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Old 04-28-2008, 01:22 AM   #41
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Quote:
Originally Posted by BlisTer
just compile with -notjunc in vbsp expert compile
Oh thank god there is some way around that! I really didn't want to have to delete and remake more brushes! Will this mess up the map at all or is it worth it to have the func_details?
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Old 05-26-2008, 07:23 PM   #42
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Need help with my signs...

Can somebody please tell me why my signs are doing this:

http://www.dctrs8tn.com/images/conc_...school0000.jpg
http://www.dctrs8tn.com/images/conc_...school0001.jpg

I can't get them to just show up...is it something with my lighting messing it up b/c of shadows or something different? It's just in this room that it happens so I think it's the lighting maybe? I can get the .vmf if that will help.

EDIT: ok so it's definitely NOT lighting, cause even with a light_spot directly on them, they still do that same thing.

Anyone have any ideas?
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Old 05-27-2008, 05:10 PM   #43
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Are those custom made?

Check that the .vmt is set to UnlitGeneric instead of VertexLit.

Did you decal or overlay them? Could be that one of them screws things up. I had this problem at some point by mirroring an overlay but don't remember how it eventually got fixed.
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Old 05-27-2008, 09:29 PM   #44
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If they're decals/overlays but not using a vmt that's setup as a decal, you could have problems similar to that.

That's why you see so many duplicate VMTs, except they're _d or _decal versions.
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Old 05-28-2008, 12:52 AM   #45
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yes custom and they are (or should be) set up as decals...they are the same as the arrows I made and am using. Anyway, this is the VMT:

Code:
"LightmappedGeneric"
{
	"$basetexture" "DrSatan/decals/juggle"
	"$decal" 1
	"$decalscale" 0.50
	"$bumpmap" "DrSatan/decals/juggle_normal"
}
and then the bump map is:

Code:
"LightmappedGeneric"
{
	"$basetexture" "DrSatan/decals/juggle_normal"
	"nocompress" "1"
	"normal" "1"
}
I think it might have something to do with the way I beveled the image(s) in PS and the bump mapping, gonna test it w/out the bump map and see if that fixes it.

Textures look like this:

www.dctrs8tn.com/images/conc_school/juggle.jpg
http://www.dctrs8tn.com/images/conc_...uggle_bump.jpg

EDIT: never mind, I removed the bump mapping and it's working now so all is good! Got one more error to track down and I think I'm finally done with this map!
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Old 05-28-2008, 07:53 AM   #46
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w00t!

Good job!

*wants to play teh mapz!!*
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Old 05-28-2008, 08:03 AM   #47
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yeah I'm thinking the last bug is fixed...but I have to run another compile and check.

Should know by tomorrow afternoon.
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Old 06-03-2008, 01:31 AM   #48
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BUMP!

_b1 has finally been released!

Check the OP for dl links and info!
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Old 06-03-2008, 04:28 AM   #49
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dling now and will test in a few mins, tnx for the bzip2
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Old 06-03-2008, 04:28 AM   #50
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Good stuff, check PM.
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Old 06-03-2008, 04:36 AM   #51
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I'll be running this at the :e0:FYC server in a few minutes
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Old 06-03-2008, 05:52 AM   #52
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few issues I notice and / or were brought to my attn...dl's temporarily down!

EDIT: dl's back up, you should be getting the models with it now. For the server op's, here is link for the files that have changed if you already put this on your server:

http://www.dctrs8tn.com/files/FF/con..._bz2_patch.zip

Also fixed an issue with the location for jump 7...apparently FF doesn't allow the '¿' character to be used, so it was showing a box...removed that.

If you notice anything else, let me know!
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Old 06-03-2008, 06:49 AM   #53
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tnx man,I will test this out tomorrow
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Old 06-03-2008, 10:11 AM   #54
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w00t, I ar graduated! =D

So it MUST be good for newbies since I finished it!

A few things:
- Good job with the step by step guide! I did all the jumps how they were suposed to be done according to the chalkboard (so no HHing the first one, for instance) and I made my way to the end (well, except in the 14th one I think, the straight up through the hole. I HH that because I couldn't get the conc under the spotlight >_> yes I suck)
- When selecting the classes/teams, you should choose another spot for the camera or whatever determines the first screen. Due to being in a dark place, the classes look too dark. Maybe place the camera facing the intro chalkboard?
- It seems that there's something wrong with the chalkboard model, because the border (I suppose it's wood) has all that checkerboard texture. I downloaded from the first link, the "Primary" one. Right now I tried to get the models from the patch to see if they get fixed, but it looks like the url has a error or something.
- I'm not sure on this, but the last jump it's called Tripple Jump. I thought triple only had a "p"?
- When you finish the map, the model placed in front of you is hovering a few units over the ground.
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Old 06-03-2008, 07:18 PM   #55
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Quote:
Originally Posted by Firefox11
w00t, I ar graduated! =D

So it MUST be good for newbies since I finished it!

A few things:
- When selecting the classes/teams, you should choose another spot for the camera or whatever determines the first screen. Due to being in a dark place, the classes look too dark. Maybe place the camera facing the intro chalkboard? Yeah I wanted to do a flythrough for the map so that it would run through some of the jumps, but I ran out of time. It's dark right now b/c it is facing into the void when picking a player.
- It seems that there's something wrong with the chalkboard model, because the border (I suppose it's wood) has all that checkerboard texture. I downloaded from the first link, the "Primary" one. Right now I tried to get the models from the patch to see if they get fixed, but it looks like the url has a error or something. Oopps I did /file/FF instead of /files/FF. That download is working now...grab it and you should be able to see the models now.
- I'm not sure on this, but the last jump it's called Tripple Jump. I thought triple only had a "p"? Yep...typo, I fixed it...should change when you grab the patch.
- When you finish the map, the model placed in front of you is hovering a few units over the ground.Yeah I had so much dam problems with those freeking models...sometimes it's up in the air, sometimes it's fine, and the candlesticks and chairs...those fuckers just wont do anything I want. If you check the .vmf they are in a nice perfect line...4 rows of 4 on either side perfect line to the green flag, but load up the map and they go everywhere! Sadly I probably won't be able to fix this as I will be leaving tonight for the halfway.
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Old 06-03-2008, 08:07 PM   #56
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Wow I never saw any chairs, maybe its in the patch now, will check out latter
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Old 06-03-2008, 08:15 PM   #57
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The chalkboard is still missing its textures in the patch.
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Old 06-03-2008, 08:17 PM   #58
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Lol xD

When I ended the jumps, I saw all the chairs and stuff thrown all over the place, and since the chalkboard say something about that the player had to clean the mess, I assumed that's why they were all over the place.

Will check the link now, tyvm =D

[EDIT]DL'd the link, tried the map, but I still can't see the model correctly. The written part is fine, the border is not. Is it just me? D=[/EDIT]

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Old 06-03-2008, 09:22 PM   #59
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it's not you...it's everyone and I don't understand why...I pakrat'd it first and the patch now has everything from the model that I have. You should be seeing it now

Geo...do you have the lostcoast? they are all props from there, so if you don't have it then you won't see them...couldn't find them to pakrat or I would have included them to lol.

Firefox...yeah since I couldn't fix it to work right, I just put that in the chalkboard so that it at least didn't look like something was wrong
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Old 06-03-2008, 09:37 PM   #60
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very sexy satan, i had to change my pants a few times
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