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HL2:EP2 mapping; Skybox and more :D | Locked | |
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Jan 17 2009 Anchor | ||
Hi Secondly, I have got a func_door_rotrating . The bad thing about it, is that it doesn't turn right. It is supposed to be a normal door which turn like there is an 'articulation' on the left side of the door so it turns well, but now it's like there is some articulation on the top/bottom middle, so the door turns half circle. Did I choose the wrong door? Third, If you have ever played HL2, you must have seen a scene where you see striders walking (in scenery), they're not shooting you, but they're just there to make it look like a real city (it's in the beginning of HL2). I sort of want to recreate that a strider walks for the scenery. I only don't know how I can. I need a strider to NOT attack you, but instead go through certain waypoints AFTER you've been in a trigger_once area. Thanks |
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Jan 17 2009 Anchor | ||
I think you mean a prop_door_rotating? I haven't used those for a while, can you tell me what model you're using? Edited by: SIGILL |
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Jan 17 2009 Anchor | ||
I'm using a brush with a door texture. Then I select it and press CTRL + T to turn it into an entity, and then I choose door_rotrating About the s kybox, I press options in hammer, and then select Map properties. There's something which says: Skybox texture. I edit it to an excisting skybox texture but I only get a bugged skybox. |
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Jan 17 2009 Anchor | ||
Oh I'm sorry, a brush-entity, of course. |
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Jan 17 2009 Anchor | ||
I once tried it, but I ended up in having a door which turns all kinds of direction. |
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Jan 17 2009 Anchor | ||
There should be a nice big blue ball in the 2d view when it's selected. Drag it to the place on which you want the door to rotate. --
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Jan 18 2009 Anchor | ||
Thanks Deathbagel :D It worked :D Now I'm still stuck with the bugged skybox. And I still couldn't figure out how I could make a track for the strider. |
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Jan 18 2009 Anchor | ||
About the skybox, you need to use the generic name, such as sky_day01_01, because this is a skybox parameter that loads a bunch of materieals (one for each box´s side, generating the sky that you see) surely you found the one you´re using in the materials browser, there is your bad. About the strider, you need to make an scripted sequence and link the strider. The best way to do it is checking the sdk sample maps (there are a couple of original decompiled levels, the one you need is there) and looking how that scripted sequence works. Edited by: Gambini |
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Jan 18 2009 Anchor | ||
I just looked it up, and I'm not on my good computer right now so I can't test it for you, but it seems that the strider npc has an optional value in its properties called 'target destination', according to the VDC article here: So place path_corner entities in a chain so they form the path that you want the strider to take. I've never actually used path_corner, only path_track, but I looked it up here: and it appears that you set them up the same way. You will have to give a name to each of the path_corner entities, preferably numbered in order of the path for your ease of use. Then, for each one, put in the name of the path_corner you want the strider to go to next in the 'target destination' field. You will also have to put the name of the first path_corner you want the strider to go to in the Strider's 'target destination' field. I don't know if striders by default attack the player or not so this may still pose a problem to you. Oh whoops! I was still typing when you made your post, and 2 different ways of doing it too. Edited by: Deathbagel |
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Jan 18 2009 Anchor | ||
Thanks Gambini for the skybox Eh, the strider still doesn't work. I've set path_corner and named them as path0, 1 etc. I also set the next destination, and ofcourse the next destination of the strider, but it still doesn't work. What happens is that the strider somehow bugs or something. It almost looks like it is dancing. His feets gather together at one point, and goes normal etc. Thanks anyway. |
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Jan 18 2009 Anchor | ||
Try Gambini's way. I honestly have no idea, just saw this and hoped that it would work. --
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Jan 18 2009 Anchor | ||
tbh, I have no idea how to set up/create a scripted sequence.. |
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Jan 19 2009 Anchor | ||
can we have a screenshot? --
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Jan 19 2009 Anchor | ||
Just look at the sdk_map where freemat gets out the trainstation, at his left is a fence and behind that fence a strider walks using an scripted sequence. So: 1. Open Hammer |
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Jan 20 2009 Anchor | ||
Screenshot of what. Gambini, I'll try it soon, thanks |
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Jan 20 2009 Anchor | ||
I meant a screnshot of the strider not doing what you wanted it to do. But if you're going to try gambini's way that's probably better. --
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