Recent content by UltraProAnti

  1. UltraProAnti

    npc killed during scripted_sequence

    is there an issue with npcs being killed while in a scripted_sequence? i have a couple of guys tugging a rope, who are then killed by a gunship. however, as soon as the first guy goes down, the game crashes has anyone ever encountered this sort of thing before?
  2. UltraProAnti

    has anyone else notices that hl2 trains are messed up?

    if you look at the parameters for the tracktrain you should see a dropdown where you say how you want the tracktrain to handle corners. i think the options are 'linear blend' and 'ease in/out' and something else. 'linear blend' should smooth out your tracktrain path
  3. UltraProAnti

    valve hammer editor

    well for a start you could sort out those entities outside the world that are causing your map to leak...
  4. UltraProAnti

    Dune Buggy & Displacements

    yeah this is a bug Valve helpfully introduced in their last SDK update - displacements are non-solid to all physics objects. to fix it, add -novirtualmesh as a BSP parameter when compiling
  5. UltraProAnti

    Wall shadowing ?? help [ pic ]

    does the brush that makes up the wall the light is shining on in that pic continue beyond the wall at right angles to it? if so, i'd suggest cutting it in two where the right angle wall meets, which should cut the lightmap in two as well
  6. UltraProAnti

    making envoirment?

    are you doing this in hammer or softimage?
  7. UltraProAnti

    Fog Effect

    add fog with an env_fogcontroller. you can set the start/end distance, colour, whether you want z-plane clipping on a large outdoor map etc. a steam jet is env_steam (point entity); dust is func_dustcloud, abrush entity tied to a nodraw brush
  8. UltraProAnti

    Unreal Editor 3? Yes please. Put down the 56k modem and back away slowly.

    VRAD isn't just slow because a runs radiosity calculations - it's slow because it's just a damn slow piece of kit. q3map2's light compiler also did radiosity up to 16 bounces iirc, and did it in a fraction of the time of VRAD
  9. UltraProAnti

    func_door_rotating -> loop startsound

    does prop_door_rotating work with brush doors? i've only used it for those nifty prop doors
  10. UltraProAnti

    func_door_rotating -> loop startsound

    i haven't used that output yet, so i've no idea, but it could be a broken entity...
  11. UltraProAnti

    func_door_rotating -> loop startsound

    the door itself works fine - it's just the sounds that are acting up
  12. UltraProAnti

    func_door_rotating -> loop startsound

    ok, every time i set the 'loop moving sound?' parameter to 'yes', the entity keeps playing the sound even after it has stopped moving. wtf? i'm using 'toggle' inputs to control the movement of the 'door' btw. (for some reason 'open' and 'close' don't work.)
  13. UltraProAnti

    source entity name for ambient_generic

    doh! on closer inspection, the moving sound of the tracktrain can be pitch-shifted after all. it just wasn't clear from the entity window, but i checked out the sdk developer docs and there it was. now all i need to do is make sure the train isn't deafening... now, see, if raeven0 were...
  14. UltraProAnti

    source entity name for ambient_generic

    ok, it worked fine, but my god you have to make the sound radius something ridiculous to make an ambient_generic audible from anything further than a few e-metres away meanwhile the tracktrain's move sound is so loud you can hear it even when the tracktrain spawns in its own hull outside the...
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