Search found 121 matches
- Tue Oct 12, 2010 6:44 am
- Forum: WIP Mapping
- Topic: General WIP thread
- Replies: 355
- Views: 198728
Propper is quite useful if you need a model every once and a while and don't want to learn a modeling program. I've made prop models in XSI for a long time and I still use propper. The fact that propper takes care of all of the associated file editing/renaming/moving with both the model and it's te...
- Tue Oct 12, 2010 4:03 am
- Forum: WIP Mapping
- Topic: General WIP thread
- Replies: 355
- Views: 198728
Valve should really just make their own supported version of propper (IIRC propper is just a modified vbsp.exe that outputs to a .mdl rather than a .bsp, hence some of its oddities). It is without a doubt the most useful third party tool for mapping for source. While some people whinge about how you...
- Wed Oct 06, 2010 1:00 am
- Forum: WIP Mapping
- Topic: oc_hive
- Replies: 105
- Views: 75861
- Sat Oct 02, 2010 1:41 am
- Forum: General Mapping, Modeling, and Coding Discussion
- Topic: Oc_paysan
- Replies: 5
- Views: 12019
Re: Oc_paysan
But Sven has made all you devs and people who helped credits in form of people in the game to show people you have influanced the way in which it has been made. He also has a bunch of his friends as random people walking around. I'm the only person who worked on harvest, throwing me in with a pool ...
- Mon Sep 27, 2010 7:38 am
- Forum: WIP Mapping
- Topic: General WIP thread
- Replies: 355
- Views: 198728
- Mon Sep 27, 2010 5:20 am
- Forum: WIP Mapping
- Topic: General WIP thread
- Replies: 355
- Views: 198728
Not exactly a complex technique, but here: Cave section in oc_wildfire: http://raegquit.com/Tysn/Images/tysn_caves_2.JPG Cave section in oc_fireteam_2. No brushes unfortunately, vmex butchered them. However, you can see how I pretty much used the displacement translate tool to shove the tunnels arou...
- Mon Sep 27, 2010 2:05 am
- Forum: WIP Mapping
- Topic: General WIP thread
- Replies: 355
- Views: 198728
I usually just make giant nodraw boxes around displacement cave sections, with minor turn sections for some vis blocking. Mainly this is so that I can go hog-wild with a giant displacement translate tool sphere to work out any boxy-ness without having to worry about going outside any bounds. Plus it...
- Fri Sep 24, 2010 7:05 pm
- Forum: WIP Mapping
- Topic: oc_forgotten_warheads
- Replies: 26
- Views: 29713
- Fri Sep 03, 2010 5:13 am
- Forum: Mapping Help
- Topic: Kind of button alowing me to put a brush on somet to enable
- Replies: 7
- Views: 6521
- Fri Sep 03, 2010 2:43 am
- Forum: Mapping Help
- Topic: Kind of button alowing me to put a brush on somet to enable
- Replies: 7
- Views: 6521
- Sat Aug 07, 2010 2:50 am
- Forum: Screenshots
- Topic: Random OC screenshots
- Replies: 1636
- Views: 779002
- Sat Jul 24, 2010 6:28 pm
- Forum: Mapping Help
- Topic: The simple questions thread
- Replies: 8
- Views: 7752
You can use the console command if you create a [mapname]_cfg.txt for your map, as seen in the obsidian/maps/cfg folder. As far as doing it from within the map itself, you go to the worldspawn entity and there should be a keyvalue for setting the default amount of starting lives. Putting any number ...
- Tue Jul 20, 2010 3:46 am
- Forum: WIP Mapping
- Topic: oc_fort_refuge - An Epic Battle Versus the Combine (Update2)
- Replies: 29
- Views: 30076
Just took a look at the .vmf, the problem is indeed with nodes. Or rather not enough of them. You only really had nodes at a few specific spots, whereas they really need to be scattered widely around to make the most out of the npcs pathfinding. For example, here is how many nodes I used in one of t...
- Sat Jul 17, 2010 2:48 am
- Forum: WIP Mapping
- Topic: oc_fort_refuge - An Epic Battle Versus the Combine (Update2)
- Replies: 29
- Views: 30076
- Sat Jul 17, 2010 1:35 am
- Forum: WIP Mapping
- Topic: oc_fort_refuge - An Epic Battle Versus the Combine (Update2)
- Replies: 29
- Views: 30076
Third of all, them damn Combine won't move very far from their spawn. They move out to the exit of the outpost thingie to fire at the people at the front door but they refuse to move any farther. I use npc_template_makers to spawn them, then I put an npc_enemyfinder on their squad (using squad name...