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Old 05-18-2012, 03:40 PM   #1
JustAHorrible
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Default I have like a million questions


I have alot of questions about mapping, so here we go.

1) How do I know how to use the correct lighting? Whenever I try to use a light_spot, it just stops giving out light (looks like in Hammer) when I set the angles to =>90 degrees.

2) How do I make those like RED and BLU icons? I seen one in a map for info_overlay but could not get it to work.

3) How do you even create a good Payload system? It would be a pain to keep creating path_tracks.

That's all I have right now. I'll ask more later.

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Old 05-18-2012, 03:43 PM   #2
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Default I have like a million questions


You can't set light_spots to more than 90 degrees. If you want more than that, use a light entity. If you don't want 360 degree spherical light, use blocklight where you don't want it. You can also adjust falloff distance (how far light travels) and brightness (the fourth number in the color area).

What red and blu icons? Be more specific.

You just keep making them. One of the reasons I can't stand making payloads.
 
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Old 05-18-2012, 03:45 PM   #3
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Default I have like a million questions


Quote:
alot of questions


Try this link.
 
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Old 05-18-2012, 06:36 PM   #4
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Default I have like a million questions


Use the decal and overlay tools to place decals and overlays, do not manually create the entities.
 
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Old 05-18-2012, 06:36 PM   #5
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Default I have like a million questions


Quote:
Originally Posted by JustAHorrible View Post
I have alot of questions about mapping, so here we go.

1) How do I know how to use the correct lighting? Whenever I try to use a light_spot, it just stops giving out light (looks like in Hammer) when I set the angles to =>90 degrees.
wht yyler said

Quote:
2) How do I make those like RED and BLU icons? I seen one in a map for info_overlay but could not get it to work.
you mean these, on the "floor" of this boxing ring here:



That's an overlay. Select an overlay you want from the texture browser, click the little box with the green thing on top in Hammer, and click on whatever surface you want to put it on

Quote:
3) How do you even create a good Payload system? It would be a pain to keep creating path_tracks.
http://forums.tf2maps.net/showthread.php?t=4674
^^ Boojum's resource pack. Pre-made entity setups for complicated shit like PL and TC.

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Old 05-18-2012, 06:40 PM   #6
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Default I have like a million questions


Quote:
Originally Posted by JustAHorrible View Post
3) How do you even create a good Payload system? It would be a pain to keep creating path_tracks.
ABS's ultimate resource pack has prefabricated track curves, making payload track much, much easier to make. All you have to do is to connect the curves, and make a few extra path_tracks when you are making slopes and stuff.

You can read here how prefabs work.

The pack also contains a complete entity setup for payload, including checkpoints, and endpoint with an explosion.

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Old 05-18-2012, 06:42 PM   #7
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Default I have like a million questions


I don't think this guy should be using prefabs. Prefabs are for people that understand what they are doing, not for people to cut and paste with.
 
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Old 05-18-2012, 06:46 PM   #8
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Quote:
Originally Posted by yyler View Post
Prefabs are for people that understand what they are doing, not for people to cut and paste with.
Hasn't stopped me

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Old 05-18-2012, 06:52 PM   #9
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Default I have like a million questions


Well, considering that he would have to mess with whatever he could mess up in prefabs anyway, i think he should learn about both, for the sake of simplicity later on.

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Old 05-18-2012, 07:06 PM   #10
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Default I have like a million questions


He won't have to mess with doors to make doors. He won't need to adjust the cart to make his payload. It's all pretty standard. He barely needs to edit path tracks for payload using the prefabs. It's a timesaver, not a learning tool.

I highly recommend that no one uses it until they understand how Hammer and level editing work, or else when something breaks you are clueless.
 
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