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Posted: Mon May 18, 2009 12:07 pm
by fug4life
THANKS!

Posted: Mon May 18, 2009 6:07 pm
by shiftey
-noskyfix

in vrad compile settings will make light_env act like a regular light. Meaning you can have more than one light_env.

Posted: Mon May 18, 2009 6:46 pm
by KON_Air
So what? They will still be perfectly static and won't accept any kind of input. The only possible use I can think of is having two suns...

Posted: Mon May 18, 2009 7:06 pm
by shiftey
Figured I'd mention it since somebody earlier was under the impression you can only have one light_env.

Best way for the day/night thing is to set up light_statics or light_spots with settings similar to the way a light_env works.

light_env:
Brightness: 202 237 255 10
Ambient: 255 255 255 1

light_spot: (Sunlight)
Name: light_daylight
Brightness: 255 237 174 900
Pattern: aaaaabbbbbcccccdddddeeeee...yyyyyzzzzzyyyyyxxxxx (etc.)

light: (Ambient Light)
Name: light_daylight
Brightness: 191 216 255 50
Constant: 1 (Set all others to 0)
Pattern: aaaaabbbbbcccccdddddeeeee...yyyyyzzzzzyyyyyxxxxx (etc.)

When placing the lights, treat them like you would for light_env with -noskyfix enabled. Meaning, place enough of these pairs of daylights to sufficiently light your whole map. Give them all the same name and exact same pattern or you will get lighting problems. Always keep the light spot far in the corner of the skybox and keep its angle consistent.

All that you need after that is to trigger the pattern from the start of the map.As for the skybox, you can make a sphere model and texture it with one of valves ravenholm skyboxes. Set the render mode or similar to allow it to fade from full alpha to 0 and set it outside the skyboxcamera.

Posted: Mon May 18, 2009 7:30 pm
by KON_Air
That is what I've been talking about and have on the sample map I posted http://rapidshare.com/files/233054698/n ... t.vmf.html

with no need for -noskyfix

Why are we going in circles? :P

Posted: Mon May 18, 2009 7:42 pm
by shiftey
Oh, didn't download your vmf. I also didn't say anything about using -noskyfix for that.

Posted: Thu May 28, 2009 12:45 am
by Keychain
I haven't looked at this thread in a long time and in response of how I want metrocops added is to make 1 or more of them as allies! He can have a pistol for all I care as long as they're involved.

Posted: Thu May 28, 2009 12:39 pm
by JerC
Keychain wrote:I haven't looked at this thread in a long time and in response of how I want metrocops added is to make 1 or more of them as allies! He can have a pistol for all I care as long as they're involved.
While youre at it make them follow you

Posted: Thu May 28, 2009 2:52 pm
by destiny
well if you are going to explore houses during day it might be a good idea to at least have some one watching your back.
so keychains post about combine police can be used right?

Posted: Thu May 28, 2009 9:31 pm
by Gary
Too bad I can't have one of them without there face mask.

Posted: Sat May 30, 2009 12:47 am
by Keychain
Fox was working on adding a custom maskless metrocop npc.

Posted: Sat May 30, 2009 10:58 am
by JerC
Keychain wrote:Fox was working on adding a custom maskless metrocop npc.
I guess its because you love them. :o

Posted: Sat Jul 11, 2009 11:33 am
by THAT CAKE IS A SPY
Looks great, just one question will you be able to buy stuff like defence like trenches with machine guns or guard towers, moters , things like that. Or you can model the machine guns and you buy ammo for them they run out and you put the ammo pouch in so that way the players can have more fun killing zombies. Map looks great.

Posted: Fri Oct 23, 2009 12:30 am
by Gary
Update

1. I have moved the location to the city, found it would be easier to work on plus no lag because of trees.

2. Lowered the amount of NPC allies, now there is only a CP Officer, Hgrunt and one rebel(or maybe a vort).

3. There will be 2/3 turrets, one manned by ether a NPC or a player and a Automated Rebel turret, which you can move around and it will shoot down enemies for you(but you need to keep it working by bringing it ammo).

More details and progress reports soon.

Posted: Fri Oct 23, 2009 1:07 am
by Freekill
Instead of killing humans who do not make it back to the safe area make it so human can be alive outside the safe zone but can not enter the safe zone. This would also mean he has no supplies meaning if he is low on food or water he might stave/die of thirst plus he would have to fight zombies.

like harvest has the spa and hotel make 1 or 2 small (really small) house where u can hold off the zombies. houses could have like one plank over door to slow zombies (make it easy for zombies but hard for humans.)

have you thought about maybe having the npc's infected? like they have a chance of getting infected(not people just npc humans)