Map help

Crow

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Hmm. maybe thats what was happening. I had quite a bit of Func_walls :D
I treid to do everything I could. Obviously not a good idea. But it didn't show and alloc block error in the log. But the map did crash...

Also, i need opinions here
What should I use to light the inside of a house/shop/bar. I figure torches wouldnt really work. Open flame in a place made mostly out of wood=not a good idea. Lamps seem to big and candles seem too small. I cant get a hold of a decent chandileer texture and i dont like the one i made with brushes.
I only have one lamp texture, which i guess would seem the obvious choice for this, just make it smaller, but i've used it for lamps to light the street, and it doesnt really fit as an inside lamp. It looks too dark. I was trying to find that pic of something that the devs had made, it was a pic of the bottom floor of somewhere i think, and i think they used lamps but... i cant remember. My town is going to be in the dark, so i cant just make lots of windows or anything. This is what im using at the moment. I think it looks rather retarded. Its just two brushes facing east/west and north/south with four sprites and a light.
And I was hopeing someone could answer my question about models (The floating, not floating thing)... :D
Thanx, }Cr0w{

Hehe one more thing. During testing it was noted that useing the clip texture on tree models so that you cant walk through them was a bad idea, because you could still shoot through them. I used the invis texture and func_walled them, but it caused that weird problem with the little floating yellow bubbles. Remeber that? Maybe poeple will just have to live with being able to shoot through stuff...
 

Thothie

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Well, if you had a room with black and white marble tiles, seething with gold and silver trim, that little lamp would be wonderful. But in the backside of a barn, yes, it does look a little "off". ;)

Seems your old style Orcplace chandeliers would work fine in a room like that... Although it's rare you see a public place where the floor and the ceiling use the exact same wood paneling as the walls. (Again, looks more like a shack or barn, than a tavern, but of course, I've not seen the rest of it).

Also note that people do use candle lamps and oil lamps in all wooden rooms, both of which are easy enough to make.
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Crow

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That was just a box i hollowed so i had a testing room for it :D
Tell me how to make an oil lamp :wink: i want that
Are you telling me that the chandileer looks alright? And that my brush ones i made ealier were ok too?
And what was the name that the keyhole npc targets agian :roll:
 

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I'm saying the lamp you have in that pic is pretty - just not in that room. I hope it only has one light source on it though.

Oil lamps can be made in various ways, depending on what style you want to use, but they are more often seen on something, than seen don't hanging from the ceiling. You will need a platform, table, or drawers to put it on. Easiest method for a simple one is probably to make a small, simple func_wall glass cylinder or cube with a 100-200'ish transparency rendered in texture mode, optionally add a wooden or metal trim, and less optionally, a base. Leave the top open, or top with a box or spike. Stick in a single light, and a glow sprite and/or candle flame sprite, and wa'lah, oil lamp in six brushes.

The cabin style ones are also doable, and just involve a sprite surrounded by some narrow boxes, but tend to look a little off in Half-life when used as anything but street lamps.

It *is* possible to make spherical and bulbus oil maps, but I wouldn't recommend it, between the FPS cost and the chance of map errors, not worth it. Best to use something simple and utilitarian looking.

More complex might be the Arabian style oil lamp, which would likely involve some overlapping brushes. Although a very basic one could be made with maybe two or three simple cylinders or vertex tweaked boxes, and a protruding box, with a flame sprite and light at its tip.

There's also the option of standing, protected candle bowls, that would look something like the torches near the healing room in Edana, but with much smaller flames.

Lastly, since this is a sword and sorcery game, there's always the option of a magical light source, say a crystal, mounted in something. It could be a decorative centerpiece in the room, to show it to be of some value. Or if you want to be gruesome, you can use an orc skull with a flame inside of it (lot of work though).

Main thing is to keep it simple, don't be carving with cylinders just for a simple lamp. ;)

...and I believe keyhole the entity fires the event "ustart", when it receives the proper key.
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Crow

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I was wondering where he said that lol but i couldnt find it. The npc entity doesnt have a "target" value. Or anything close to it. well, it has a targetname, but that always seem to be preset on everythgin to "bigopen23" or something.
But anyways yea thanx for finding that :wink:
 

Thothie

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It activates "ustart" by default, and I see no obvious way to redirect it. I believe I said in the other thread, you can try to stick "target" on there (just because the property isn't in the FGD, doesn't mean it doesn't have it), but I doubt that would work. More likely it would activate the target when it spawned.

BTW, again, there is a better FGD out there, somewhere, that should really be made publicly available somewhere on custom content.
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I am guessing yes, but on the other hand it's a no.

I am assuming the developers have a new FGD for MS: C, but what Thothie means is the official v1.25 / v1.3 / v1.35 (all the same version anyway) FGD. The one I'm hosting is a piece of shit FGD slapped together by somebody, but there is an official one somewhere which I don't have.

And the official one probably has all the nifty entity properties (which you can only see without Smart Edit in the P.O.S.-FGD). I'd love to get my hands on that FGD :mrgreen:
 

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StevenlAFI claims to have it.

Problem is getting permission to distribute it.

Although I can't see what the problem would be, since MS:C is apparently going to have some sort of map authentication process.
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Crow

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I figured the one you had was the official one. I didn't know you could just craft your own, without have all the crap from the mod, like, i dunno, scriptfiles or something. I really don't have a clue.

Quick what all the measurements for doors and stair and crap aigan? i forgot already 8)
 

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Typical room height: 128
Minimum hallway width: 64
Staircase rule: 8 rise 12 run
Doors: Use the texture size, that's what I do
Desk height: 30
Counter height: 40
 

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Well, for doors I make it a size to my liking and use the "fix" feature on face editing. Well, thats what I reccomend. For the stairs, 8 rise and 12 run, You can have a maximum of 18 rise and limitless run without the client having to jump just to get up the stairs, use 8-16 if you want a smooth stairway that won't jam the player.
 

Crow

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I've just run into possibly the strangest problem ever. I'll tell you a story, or something :roll:

Anyways okay. So I pretty much finish the inside of my tavern, and i decied to put some npc's in it. After i do that i see if i can interact with them. I say "hail" in normal speach. Now, normally the npc's would respond with there little whatever they say. But not this time. This time the game crashes. I go back in, and try it agian, game crashes. I go back in, and it in shout, and it works fine. I try it in normal speach from the spawn point, which is at the bottom of the steps, and im pretty sure im far enough away from the npc's to get a reaction. Game crashes. So i go back in, and walk far away from it, and try it agian. It works fine. I walk over to the side of it and try it. Nothing happens. I walk to the front of the steps and try it agian. Game crashes. Mind you, the side is closer to the npc's then the front steps. At this point, i'm fairly upset, but of course there are mother things to try. First, i go into an old map i made with the same npc's and try it there, just to make sure i didnt mes something up in the game. It works fine, all the npc's in range respond accordingly, no crash. wtf...
So i go back to my bar, and delete all the npcs. No npc's and in this map. I try in in the bar. game crashes. I try it at the bottom of steps. game crashes. i try it far away, nothing happens, no crash. At this point, i'm starting to beat nearby objects with my head. So, maybe its the map. I cut out the bar and paste it into the map that works. I go over to the npc's that where origionally there and try it. Works fine, everything responds. I go over to the tavern/bar and try it. GAME F**KING CRASHES.
AAAAAAHHHHHH WHAT IN GODS NAME IS GOING ON?!? :oldangry:
 

Cyax

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Crow, if you say "Hail" and a monster furniture present, the game will crash. Speaking to monster furnitures will crash the game, if that is the problem Crow, try moving it away or deleteing it.

I found this out when I wanted to put a dagger on the table, so I made a monster_furniture with the dagger model and then I said "What up my Homie!" to the NPC near it and the game crashed out.
 

Crow

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OMG really? GAY. :oldshock:
Well at least its an easy fix thank god.
But... that means i cant use my nifty models anymore :( :( :(

er wait, there is other stuff that cna do models. Whats the thing besides cycler. I tried cycler and some wierd shit happened. Models were all wrong. I'm guessing it cycles in between a bunch of different models or something. :roll:
 

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You can use env_sprites for models (just replace spritename with a model name). Downside to this, is in the current version of hammer, if the model isn't defined in the FGD properly, it may crash hammer.

Alternately, you can use the default sprite, then add a note property to the env_sprite called "developer - yourmodelpath/yourmodename.mdl" - then ripent the map, search for "developer" and change the sprite name to the model name accordingly.
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Crow

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That sounds like work. I have gone through and added brush plants, and i have to say, i think it looks better somehow. dont ask me why, but i like it more then models. The trees, or course, are a whole different story. I could never replace the model trees with brush trees, so im going to have to figure out exactly what you mean and the whole drawn-out process involved. I also need to learn how to batch compile maps. Ive heard so many times its better, and ive treid to do it once and couldnt get it to work. Don't post some link to a tutorial, unless its REALLY drawn out for me, like the obvious stated and everything. I just need to sit down with someone on msn and figure this stuff out. I don't want to have to deal with the max_patches issue anymore. Its very limiting of how much detail work i can do and how big of a map i can make.

Edit: just got an idea. Someone who knows this stuff, if you have the time and patience, wouldnt mind writing me up a play-by-play of making a map from scratch. Assume you have custom textures and models. walk me through the process of batch compiling, ripent stuff, res files, and the wad -include thing where ever that fits in, and anything else. Anyone feel up to it?
 

Cyax

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I have an easy solution, move the NPC away from the monster_furniture and if people go out of their way to talk to a model, they deserve to crash. :wink:
 

Crow

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Lastest Problem:
I put 2 npc's in my little market thing, and it was pretty close quarters, but in ms non-steam they spawned and worked fine and everything. I copy the map file to steam and run it and they are not there. And also i noticed everything was alot brighter in steam o_O
Does steam have different setting for the space bubbles of npc's?

EDIT: now (ms non-steam) they are sinking into the ground. Only these two thought. The rest stay where they should ... :|
 
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