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Messages - codmoddd1234

Have you tried spider setcandamage(true)?
6 years ago
Did everyone in your group install and/or uninstall t4m?
Maybe there is a mismatch between versions.
6 years ago
You should be able to slide the edge of the volume in the top view in radiant by pressing "e"
6 years ago
If you installed the game, updates, all the individual modtools updates in order and then pressed the converter button you should be done the first part.
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If your compiling your map for the first time check the ugx wiki to be sure you have the correct buttons checked.
Then compile your mapname_patch
Then compile your mod in the modbuilder tab.
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You shouldnt be getting any missing weapon errors so i would guess you didnt install all the modtools packs in order before pressing converter.
6 years ago
Copy the header and mg42 lines from raw/soundalias/weapons.csv into a new soundalias csv
Include the new soundalias in your mod.csv
6 years ago
Does your model have tag_origin and j_ joint names?
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If you included it in gdt as a "model" and then change it to an "animated model" you might need to delete
raw/xmodel/spider ect then reconvert.
6 years ago
In your picture your missing the kvp
targetname "ZONE NAME"
count 9999
script_forcespawn 1
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The only difference between zombie and crawler kvp is the "script_noteworthy"
Regular zombie can be crawlers by changing the "script_noteworthy" only.
6 years ago
Make a room(room 1)
Put the xmodel " dest_berlin_barmirror " on each wall and the floor/ceiling.
Put the xmodel "sundirection_arrow" in the middle of the room.
Put a reflection_probe in the middle of the room below the "sun_direction_arrow".
Compile and look at the reflections.
If you had another room (room 2) with mirrors but without a reflection_probe you would still see the sundirection_arrow(from room 1) in the mirrors until you add a probe.
It applies to all reflective (specular) surfaces in the area.
Each probe automatically adds 1 image your map. They are 6 small images combined into 1 strip.
Dont add too many probes and lights until your map is near completion because it makes compiling slower.
6 years ago
Max_map_nodes has nothing to do with pathnodes or traverse.
Max_map_node is from raw/maps/mapname.d3dprt file. Each structural brush adds a line to .d3dprt file, detail and patches don't count, brushes connected get merged into 1 line. Once you get ~65556 in d3dprt lines you get max_map_nodes error.
6 years ago
The error wasn't "max_map_nodes" it was lots of "node without volume" errors.
Each one had a location for the error in launcher and most were brushes completely inside other brushes, brushes not snapped-to-grid, or two brushes not aligned together(snapped to grid).
After fixing them the map compiled.
6 years ago
If you have the cd version you also need to download lan_fixed exe and use that to launch the game. Instructions are in the T4M release topic.
If you have steam you don't need lan_fixed exe
6 years ago
Max_Map_nodes and pathnodes are different.
If there isn't any other launcher errors then its probably bad brushes. Usually launcher has a -1073#### error if it's the structural brushes limit.
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If you don't fix the problem zip or rar your map and send it to me via pm. Ill fix it, post the solution and send it back to you.
6 years ago
Is your first zone called front_zone or start_zone?
what are your trigger kvp script_flag for entering the zone?
6 years ago
Make sure the brushes are all aligned and snapped to grid and have caulked faces and mitered edges.
Try making it into a structural caulk brush, then make a patch on the bad surface and texture it.
If neither work then send the .map to me and i will fix it.
6 years ago
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