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Messages - hallowhead1

I've heard that no one really knows a solution yet!

Guess we will see in coming days
8 years ago
I have this issue as well, been looking for a solution!

I've heard that reflective probes will stop this from happening, but still not had the time to check
8 years ago
if i get it working will make a video, but is anyone got it working?

Double Post Merge: October 09, 2016, 06:19:25 pm
i got it working, im recording tutorial will be up in a few min

Double Post Merge: October 09, 2016, 07:00:22 pm
heres the video http://www.youtube.com/watch?v=PKDWNyUeNws

Sorry lads wasn't able to get a video out - had a family party ! Glad Gondor was able to understand me on discord and make a small tutorial here !! I'll still probably make a video eventually, but sorry for all who waited
8 years ago
I will make a video either tonight, or tomorrow!
8 years ago
Well of course, I never mentioned they were broken, and I said I figured out how to get them to turn on through scripting.  It works so I'd imagine it's one way of doing so..  Clearly there are many ways to go about getting them to turn on properly.  I'll make a short video showing how I got them to work...
8 years ago
You can group brushes. Press B to go to the Entity Browser, go to Func and drag "Group" to the 3D window while your brushes are selected. You can select the entire group with Alt SHIFT Left Click. You should right click on Group and favorite it  though so all you have to do is right click on the 3D camera and select "func_group" at the bottom whenever you need it.

You could also just make them a prefab - like it depends on what you're trying to do.  Like I make my lights prefabs as rather then creating a new one every single time I just place a prefab, then you can enter the prefab with no issues, and edit the items you want.

Those groups work too, but really depends on what you're trying to do.
8 years ago
I believe someone just posted in the mapping section that the prefabs that come default don't include the fx, lights, and or sounds, so i'm going to give those a try.

However, I did it a roundabout way, by copying the sounds over from the zm_giant.gsc, and adding them to my map.gsc.  I hope those new prefabs work as it seemed more difficult than it should have been
8 years ago
This is a file with a few prefabs of all the perks and pap. They are updated with fx(lights, pap fx and smoke for perks).

Just place them in root/map_source/_prefabs then drag the prefab from the entity browser and select one of these prefabs.


*Credit to Chaos since these are from his tutorial map*

Wait so you're saying that the tutorial map, and the default prefabs for perk machines didn't come with the proper lighting fx?
Or those are just modified ones?
8 years ago
its not the correct way anyway, as its either "all on or "all off" disregarding solo revive

You say this isn't the right way, yet you don't include the proper way to do so?

If you guys are really interested, i'd be glad to make a quick tutorial - just let me know..
8 years ago
You can create a brush around the items you want to select, then go to the top bar where its file/edit/etc... go to selection and look down to "select".  There is two options you're looking for either "select touching", or "select inside".  Once you select either touching, or inside, the brush disappears, and the items inside/touching are selected.
8 years ago
Hello guys,
I have problem with the radiant ! When I create a map I can't launch her !
Error : Could not load level fastfile for level 'zm_map': Could not read fastfile.
I have try to upload the map on the workshop and its dont work too !
Need help !  :'(

You also need to compile you're map every time you change something in radiant, in the tools you check, compile/lighting/link and hit build
8 years ago
Have you tried to export the light?

file-> export lighting

Can't hurt to try if you have not
8 years ago
I would imagine that this is possible messing around with lighting states, and a script to change that lights specific light state.  However, now that I think of this, probably not the case... I would still most certainly say it's possible, maybe a pre-existing script exists.

I have seen it in maps before so it is definitely possible.
8 years ago
I have set my sun box to zombie factory so everything is dark dark!

However somehow some light is appearing at the base of some of my walls, and simply can't seem to get rid of it!  I've tried to throw the fall down well beneath the floor.  The only thing I've yet to try is to add a roof, however, I don't think I should have to add a roof in order to get rid of these pesky light seeps.

I am sure there is a simple way of doing this, so I hope, that someone would be nice enough to explain it to me!

Thanks
8 years ago
I was able to do this today after extensive hours spent by creating two lighting states!

Lighting state 1 was just zombie factory, then after you switch the power switch it switches to lighting state 2.
I set all my perk machines to lighting state 2 so when the power switch was flipped the lights turned on.

However it gets a little tricky because you have to copy the zm_giant.gsc power aspects over to your new maps gsc...

If you need any further help i'd be glad to make a video for you

I would almost guarantee there is a quicker and faster way of doing this!  If anyone else knows please shed some light

Double Post Merge: October 05, 2016, 01:04:30 pm
That's a good question, I also want to know that.
I already set up my lights to only turn on in Light State 2 which will be the State when the power is on. But always when I start my map everything is already turned on. What can we do here?

You have to add it to your mapnamehere.gsc file in your usermap folder, that after the power turns on to change your lighting state.

Unless you already have that set properly, then I too have the same error, so I just switched the states, so that everything is off on state 2 (which seems to always be default) and put state 1 as my power on
8 years ago
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