Soviet's Mapping Help
Moderator: Core Staff
just pick a regular brush with no script brushmodels or anything and put it in the entities
Coding is Poetry. Mapping is Art.
"Cause im the sexiest mapper ever...except for nm, that sexy man" - Soviet
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"Cause im the sexiest mapper ever...except for nm, that sexy man" - Soviet
-=[CoDJumper.com Movies]=-
[Ambush] || [Backlot] || [Bloc] || [Bog] || [Broadcast] || [Chinatown] || [Countdown]
[Crash] || [Creek] || [Crossfire] || [District] || [Downpour] || [Killhouse] || [Overgrown]
[Pipeline] || [Shipment & Wetwork] || [Showdown] || [Strike] || [Vacant]
know this is much later and topic is old but i still can't get lighting to work. I downloaded the utility and put in the worldspawn settings and applied them to my map but there is no change in lighting at all, my light still doesn't appear after i remade it properly, and there is no sunflare like i put in on the utility to put on my map. Any other suggestions or anyone willing to look at my map?
Thats weird, not sure whats causing it tbh. I use coduo maker and never get that problem...There was only a couple of errors i could find when it was compiling: FloatPlane: Bad Normal came up twice, probably a couple of bad brushes or patches, but really nothing to do with this.
Maybe its the compiler or something to do with that custom sky/shader you're using
Maybe its the compiler or something to do with that custom sky/shader you're using
im making a rotating door which will activate upon pressing a trigger which resides in front of it. The trigger's name is secretdoor_trigger. The door is in the middle of a hallway and touching the floor/ceiling/walls. On one side inside one of the walls is an origin brush. Both are script_brushmodels and both have the targetname secretdoor. I selected the origin brush, and then the door, and pressed ctrl+k. Then i created a .gsc file to make the door rotate on its axis. It is as follows:
I then added the necessary line in the main .gsc. Yet upon testing when the map completes loading (white line is at the end of the gray bar) my game crashes. Any idea what is causing this anyone?
Code: Select all
main()
{
secretdoor();
}
secretdoor()
{
door = getent ("secretdoor","targetname");
door_trigger = getent ("secretdoor_trigger","targetname");
while(1)
{
door_trigger waittill ("trigger");
door rotateto ((0,90,0),1);
wait 3;
door rotateto ((0,0,0),1);
}
}
I try to avoid making spinning things because I hate when that happens, the long wait and nothing happens. I found out that the scripting, its just the mapping procedure that was done wrong, maybe this is the case for you. not sure, just check your map over and look for any possible flukes.
Coding is Poetry. Mapping is Art.
"Cause im the sexiest mapper ever...except for nm, that sexy man" - Soviet
-=[CoDJumper.com Movies]=-
[Ambush] || [Backlot] || [Bloc] || [Bog] || [Broadcast] || [Chinatown] || [Countdown]
[Crash] || [Creek] || [Crossfire] || [District] || [Downpour] || [Killhouse] || [Overgrown]
[Pipeline] || [Shipment & Wetwork] || [Showdown] || [Strike] || [Vacant]
"Cause im the sexiest mapper ever...except for nm, that sexy man" - Soviet
-=[CoDJumper.com Movies]=-
[Ambush] || [Backlot] || [Bloc] || [Bog] || [Broadcast] || [Chinatown] || [Countdown]
[Crash] || [Creek] || [Crossfire] || [District] || [Downpour] || [Killhouse] || [Overgrown]
[Pipeline] || [Shipment & Wetwork] || [Showdown] || [Strike] || [Vacant]
-
- Core Staff
- Posts: 13315
- Joined: April 13th, 2005, 8:22 pm
- Location: UK, London
Make it again...
This time. do not make an origin bursh, and do not bother linking anything to anything. Simply create the door, and make that the brushmodel. And rotate that.
This time. do not make an origin bursh, and do not bother linking anything to anything. Simply create the door, and make that the brushmodel. And rotate that.

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