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Hammer knowledge quiz

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16. Env_physexplosion does the following:

A. Makes a visible explosion that affects physics objects and clients/NPCs.
B. Makes an invisible explosion that affects physics objects only.
C. Causes all physics objects in a radius to explode.
D. Has a badass logo with an apple and a fireball.
E. A and C.
F. B and D.
G. None of the above.

17. A trigger_catapult's threshold check:

A. Launches objects depending on their speeds relative to the catapult speed.
B. Launches only certain objects, depending on a filter.
C. Only launches objects if the catapult's threshold input is TRUE.
D. None of the above.

18. As lightmap grid grows smaller...

A. Less light bleeding occurs around brushes.
B. Shadows become sharper.
C. The map size increases.
D. A and B only.
E. A, B, and C.

19. Visgroups are:

A. Bad for maps with lots of clutter.
B. A zone in your map where vvis recognizes that all visleaves within it can see each other.
C. Groups of objects in Hammer that are not compiled into your .bsp file.
D. Groups of objects in Hammer that can be shown or hidden.

20. A Func_door is:

A. A point entity that performs rotational movement.
B. A brush entity that performs rotational movement.
C. A point entity that performs translation movement.
D. A brush entity that performs translation movement.

ANSWER KEY FOR 16-20:

Spoiler
16. F
17. A
18. E
19. D
20. D

My Maps:
[spoiler][SP] Alternate[/spoiler]

This whole thread is stupid, imo.

How do you make a non-portalable wall?

A: Give it a metal texture.
B: Give it a metal texture, then add a func_noportal_volume in front.
C: Hit P when selecting it.
[EDIT]
D: Tie the brush to a func_noportal_volume entity.
E: Tie the brush to a trigger_portal_cleanser entity.
F: i dont no what wall is but i herd it alot

Falsi sumus crusto!
FelixGriffin wrote:
C: Hit P when selecting it.

:lol:

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

Multiple choice questions are bullshit.

Kaleido wrote:
Multiple choice questions are bullshit.

That depends on the question. Written/typed response questions can be bullshit too.

Here's one from me.

You want to freeze a prop_dynamic animation on it's last frame. What do you do?
A: Set the prop_dynamic's "Animation Speed" to 0.
B: Set the prop_dynamic's "Hold Animation" to "Yes."
C: Use the prop_dynamic's "BindPose" animation.
D: All of the above.

Crazy is as crazy does.
My Work
[spoiler]Maps:
Revenge of the Angry Turrets
Capture the Cube [Co-op]
Capture the Cube 2 [Co-op]
TPWEGTH Sample Map
Aperture Aquatic Testing Center
Aperture Aquatic Testing Center 2
Aperture Time Testing Center
ML's Halloween Trick - 1000 downloads!
ML's Halloween Treat
ML's Combination - 1000 downloads!
ML's Jailbreak Labyrinth
ML's Tricky Teamwork [Co-op]
WIP:
"Capture the Cube 3"
Workshop Maps Link: http://steamcommunity.com/profiles/76561198008890579/myworkshopfiles/[/spoiler]
ChickenMobile wrote:
Note: DO NOT LOOK GOOGLE ANY ANSWERS. IT IS CHEATING!
1. What is a brush?

  1. I dont know but i herd it alot
  2. Non-mesh geometry in your map *
  3. A comb-like device
  4. Cubes

1a. How do you create a brush?

  1. Open an example map then copy and paste one
  2. Export your base structure using the PTI editor
  3. Using the block tool draw its' bounds and press enter * (learned that from you)
  4. None of the above

2. What is a main feature of a prop_dynamic?

  1. A bouncy energetic entity
  2. A prop you can pick up
  3. A virtual door stopper
  4. A prop which can play animations*

3. What is the difference between a brush and point entity?

  1. Point entities are made with the 'Entity Tool'
  2. Brush entities can only be created on the ground, point entities can be created anywhere
  3. Brush entities are made from brushes which now act like an entity, point entities are relative to their origin.*
  4. You cannot texture point entities.

3a. i dont know what brush is but i herd it alot?

  1. Ent_fire !activator kill
  2. Huh?
  3. No srsly wat is brush?
  4. I see what you did there...*

4. You want to create an exploding ragdoll. What entities do you need?

  1. prop_explosion, env_ragdoll
  2. ent_explosion, prop_ragdoll
  3. prop_ragdoll, env_explosion *(real answer)
  4. I dont know what exploding ragdoll is but i herd it alot *I should make this my signature

5. What is Source?

  1. A credit card
  2. The original reference
  3. An Engine*
  4. Tasty goop I like to put on sausages

6. I want to make a circular hole in the wall. What is the best way to do this?

  1. Create a cylinder and use carve
  2. Create a cylinder and use the clip tool to copy the shape.
  3. Create a cylinder and use the make hollow tool * (guessing, but this seems most logical)
  4. Make it out of one displacement!

7. What mode do you set a env_sprite to give lights a realistic glow that is not visible behind walls and props.

  1. World Space Glow
  2. Glow * i dont no what a env_sprite is but i herd it alot
  3. Additive
  4. Normal

8. What is clip?

  1. Something you use to hold paper together
  2. Invisible walls which block certain objects *
  3. When you cut a brush
  4. What I do to your ear when you don't know the answer to this question

9. What does vbsp stand for?

  1. Valve's Big Shiny PINGAS
  2. Valve Binary Space Partition * (obviously)
  3. Valve Binary Special Portable
  4. Valve Biped Space Playable

10. What is the function of a func_instance?

  1. So I can place cool objects in without knowing hammer basics!
  2. To place identical objects inside the editor with its' own naming system and consistency when changed in the master file.
  3. For when people are too lazy to make objects themselves
  4. All of the above*

11. When do you use vertex textures?

  1. Anytime. They create a good effect on my walls
  2. Only when you want to release a fullbright map
  3. Never
  4. On moving brush entities* (obviously not any of the others)

12. What is a displacement?

  1. A misplacement?
  2. A wall that is invisible on one side
  3. Mesh usually used for creating and blending terrain*
  4. Points offset from each other

12a. What does sewing displacements do?

  1. Attaches the two displacements together if they are the same width and height (or appropriate scale)*
  2. Creates a cool sewing effect in game
  3. Distorts your displacements
  4. I don't sew displacements. Women do that sort of thing.

13. How many projected textures can you have on at one time?

  1. 1*
  2. 2
  3. 4
  4. 8

14. What is the coop bots' entity targetnames in game?

  1. Blue, Orange*
  2. Blue, Red
  3. Atlas, Pbody
  4. Ballbot, Eggbot

15. In a map there is a trigger_once. When the player walks through this trigger it plays a sound. What is the !caller of the sound?

  1. The sound
  2. The player
  3. The trigger*
  4. Nothing

15a. In the above question, who is the !activator?

  1. The sound
  2. The player*
  3. The trigger
  4. Nothing

16. Who/what is msleeper?

  1. The inventor of the edit button
  2. an m-like sleeper*
  3. Owner of a forum
  4. 007's boss currently asleep

17. What is the best way to cut the visleafs to improve draw performance effectively in an L shape corridor?

  1. Nothing. The editor does a great job
  2. Cut the visleafs at a diagonal angle intersecting the corner at a tangent*
  3. Cut the visleafs straight continuing from the walls (+)
  4. I don't cut visleafs. I put areaportals around every corner.

18. What is the easiest way to find a leak?

  1. Use the entity listed with the leaks coordinates to find the leak
  2. Load the pointfile and follow the red line
  3. Hide everything except World Geometry in VisGroups and look for the hole in the 3D view
  4. Combination of all of the above*

19. Light emitting textures - How are they created?

  1. The $selfillum parameter in the .vmt file
  2. Adding an entry into lights.rad file
  3. Create a env_lightemit and select the brushface you want to emit light* (no clue, but again, most logical.)
  4. I dont know what light emitting texture is but i herd it alot

I did all this without looking @ the answers :lol: (inb4Igeta20)

Alexander Bell wrote:
9. What does vbsp stand for?

  1. Valve's Big Shiny PINGAS
  2. Valve Binary Space Partition * (obviously)
  3. Valve Binary Special Portable
  4. Valve Biped Space Playable

You did not just use the term PINGAS in a multiple choice answer regarding vbsp.
:sigh:
This is beyond me. I can't stand that meme.

Crazy is as crazy does.
My Work
[spoiler]Maps:
Revenge of the Angry Turrets
Capture the Cube [Co-op]
Capture the Cube 2 [Co-op]
TPWEGTH Sample Map
Aperture Aquatic Testing Center
Aperture Aquatic Testing Center 2
Aperture Time Testing Center
ML's Halloween Trick - 1000 downloads!
ML's Halloween Treat
ML's Combination - 1000 downloads!
ML's Jailbreak Labyrinth
ML's Tricky Teamwork [Co-op]
WIP:
"Capture the Cube 3"
Workshop Maps Link: http://steamcommunity.com/profiles/76561198008890579/myworkshopfiles/[/spoiler]
MasterLagger wrote:
Kaleido wrote:
Multiple choice questions are bullshit.

That depends on the question. Written/typed response questions can be bullshit too.

Are you stupid?

MasterLagger wrote:
That depends on the question. Written/typed response questions can be bullshit too.

I'd love to read your responses to these questions:

  1. Fully explain the procedure followed by VRAD when creating static shadows. Discuss how changing the lightmap value of textures affect this process.
  2. The Carve tool under the Tools menu in Hammer is highly discouraged by mappers to be used. Discuss the implications of using this tool. Use the concept of visleafs to clarify your point.
  3. Conditional visibility is a mapping paradigm where the visibility of a visleaf can be toggled. Identify the entity that accomplishes this, and discuss why this is good mapping practice.
  4. Behind the Scenes maps are known for their enormous sizes, with lots of props visible at once to the player. Identify a way to properly group these visible entities such that VBSP utilizes as little computing power as possible. Discuss why this is good mapping practice.
  5. Explain the process of map compilation. Enumerate the steps in the process of converting a Hammer map file to a playable Portal 2 map, and identify the three compile tools used as well as their purpose in the compile process.
  6. A common mistake by beginner mappers is their confusion between a visgroup and a visleaf. Differentiate the two entities, and discuss how each of them is used.
  7. Explain the concept of skyboxes, and identify the most efficient way to implement them. Discuss why enclosing a map from all sides in the toolsskybox texture is unfavorable mapping practice.
  8. Discuss the advantages of running a diagonal hint brush along corners, and explain what it does to optimize visibility.
  9. Instances are .vmf files referenced in another .vmf file, and can receive inputs via the func_instance_io_proxy entity. Briefly explain how this entity is different to func_instance_parms, and provide examples on how to use both entities.
  10. A cubemap is a texture that represents a three-dimensional rendering of an area. Identify the entity that generates cubemaps, and explain its significance in the rendering of specular reflections.
Image
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