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CT/T spawn
Texture one face of a solid
The way sounds work is that there are triggers (env_soundscape) that start the playing of a sound when a player gets within their radius and has line of sight with them. The sound then keeps playing for ever (for that player) until the player trips a different soundscape. The way to set up soundscapes, then, is to set them at doorways and other entrance/exits.
Follow instructions here.
Introtext
Type your intro text into a text file. Name the text file as map_name.txt (map_name being your exact map name) and save it in the same directory as the map file.
Debugging tips
- Valve's definitive guide is here.
- A nice set of tutorials here.
- Entity guide
- Navigation point helper guide.
CT/T spawn
- Insert entities "info_player_counterterrorist" or "info_player_terrorist".
- The number of entities you place is the max number of player spawn
- Valve suggests about 20 points per team 128 units apart
- Do this in the end - debugging is harder with all those fancy lights
- Make sure they are not recessed into ceilings/walls - use the 3D camera view to place light.
- Do not name lights (if you do you should know what you are doing).
- Select tools/toolstrigger for texture, make a block with this texture where you want the buy zone.
- Click "toEntity", select "func_buyzone" from the dropdown list.
- Set the appropriate team name from the drop down.
Texture one face of a solid
- Press shift + A to bring up texture application tool
- Select your texture and click on the surface you want textured
- Select the object
- Use the vertex tool to move the sides as needed
- Select entity
- Select prop_dynamic, prop_static or prop_physics depending on the model you want
- When you select the model verify on the "info" tab that it's type is the same as the entity.
- Mismatch between the model type and prop type will cause the model not to appear on the map
The way sounds work is that there are triggers (env_soundscape) that start the playing of a sound when a player gets within their radius and has line of sight with them. The sound then keeps playing for ever (for that player) until the player trips a different soundscape. The way to set up soundscapes, then, is to set them at doorways and other entrance/exits.
- soundscape descriptions
- List of CS:S soundscapes
- Only edit the mesh once you are done laying out the map
- Load the map in CS:S, go into spectate and bring up the console
- sv_cheats 1
- nav_edit 1 (to see the mesh)
- Usually upstairs areas only connected by ladders/ramps/stairs will not be connected by the automatically generated mesh
- Go to the highest navigable point, point at a spot and type nav_make_walkable. A blue pyramid will appear
- Go to each ladder in turn, point to it and type nav_make_ladder
- Now type nav_generate to regenerate the mesh. The top walkable should propagate everywhere
- Sometimes some ledges may not be included in the jump calculations: you can forcibly join the ledge: point at the top part, type nav_mark, then point at the landing point and then type nav_connect.
- Type nav_save to save the mesh
Follow instructions here.
Introtext
Type your intro text into a text file. Name the text file as map_name.txt (map_name being your exact map name) and save it in the same directory as the map file.
Debugging tips
- sv_cheats 1
- mat_wireframe 1
- cl_leveloverview 8 (or whatever scale factor works)
- nav_edit 1 (To see nav meshes, helpful to see jumps etc.)
- mat_fullbright 1 (To remove lighting and see everything)
- compile with "rad" set to "no" - faster compilation with no lightmaps
- Night Vision does not amplify red
- Grouping lights lets you change their properties together
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