So many questions
Quote from Rikora on June 7, 2012, 4:29 pmHello.
(Sorry I have a bad english)
I have a lot of questions about Hammer.1- How add a customs elements in map (textures, sound etc), and send this at hammer ? How compress in VPK ?
2- How do a custom elements of gameplay ? Like the elements of Reepblue : The custom paint, the specials cube etc ?
3- How add a special cube with a special texture without remplace the original cube ?
4- How modify/include a models in game ?
5 - How do a effect of destruction ? Exemple : A brushs that falling.And I believe that's all. Again sorry for my very bad english. ^^'
Thank you !
Hello.
(Sorry I have a bad english)
I have a lot of questions about Hammer.
1- How add a customs elements in map (textures, sound etc), and send this at hammer ? How compress in VPK ?
2- How do a custom elements of gameplay ? Like the elements of Reepblue : The custom paint, the specials cube etc ?
3- How add a special cube with a special texture without remplace the original cube ?
4- How modify/include a models in game ?
5 - How do a effect of destruction ? Exemple : A brushs that falling.
And I believe that's all. Again sorry for my very bad english. ^^'
Thank you !
Quote from RubyCarbuncIe on June 7, 2012, 5:39 pm1. Just stick the new textures into your materials folder and then there you go they should work in Hammer. I would recommend Pakrat instead of VPKs though.
3. That's probably not possible. You can go to this thread to see how others were able to add new cubes though. mapping-help/adding-new-cubes-t6503.html
That's really about all I'm able to even try and help you with. Good luck with your project. Sorry I couldn't be of more help.
1. Just stick the new textures into your materials folder and then there you go they should work in Hammer. I would recommend Pakrat instead of VPKs though.
3. That's probably not possible. You can go to this thread to see how others were able to add new cubes though. mapping-help/adding-new-cubes-t6503.html
That's really about all I'm able to even try and help you with. Good luck with your project. Sorry I couldn't be of more help.
Youtube Channel My Workshop
My Maps/Projects:
[spoiler]Maps:
RBC 1 RBC 2
Blue Walls
Converting Propulsion
One Week Creation
Secondary Fire
Flings Speed Patience
Ongoing Projects:
Alive & Kicking: Chamber 18 Secondary Fire[/spoiler]
Quote from Rikora on June 7, 2012, 5:45 pmThank you very munch ! I'll see this.
But for the 1 I don't write the correctly word, sorry : How add a customs elements in map (textures, sound etc), and send this at workshop ? How compress in VPK ? : For send my new elements, texture etc, at my friends in one file.Thank you again.
Thank you very munch ! I'll see this.
But for the 1 I don't write the correctly word, sorry : How add a customs elements in map (textures, sound etc), and send this at workshop ? How compress in VPK ? : For send my new elements, texture etc, at my friends in one file.
Thank you again.
Quote from RubyCarbuncIe on June 7, 2012, 5:51 pmRikora wrote:Thank you very munch ! I'll see this.
But for the 1 I don't write the correctly word, sorry : How add a customs elements in map (textures, sound etc), and send this at workshop ? How compress in VPK ? : For send my new elements, texture etc, at my friends in one file.Thank you again.
You don't use VPKs for the workshop, you need to pakrat them into the map file itself. Pakrat is the name of a program used to pack files into your map's .bsp file. Here's some more info on this program: https://developer.valvesoftware.com/wiki/Pakrat
From what I can tell VPKs don't work on the workshop at all. Pakrat does though, I've used it a few times to add custom textures to my maps on the workshop, so I can guarantee that this works.
But for the 1 I don't write the correctly word, sorry : How add a customs elements in map (textures, sound etc), and send this at workshop ? How compress in VPK ? : For send my new elements, texture etc, at my friends in one file.
Thank you again.
You don't use VPKs for the workshop, you need to pakrat them into the map file itself. Pakrat is the name of a program used to pack files into your map's .bsp file. Here's some more info on this program: https://developer.valvesoftware.com/wiki/Pakrat
From what I can tell VPKs don't work on the workshop at all. Pakrat does though, I've used it a few times to add custom textures to my maps on the workshop, so I can guarantee that this works.
Youtube Channel My Workshop
My Maps/Projects:
[spoiler]Maps:
RBC 1 RBC 2
Blue Walls
Converting Propulsion
One Week Creation
Secondary Fire
Flings Speed Patience
Ongoing Projects:
Alive & Kicking: Chamber 18 Secondary Fire[/spoiler]
Quote from greykarel on June 7, 2012, 6:18 pm5. If you want a single wall or ceiling panel to fall create func_instance. In VMF filename browse to
instances /animated_panels/128x128_wall_panel_fall_01 or 128x128_ceiling_panel_fall_01. Place it in your map and create a trigger_once or trigger_look to trigger panel to fall.
If you want more complex destruction use prop_dynamic. In world model browse to model viewer, in filter line enter destruction and you'll get the list of model some of them are animated panels, walkways and otheres. Choose what you want. Place it in your map and create a trigger_once or trigger_look to set animation.
Well, actually it's not so easy to explain how to make it work. But at least this is the way you should see.
5. If you want a single wall or ceiling panel to fall create func_instance. In VMF filename browse to
instances /animated_panels/128x128_wall_panel_fall_01 or 128x128_ceiling_panel_fall_01. Place it in your map and create a trigger_once or trigger_look to trigger panel to fall.
If you want more complex destruction use prop_dynamic. In world model browse to model viewer, in filter line enter destruction and you'll get the list of model some of them are animated panels, walkways and otheres. Choose what you want. Place it in your map and create a trigger_once or trigger_look to set animation.
Well, actually it's not so easy to explain how to make it work. But at least this is the way you should see.
Quote from zivi7 on June 7, 2012, 6:23 pmOr you can create func_physboxes that fall down like physic objects. Just start them with the flag "motion disabled" and let a trigger enble the motion. Search for tutorials about physboxes to learn more about this.
Or you can create func_physboxes that fall down like physic objects. Just start them with the flag "motion disabled" and let a trigger enble the motion. Search for tutorials about physboxes to learn more about this.
Quote from FelixGriffin on June 7, 2012, 6:40 pm2) You can do lots of stuff, such as all the Blue Portals 1 and 2 things, with entity I/O. Things like the Sendificator use scripts.
2) You can do lots of stuff, such as all the Blue Portals 1 and 2 things, with entity I/O. Things like the Sendificator use scripts.
Quote from Rikora on June 7, 2012, 8:08 pmThanks.
What is the entite "I/O" ? What language use for scripts ?And I have try the falls of brushs, this work but : The brushs don't breaks, and the shadows is weird...
Thanks.
What is the entite "I/O" ? What language use for scripts ?
And I have try the falls of brushs, this work but : The brushs don't breaks, and the shadows is weird...
Quote from Lpfreaky90 on June 7, 2012, 8:39 pmRikora wrote:Thanks.
What is the entite "I/O" ? What language use for scripts ?And I have try the falls of brushs, this work but : The brushs don't breaks, and the shadows is weird...
I/O is input/output, basically using the entities in hammer rather then relying on scripts
What is the entite "I/O" ? What language use for scripts ?
And I have try the falls of brushs, this work but : The brushs don't breaks, and the shadows is weird...
I/O is input/output, basically using the entities in hammer rather then relying on scripts