07-27-2005, 09:55 PM | #1 |
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Real quick question!
Okay, I'm making this quickie knife arena map for CS:Source. Yeah, I know, this ain't a CS:S forum, but it's a general mapping question.
Now, I want to set up some spikes for a pit. I tried a few different ways to set up the spikes, but nothing really worked. Then I hit upon the idea of using street sign poles that aren't clipped, so the models fall through. I set up an army of poles and they look pretty good, but when I run the map... nothing. They're gone. They just don't show up, and I don't know why. The poles are prop_statics. They're not inside any brushes, as far as I can tell (I've taken great pains to keep them slightly above the floor), and frankly I'm stumped. Is it some simple thing I'm missing? Is there a better way to make spikes? Any help or advice would be appreciated.
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07-27-2005, 10:01 PM | #2 |
Join Date: Jan 2005
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well the way i see it, is that it isn't a static prop. try making them prop_physics. though that will make them moviable.
i could be wrong though. |
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07-27-2005, 10:02 PM | #3 |
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That was the thing, I don't want them to move. A sign pole can't be static?
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07-27-2005, 10:23 PM | #4 |
Join Date: Mar 2005
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why not just make spike brush into a func_illusionary, and surround the area with an insta-kill hurt
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07-27-2005, 10:30 PM | #5 |
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Okay, it looks like the problem is that they actually can't be prop_static's.
Can anyone recommend a better thing to use for a spike? Or any modellers wanna make a spike for me?
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07-27-2005, 10:33 PM | #6 |
Join Date: Feb 2005
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The problem is you're creating static props using valve props which are not designed to be static. Your best bet would be to make them prop_dynamic_override, which 'overrides' the prop's default prop type and 'forces' it to be a dynamic prop. (So just don't make it do anyhting and you're set.)
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07-27-2005, 10:48 PM | #7 |
Join Date: Jun 2005
Location: Wisconsin
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you can just like.. map the spikes in there... lawl..
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07-27-2005, 11:23 PM | #8 |
Join Date: Jul 2005
Location: MN
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But with the source engine models are much more efficient, use them when you can.
And yeah, my only idea is prop_dynamic_override also. |
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07-28-2005, 01:45 AM | #9 |
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Yeah, prop_dynamic_override worked fine, but the size of the spike pit I was using murdered my FPS, so I decided to go with a nice acid pool (which would be so much more awesome if CS:S had trigger_physics_trap).
Now I'm just fiddling with things. Anyone know where I can find spotlight models in CS:S?
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07-28-2005, 01:49 AM | #10 |
Join Date: Feb 2005
Location: Markham, Ontario, Canada!
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Make it with brushes, and put a trigger_hurt ovewr the area.
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07-28-2005, 01:57 AM | #11 |
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Actually I already did the acid pool. That was a piece of cake.
Still trying to find spotlights. The prop_lights folder is empty, oddly enough.
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07-28-2005, 02:55 AM | #12 |
Join Date: Dec 2004
Location: Melbourne
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prop_wasteland directory iirc
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07-28-2005, 03:15 AM | #13 | |
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Quote:
The map is done. The lighting's a bit "eh" but it's the best I can get it right now. I'm gonna zip it up and upload it here in a bit if any of you wanna try it out. It's pretty neat, kind of a "prison" setting... each team spawns on either side of this huge pool of acid, and there's an invisible platform in the center you fight on. The walkway to the center platform is indicated by a piece of the floor jutting out, so you know where to start. The platform itself is much wider. But be careful, 'cuz there are holes in that platform. Obviously it's not a map where you can expect to survive often. But after a few goes you start to learn where things are. At this point I can avoid the holes easily. Anyways, if any of you wanna try it, I'll have it uploaded here soon. Edit: File uploaded. ka_acidplat.zip (195 kb)
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