A couple newbie questions

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MrGosh

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Hello!
I have a couple questions for you mapping gurus out there! The first one I feel is probably something really obvious and stupid that I'm just not seeing, but I've looked everywhere and I can't find it. Anyway, is there any way to scale models in hammer? There are no ladders that quite reach where I want them to go, and I can't figure out a way to stretch them or anything.

The next question is can anyone explain to me exactly what cubemaps are for? I've read the SDK documentation, and it sounds like it's used to clarify complex lighting maybe? Especially around water? something like that? I guess I just don't know what situations would require them.

So, I would appreciate any help, I hope everyone's day was especially good!
 
Not possible to scale models without decompiling and recompiling them, but you can stack multiple ladders on top of each other. They fit together nicely.

A cubemap is a set of six images (hence "cube") used by reflective surfaces to determine what they should be reflecting. An env_cubemap entity defines the point from which these six images should be garnered. Areas of visual contrast (such as a blue room next to a yellow room) should all have their own cubemap(s), as without them, reflective surfaces may take their reflections from a cubemap halfway across the map.
 
cubemaps basically cast reflections on whatever is near it. if you are near a cubemap, you will notice your weapon will look shiney and reflect what the cubemap sees. so, if a cubemap sees a yellow light, and you are near that cubemap, a little spot of yellow light will reflect off of your weapon. cubemaps are also cool for makin glass look shiney and water look.....wet. i hope i simplified it gewd.
 
u can also, just make a brush, and filter out "ladder" and pick one, then u can make it fit.
 
Rock On!
You guys rule! Thanks so much for your help. Now my problem is that I spent too much time mapping for the original Unreal Tournament and all my maps end up being crazy fast-paced deathmatch maps. I'm not sure HL is really the best engine for that... Anyway, have fun everyone! And thank you again!
 
MrGosh said:
Rock On!
You guys rule! Thanks so much for your help. Now my problem is that I spent too much time mapping for the original Unreal Tournament and all my maps end up being crazy fast-paced deathmatch maps. I'm not sure HL is really the best engine for that... Anyway, have fun everyone! And thank you again!

HL is fine for zany fast past action. You just need to boost the players speed a bit.
 
Kyo said:
HL is fine for zany fast past action. You just need to boost the players speed a bit.

I am considering that. Is that a console command or is there a way to make it part of the map

I also have a couple new problems. One is concerning an elevator I made. I made a brushed and tied it to a func_tracktrain and set up the path and made a button and everything, and it goes up and down just fine, but the brush that is the elevator is on its side. I've tride all the settings in the orientaion part of the path_track, but it's still sideways. I couldn't find any setting on the func_tracktrain to set the orientation, and also I don't know how the path_track entity decides which part of the func_train is the front. So, when you set the orientation in the path_track to "face direction of motion," how does it decide which way the train will face.

My other question is if there is a good way to put fog in the skybox and make it look good. I have func_dustcloud in there now and the effect is basically what I want, but I get the feeling that func_dustcloud was not really meant to cover vast areas like a skybox. Anyway, if there is anyone who has any suggestions for large fog volumes that look good or for my elevator problem, I would greatly appreciate it! have fun everyone!
 
You can implement console commands into a map with the point_servercommand and point_clientcommand entities. You can't change player movement speed except with a player_speedmod entity, but that entity changes the speed of all player movements, including jumping and falling.

A tracktrain is assumed to be facing due east in Hammer. HL2 will automatically reorient the tracktrain based on that assumption. To prevent changes in pitch, set the "No Pitch" flag.

You can use an env_fog_controller (for the real map) and the sky_camera's properties (for a 3D skybox) to superimpose fog onto objects, but these entities won't affect the 2D sky. As a general rule, if you want fog, use a foggy sky. The dustcloud might be your best bet.
 
Cool beans!
That helps a lot. I did try an env_fog_controller first, but I didn't think it looked too good. I think the dustcloud will work, I just need to fiddle with the settings some more.

As for the elevator and player speed, that is very helpful. The elevator was starting to drive me crazy! Thanks to everyone who replied!
 
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