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Posted: Fri May 15, 2009 12:01 am
by KON_Air

Posted: Fri May 15, 2009 1:02 am
by Gary
Yes Master...

Whoa, that's pretty cool, mind explaining how it works? I am looking at it in hammer atm, but I always like to know these things in detail :D

Posted: Fri May 15, 2009 1:37 am
by Gary
Interesting, was doing some testing, stuff that my map is going to have (features), I tried to spawn an hgrunt or any O.C. NPC, I get this error, or similar to this error;

Image

Posted: Fri May 15, 2009 2:26 am
by KON_Air
I don't know :P I just sent it peek at the idea :P

Day;
turn on day light; which is a 1:0:0, pure constant light placed to match the angle of light envoriment, oriented by the maps origin.
turn off spot light; which is a default point_spot
disable night sky; which is a func_brush that doesn't receive or cast shadows, perhaps not solid too... wel it doesn't really matter.

Night;
opposite of everything above.

I might have changed my cordon texture to something else it is the tools/black by default and I used it on the func_brush. Or name of the sky check it. Or hammer just doesn't want to work :P It didn't crash on me.

Posted: Fri May 15, 2009 2:33 am
by Gary
Cool, I'll have to give you credit for such a good idea :D

Is there a way to slowly "fade" into night or day?

And the error is on any map, hammer just hates me.

Thanks for the support btw.

Posted: Fri May 15, 2009 3:09 am
by KON_Air
I don't know, fade the light to custom pattern or env_fade simulate transition.

Posted: Fri May 15, 2009 3:11 am
by shiftey
Lights can only be toggled as far as I know. I don't think you can fade it. Try messing with the light settings. I know they can flicker and such. It might be possible to fade them.

Posted: Fri May 15, 2009 4:22 am
by Gary
Okay, also, I was getting buildings for my map and I ran into a neat little error...

Image

Now who here is a programmer? :P

Posted: Fri May 15, 2009 5:47 am
by fug4life
Oh I forgot to mention for the trees also add prop fade distances, and for trees in the distance (un accessable areas) and sky box turn collisions to non solid. Its all helps...

Posted: Fri May 15, 2009 6:52 am
by Gary
Thanks for the help, would you also know why I can't spawn any O.C. NPCs? or why this map won't compile?

http://halo25.net78.net/oc_surv.vmf

Right click and save.

Posted: Fri May 15, 2009 2:00 pm
by KON_Air
Fade To Pattern doesn't actually Fades the light you make custom pattern like abcdef....xyz whick starts from brightest and goes to darkest and switchs to that pattern by Fade To Pattern input.

On the map, removing displacements made it compilable but... why did you move the brush entities to world?

Posted: Fri May 15, 2009 6:54 pm
by Gary
KON_Air wrote:
Fade To Pattern doesn't actually Fades the light you make custom pattern like abcdef....xyz whick starts from brightest and goes to darkest and switchs to that pattern by Fade To Pattern input.
Oh, that's how it works, thanks.
KON_Air wrote: On the map, removing displacements made it compilable but... why did you move the brush entities to world?
Oh, I made the displacement like a ramp, for the one house, because I was too lazy to move the house down :D

But when I tried to use the one house, the one up off the ground on a wood structure, it doesn't work :/ or is it just displacements in the house, if so I didn't know there was any.

Posted: Sat May 16, 2009 5:05 am
by Keychain
Add metrocops!

Pleeeeaaassee!

Posted: Sat May 16, 2009 5:18 am
by Gary
Well, um, how would I add them? Metro-zombies? or Metrobies as Alyx would say.

Posted: Sat May 16, 2009 5:21 am
by Gary
Pictures added, just of the house for now, the rest of the map is underway.