Search found 53 matches

by TheMoon
Fri Dec 05, 2008 11:25 am
Forum: Modeling Help
Topic: Exploding Houses Props
Replies: 8
Views: 13901

If it's worth the 2000 bucks for you, you may do that :p
by TheMoon
Fri Dec 05, 2008 12:14 am
Forum: Modeling Help
Topic: Exploding Houses Props
Replies: 8
Views: 13901

Maybe try decompiling one of the ep2 models to see how compiling it works? Might also check out the valve wiki page for cinematic physics + its discussion
by TheMoon
Mon Nov 10, 2008 3:42 pm
Forum: The Other Gallery
Topic: I've got hugs for you, if you were born in the 80's!
Replies: 21
Views: 16602

Eighties are 1980-1989. Please don't tell me I've been wrong all the time.
by TheMoon
Sun Nov 09, 2008 1:15 am
Forum: WIP Mapping
Topic: General WIP thread
Replies: 355
Views: 195211

Well I don't know anything 'bout halo but if the beam isnt possibly in front of another object you could just as well put it completely into the 3d sky.

Also, looks cool :)
by TheMoon
Sat Nov 08, 2008 7:58 pm
Forum: Mapping Help
Topic: Ambient Generics Suck
Replies: 7
Views: 6493

You can adjust their radius by typing in a value or using the handle in the 2d views (helpers must be toggled on). You can't turn the volume louder than 10 though. Only thing you could do is extract the sound file, boost the volume within the file itself using some sound tool, and then include it in...
by TheMoon
Sat Nov 08, 2008 9:52 am
Forum: Mapping Help
Topic: [SOLVED] Disabling Buttons for Activators
Replies: 3
Views: 4259

Just rename the player somehow (in the same way described in the first post), for example directly with the button (after a certain delay). Take any name except "presser". Of course, any other constellation where you can refer to the player as "!activator" works as well, for exam...
by TheMoon
Sat Nov 08, 2008 12:49 am
Forum: Mapping Help
Topic: [SOLVED] Disabling Buttons for Activators
Replies: 3
Views: 4259

OnPressed !activator AddOutput "targetname presser" 0.01 Set up a filter_activator_name which lets through everything except "presser". Add OnTrue outputs to the filter for the stuff you want to happen when the button is pressed. (onFalse for stuff you want to happen when someone...
by TheMoon
Mon Oct 27, 2008 8:59 pm
Forum: WIP Mapping
Topic: Oc_CanyonTrack
Replies: 14
Views: 9519

Re: Oc_CanyonTrack

And there is a big problem with the curves because are so hd so that the map crashes with a no free edicts error Im searching for somebody who can make out of a vmf a model with a correct collision model I aleady asked worfox but he is too busy atm Nice! As to the "correct collision model"...
by TheMoon
Tue Oct 21, 2008 9:26 am
Forum: General Discussion
Topic: Is it Worth Mounting Episode 2 Content?
Replies: 21
Views: 11637

Though most of the people around here do probably have ep2, you should think about whether it really adds to the map.
by TheMoon
Sun Oct 19, 2008 10:32 am
Forum: WIP Mapping
Topic: oc_undersiege
Replies: 22
Views: 14427

Sounds very interesting! I like the idea of different storylines depending on how you play. Such things really increase the replay value of maps. The only other example of this I can think of is that one with all the bosses where you can choose where to go next, called oc_crimson I think. As to cust...
by TheMoon
Fri Oct 17, 2008 8:31 pm
Forum: General Discussion
Topic: The Best Co-op Map Ever?
Replies: 13
Views: 7604

Hard but fair combat action with clear goals, cool music, new gameplay elements and special effects possibly combined with challenging non-repetitive puzzles (different each time you play it).
by TheMoon
Wed Oct 15, 2008 8:37 pm
Forum: General Discussion
Topic: VOTE for OC in poll for steamworks support!
Replies: 82
Views: 38110

Vasili wrote: PVK2 is like Age of chivarly, infact they should merge.
lol.

I take it you haven't played both, have you?
Also PVK2 gets Steamworks support soon, too. Which might be a good sign since it means valve don't really mind multiple Steamworks mods sharing similar concecpts.
by TheMoon
Sat Oct 11, 2008 9:32 pm
Forum: Mapping Help
Topic: Best Settings for A Multiplayer Elevator
Replies: 10
Views: 7667

They are very buggy and annoying. I'm confused. When I use an elevator in OC, it doesn't seem buggy at all to me. The movement is very smooth, only other players around me as well as my flashlight seem to stutter a bit from time to time, but nothing majorly annoying happens. As to how to set it up ...
by TheMoon
Fri Oct 10, 2008 10:55 am
Forum: Mapping Help
Topic: [SOLVED] Areaportals Are Messed Up
Replies: 16
Views: 12454

That's most likely caused by assigning model textures to said brushes, and has nothing to do with the light itself. Try replacing the textures with others that don't have any "model" or "prop" in their name/path. If you really want the textures you have right now, you can also ex...
by TheMoon
Thu Oct 09, 2008 7:34 pm
Forum: Mapping Help
Topic: Map Rating & Discretion
Replies: 5
Views: 5212

lol

I don't think anyone gives a shit really...

But a map with voice acting, that sounds nice. Mind posting some pics?