Zombie Survival (oc_survival)

Show off work in progress maps.
KON_Air
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Post by KON_Air »

Gary
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Post by Gary »

Yes Master...

Whoa, that's pretty cool, mind explaining how it works? I am looking at it in hammer atm, but I always like to know these things in detail :D
Gary
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Post by Gary »

Interesting, was doing some testing, stuff that my map is going to have (features), I tried to spawn an hgrunt or any O.C. NPC, I get this error, or similar to this error;

Image
KON_Air
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Post by KON_Air »

I don't know :P I just sent it peek at the idea :P

Day;
turn on day light; which is a 1:0:0, pure constant light placed to match the angle of light envoriment, oriented by the maps origin.
turn off spot light; which is a default point_spot
disable night sky; which is a func_brush that doesn't receive or cast shadows, perhaps not solid too... wel it doesn't really matter.

Night;
opposite of everything above.

I might have changed my cordon texture to something else it is the tools/black by default and I used it on the func_brush. Or name of the sky check it. Or hammer just doesn't want to work :P It didn't crash on me.
Gary
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Post by Gary »

Cool, I'll have to give you credit for such a good idea :D

Is there a way to slowly "fade" into night or day?

And the error is on any map, hammer just hates me.

Thanks for the support btw.
KON_Air
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Post by KON_Air »

I don't know, fade the light to custom pattern or env_fade simulate transition.
shiftey
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Post by shiftey »

Lights can only be toggled as far as I know. I don't think you can fade it. Try messing with the light settings. I know they can flicker and such. It might be possible to fade them.
Gary
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Post by Gary »

Okay, also, I was getting buildings for my map and I ran into a neat little error...

Image

Now who here is a programmer? :P
fug4life
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Post by fug4life »

Oh I forgot to mention for the trees also add prop fade distances, and for trees in the distance (un accessable areas) and sky box turn collisions to non solid. Its all helps...
'I would probably smarten up before you meet Violet'.
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Gary
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Post by Gary »

Thanks for the help, would you also know why I can't spawn any O.C. NPCs? or why this map won't compile?

http://halo25.net78.net/oc_surv.vmf

Right click and save.
KON_Air
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Post by KON_Air »

Fade To Pattern doesn't actually Fades the light you make custom pattern like abcdef....xyz whick starts from brightest and goes to darkest and switchs to that pattern by Fade To Pattern input.

On the map, removing displacements made it compilable but... why did you move the brush entities to world?
Gary
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Post by Gary »

KON_Air wrote:
Fade To Pattern doesn't actually Fades the light you make custom pattern like abcdef....xyz whick starts from brightest and goes to darkest and switchs to that pattern by Fade To Pattern input.
Oh, that's how it works, thanks.
KON_Air wrote: On the map, removing displacements made it compilable but... why did you move the brush entities to world?
Oh, I made the displacement like a ramp, for the one house, because I was too lazy to move the house down :D

But when I tried to use the one house, the one up off the ground on a wood structure, it doesn't work :/ or is it just displacements in the house, if so I didn't know there was any.
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Post by Keychain »

Add metrocops!

Pleeeeaaassee!
Gary
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Post by Gary »

Well, um, how would I add them? Metro-zombies? or Metrobies as Alyx would say.
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Post by Gary »

Pictures added, just of the house for now, the rest of the map is underway.
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