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Fracture wrote:
So apparently it isn't important enough for anyone to tell me to remove the two letters at the end of the textures name that dictate the 4 textures that make up the sky that i must put in the map properties skybox section. >_<

Thanks, this has been great. A huge migraine over something so stupid as this

You are doing it again. Nowhere in this thread did you give the slightest hint that you have trouble understanding what those extensions mean and out of nowhere you insult everyone trying to help here.

You place the textures with the rt, lf, ft, bk, dn, up added to their names in your materials/skybox-folder. Then, in Hammer, you don't touch these at all. You only apply the toolsskybox-texture to surfaces that you want to have the skybox-texture later. Then you do what Josepezdj already told you: Go to Map > Map Properties and there enter the name of the skybox textures you copied into the materials folder WITHOUT any of the directional additions.

A very basic skybox in Portal 2, used for the overgrown theme, is sky_white, it's just white. Still it has lf rt.... extensions when you browse for it in the texture browser. But in the Map properties you only type "sky_white" to use it.

Maybe this helps:
https://dl.dropbox.com/u/37801279/twp/skybox_text.7z
It contains a custom sky texture and a nice working 3d skybox.

I dont like you zivi. I wasn't even insulting anyone, I just got frustrated. Don't vindicate me for that. Your just making things worse.

Someone lock this thread. I got what i needed

And this is you right now.

Just when I think I understand the system, it changes on me.

Sigh...
Completely agreeing with zivi on this one. I have a lot more to say but you will just continue to argue.

And no, I will not lock the thread because you have your answer. This is a public forum, not your forum.

My Hammer Maps
[Released] Power Interference
[Released] Rust and Dust (Spotlight Map!)
[Released] Multiportal

He was demotivational and condescending. You are all probably thinking I am easily provoked, sociaopathic, impatient, and overall rude, And you would be right. But guess what, I aint the only one.
There are billions of people who are pissed off all the time and they all have their reasons. Mine was that I was trying to do something and it wasn't going my way, I didn't want to wait for answers because I have a shitload of different things to deal with as it is and I just wanted to get something done as quickly as possible. The problem arose when people thought I had already any some idea as to what I was doing.

Sorry for my rage, But maybe next time try teaching things from the bottom up and not somewhere in the middle

EDIT: One last thing I need to know. Is it remotely possible for me to make objects in the small skybox audible to the the large room the player is in?

Just when I think I understand the system, it changes on me.
Fracture wrote:
EDIT: One last thing I need to know. Is it remotely possible for me to make objects in the small skybox audible to the the large room the player is in?

No. You will need to create these sounds in the larger map by either using ambient_generics or soundscapes.

  1. Click the entity tool on the sidebar to the left
  2. On the 3D view click on a wall or floor to place it
  3. Press alt+enter and look for / type in ambient_generic in the drop down menu of the dialogue at the top
  4. Hit Apply in the dialogue
  5. Highlight the SoundName value in your ambient_generic and click browse towards the right
  6. Find your soundname by either scrolling or typing your soundname inside the filters option
  7. Hit Ok and then Apply
  8. In the 2D grid, move your sound to the correct position you want it to be
  9. Using whichever method you would like to activate the sound, add an output from it to PlaySound
    1. Logic_timer which fires at a Random time
    2. A trigger
    3. In your sound's flags, tick the one that says Play Everywhere and untick the flag that says Is not Looped if it is a looping ambient sound.
    4. etc.

Remember that when compiling, putting an entity outside will leak, however parenting a sound and then moving it outside the map with outputs or other entities will not.

Was that in-depth and bottom up enough?

?????????????????????????????TWP Releases | My Workshop

oh....uhm.....That would probobly work

I was just about to post that I discovered an entity called env_microphone which apparently relays whatever it hears to an info_target.

Just when I think I understand the system, it changes on me.
Fracture wrote:
I was just about to post that I discovered an entity called env_microphone which apparently relays whatever it hears to an info_target.

I wouldn't use this entity as it will still need the info_target to be in your map.

In fact, the only great use about this entity is detecting sounds emitted from a certain entity.

?????????????????????????????TWP Releases | My Workshop

well i only need one entity to be heard, and the info_target does have a flag called transmit to client.

Just when I think I understand the system, it changes on me.

If it does what you want it to do, then great.

?????????????????????????????TWP Releases | My Workshop
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