Views: 5961

Yeah Ny I left that part out but yes that is how it would work. My problem is with how to define how much ammo the gun has, which fug tried to explain but I'm confused. @fug: are you saying I should create new custom weapons? If so, will this interfere with any other weapons? I thought I heard somet...
by shiftey
Thu Jun 10, 2010 8:11 pm
Forum: Mapping Help
Topic: Bunker Gun --> HMG1 (Un-deploying Mounted Gun)
Replies: 6
Views: 5961

Bunker Gun --> HMG1 (Un-deploying Mounted Gun)

Here's what I'm trying to accomplish: A mounted gun has 512 bullets and is located in a defensive position. After the defense is over, if a player uses the gun, it will turn into the custom_hmg1. If the player used all of the ammunition, then the hmg1 will have no ammo in it. If the player didn't de...
by shiftey
Wed Jun 09, 2010 4:31 am
Forum: WIP Mapping
Topic: oc_cringe
Replies: 13
Views: 9060

I'm not sure you understand. Any light that bakes itself into a map casts ambient light during a separate calculation. Meaning it calculates light that bounces around the room like IRL. Ask anybody here who knows mapping and they'll back me up on this. Something is preventing your map from running a...
by shiftey
Tue Jun 08, 2010 10:04 pm
Forum: WIP Mapping
Topic: oc_cringe
Replies: 13
Views: 9060

Light_spot is my friend for these dark ceilings! ;) Thanks! No. Ambient light is your friend. But you have a leak in your map which is why it isn't being calculated. Find where the leak is and seal it and then the black will be filled with bounced light calculations. Edit: Here is an example: http:...
by shiftey
Tue Jun 08, 2010 7:02 pm
Forum: General Discussion
Topic: Podcast17 talks about Obsidian Conflict
Replies: 27
Views: 17188

Really good words about the mod. :)
Best co-op game for HL series
by shiftey
Mon Jun 07, 2010 3:43 am
Forum: General Discussion
Topic: Cardwar.....
Replies: 21
Views: 13573

Mr. Someguy wrote:Oh, may I suggest monitors so you can see blind areas of the field?
I like this idea!

Also, Tysn is right. Hammer is extremely limited. I over-estimated it and ended up having a map that I couldn't release because I needed lots of coded work for it to function.
by shiftey
Sun Jun 06, 2010 12:05 am
Forum: Playermodels
Topic: oc_playermodels_fug_v3 *Updated:17/08/10* [Vort mini pack]
Replies: 80
Views: 91570

You're doing something wrong otherwise it would work like it does for everybody else. Make sure the folder path looks similar to this: obsidian\addons\fugplayermodels\models obsidian\addons\fugplayermodels\materials etc.. it shouldnt look like this: obsidian\addons\playermodels\fugplayermodels\model...
by shiftey
Sat Jun 05, 2010 8:38 pm
Forum: General Discussion
Topic: "Wallhack" bug.
Replies: 13
Views: 8252

It is engine related; the devs can fix it, only Valve can. It is a problem with mounting content which isn't used in many games (hence why you never had this problem in other source games).
by shiftey
Sat Jun 05, 2010 4:38 pm
Forum: Tutorials Archive
Topic: [Tutorial] How to Setup the Source SDK for Obsidian
Replies: 86
Views: 112358

Well delete this thread then. Because I could see how it would cause confusion.
by shiftey
Sat Jun 05, 2010 4:11 pm
Forum: Tutorials Archive
Topic: [Tutorial] How to Setup the Source SDK for Obsidian
Replies: 86
Views: 112358

It would be nice if somebody could scrap this thread and recreate it using Ny's post.