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Deleting an Upload/WIP

Hi, I've PM'ed an admin a while ago but got no response, So presumably i should post here instead;

How do you delete an upload/submission/WIP? I've searched all over the forum, My forum control panel, and The page of the upload (obviously), And i cannot find a "Delete" button anywhere. The thing i'm trying to delete is this WIP I uploaded a while back.

There's already a thread about this, search before posting.

To delete a topic or download, report it saying you would like it deleted for whatever reason, whether it be a wrong .bsp file of just a crap map. (That rhymes)

Big Mood
Macgta wrote:
Hi, I've PM'ed an admin a while ago but got no response, So presumably i should post here instead;

How do you delete an upload/submission/WIP? I've searched all over the forum, My forum control panel, and The page of the upload (obviously), And i cannot find a "Delete" button anywhere. The thing i'm trying to delete is this WIP I uploaded a while back.

Damn it! That map look incredible! I just downloaded it just in the case someone erases it.... What heppened? did you finally give up and won't ever finish it or what? I'll let you know my comments after playing it though.

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
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josepezdj wrote:
Damn it! That map look incredible! I just downloaded it just in the case someone erases it.... What heppened? did you finally give up and won't ever finish it or what? I'll let you know my comments after playing it though.

I agree it looks fantastic. Just FYI the last edit to the file was on Juli 16 saying the map is still being worked on. I may be wrong though.

PS: Jose, could you tell me if the custom cube skin in that map shows up? I'm asking because I can't get mine to show up for other people. I'd take a look myself but I don't have much time right now. ;)

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Maps in Development:
[spoiler]- Penrose 04 (on hold)[/spoiler]
josepezdj wrote:
Jose, could you tell me if the custom cube skin in that map shows up? I'm asking because I can't get mine to show up for other people. I'd take a look myself but I don't have much time right now. ;)

Of course my friend, I'll do as soon as I try that map out. Anyway, I really think it's possible to change the model of the cube by embedding the custom skin altogether with a script into the .bsp file. Do you remember we were discussing this subject a while ago in another thread? well, RubyCarbuncle and I did manage to get our custom sking into our map (no mod). Just tell me and I'll pm you with examples and the script.

Anyway, with regards to this map, it's not only a custom sking for the prop_weighted_cube, it's a complete new model if I'm right... I've checked into the zip file and indeed there are 2 models: the "metal_box.mdl" and also a "paintsign.mdl" (would this be a kind of paint that paints the cube making it look explosiv-ish?)

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
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josepezdj wrote:

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Yes, indeed he wrote:
I really think it's possible to change the model of the cube by embedding the custom skin altogether with a script into the .bsp file. Do you remember we were discussing this subject a while ago in another thread? well, RubyCarbuncle and I did manage to get our custom sking into our map (no mod). Just tell me and I'll pm you with examples and the script.

Anyway, with regards to this map, it's not only a custom sking for the prop_weighted_cube, it's a complete new model if I'm right... I've checked into the zip file and indeed there are 2 models: the "metal_box.mdl" and also a "paintsign.mdl" (would this be a kind of paint that paints the cube making it look explosiv-ish?)


Thanks for the reply. :) But yes, I do recall that thread and I am well aware that it worked for you two; it worked for me too. But when other people play the map (with script and model packed) it turns out to just look like a normal cube, and I was unsure whether you have both taken this into account. I really don't understand why it won't work for my maps, but yeah, I got to that point. I did however change the script you whipped up to apply the change to all cubes. (And by me I mean my brother.)

This is what the script looks like

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Code: Select all
function ChangeCubes(){
  local a = null;
 
  do {
   a = Entities.FindByClassname(a, "prop_weighted_cube");
   a.SetModel("models/props/metal_box_test.mdl");
  } while (a != null)
}


Also, I doubt the paintsign.mdl file was for what you said, as the painted cube skins are just skins on the weighted cube model.

I also noticed that Macgta packed in metal_box.mdl, so is it vital to name the model the same as the original? Surely not, right? :-?

Anyway, thanks for any help you can give me. Maybe we should indeed continue by PM, though this might also be interesting for the other thread incase people ever run into the same issues. Just an idea.

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Maps in Development:
[spoiler]- Penrose 04 (on hold)[/spoiler]

I do think this could be interesting for others but, into this thread? I learnt how to decompile the models and recompile them WITH custom materials embedded into the model. Let me arrive home, try it, embed the model into the bsp and send it to you, k? would you like to send your custom skin to me so I can embed yours into the metal_box model?

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
[spoiler]ImageImageImageImageImage[/spoiler]
josepezdj wrote:
I learnt how to decompile the models and recompile them WITH custom materials embedded into the model. Let me arrive home, try it, embed the model into the bsp and send it to you, k? would you like to send your custom skin to me so I can embed yours into the metal_box model?

Do you mean that's better than just hexing it? Because if so, I'd be really gratefull. Sure, I'll send you the files right away. :D

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Maps in Development:
[spoiler]- Penrose 04 (on hold)[/spoiler]
FourthReaper wrote:
Do you mean that's better than just hexing it? Because if so, I'd be really gratefull. Sure, I'll send you the files right away. :D

Yes, you don't need to hex it since, after decompiling the model, you can look into the .qc file and edit it before recompiling again (and it has very similar lines to the .vmt files, and there you can specify your custom textures file names...) Check this example:

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EDIT

Btw, there are many good tutorials for decompiling/recompiling models out there... I'm not AT ALL any expert at this....

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
[spoiler]ImageImageImageImageImage[/spoiler]

@Both of you guys: I want to delete it since i've "kinda" finished the maps. I got bored quite quickly after making them and ran out of ideas, So instead I was going to upload the map project file (Which is Here) and a readme on how to include it in your maps, And just upload the 3 maps i have completed as sort of a demonstration of what you can do with the explosive box.

In response to your questions about the explosive box, the metal_box.mdl in the "explosivebox" folder is the same model as the one ingame, Except with a red texture. I compiled it to be in a different folder so it doesn't replace/conflict with any models ingame. You mentioned that you're having trouble getting it to show up for other people, Have the people that are playing the map downloaded the models/textures themself? The models aren't packed into the map (I had issues with that and making it into a VPK. The maps crash as soon as the cube spawns if it's in a VPK for some reason) so they'll have to download/install the models themself.