ow_escapeadel(may change)
#21
Posted 03 April 2011 - 07:22 AM
Thanks, Joker. The optimisation really worked. To the point where it only took 1,5 minute!
#22
Posted 03 April 2011 - 10:14 AM
#23
Posted 03 April 2011 - 10:46 AM
#24
Posted 04 April 2011 - 10:21 AM
So those beams which "make" the combine shield you walk over, they should be like this: #
#
#
Instead of this: ###
Anyone know how to do that?
Edit: I added an info_player_gm_ow into my map. I put a brush around it. When i went ingame and chose overwatch, it crashed. What did I do wrong?
#25
Posted 04 April 2011 - 06:12 PM
rickinator9, on 04 April 2011 - 10:21 AM, said:
So those beams which "make" the combine shield you walk over, they should be like this: #
#
#
Instead of this: ###
Anyone know how to do that?
Edit: I added an info_player_gm_ow into my map. I put a brush around it. When i went ingame and chose overwatch, it crashed. What did I do wrong?
The info_player_gm_ow should be INSIDE your skybox, and no brush around it. Inside as in: directly in the middle. Make the width of your skybox enough to engulf the info_player_gm_ow.
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#26
Posted 05 April 2011 - 10:11 AM
The Joker, on 04 April 2011 - 06:12 PM, said:
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x
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#27
Posted 05 April 2011 - 11:17 AM
#28
Posted 05 April 2011 - 12:56 PM
I guess it's having some trouble with the skybox. That trap is going to be more detailed with larger chunks falling to hell(the deep hole around the platform).
#29
Posted 05 April 2011 - 02:53 PM
#31
Posted 06 April 2011 - 01:56 AM
rickinator9, on 05 April 2011 - 10:11 AM, said:
Don't forget about this thread as well.
#32
Posted 06 April 2011 - 11:36 AM
- Calling an elevator
- Waiting for the elevator as a "survival scene"
- Killing a boss
#33
Posted 06 April 2011 - 04:57 PM
rickinator9, on 06 April 2011 - 11:36 AM, said:
- Calling an elevator
- Waiting for the elevator as a "survival scene"
- Killing a boss
Calling an elevator and killing a boss are able to be done using Hammer standard entities. We can't help you. As for the "elevator survival scene" you might be able to do that.
#34
Posted 06 April 2011 - 08:14 PM
The Joker, on 06 April 2011 - 04:57 PM, said:
Rick: What part of that do you need help with exactly?
#35
Posted 07 April 2011 - 08:50 AM
AndY, on 06 April 2011 - 08:14 PM, said:
Rick: What part of that do you need help with exactly?
#36
Posted 08 April 2011 - 11:39 AM
#37
Posted 09 April 2011 - 02:49 AM
#38
Posted 09 April 2011 - 06:04 AM
Instant Loser, on 09 April 2011 - 02:49 AM, said:
#39
Posted 09 April 2011 - 03:41 PM
rickinator9, on 09 April 2011 - 06:04 AM, said:
physboxes with motion disabled and the enablemotion input are the way to go, possibly with a phys_explosion. Not sure what you've tried.
#40
Posted 09 April 2011 - 11:50 PM
Instant Loser, on 09 April 2011 - 03:41 PM, said:
It looks like a func_breakable with the break input.
Yeah, physboxes will do what you want.
The layout so far looks pretty good, It'll be interesting once the geometry is done and it gets some textures/detail.
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