I noticed that when I put grenades in a deathmatch map, they all stand
on their ends and appear unnaturally bright for the surrounding
light. I have env_cubemaps around them, but the brightness
remains.
In addition, I want them to appear "scattered" on the floor instead of
standing on ends, but no matter how I modify their positions (yaw,
roll, angle) in Hammer, they end up sticking straight up in the
game. I don't have the same issue in a single-player map.
Is this intentionally made this way because it allows better visibility for the grenades in a DM map?
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Re: Grenades HL2DM
Posted by satchmo on Tue Jan 11th at 2:05pm 2005

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Posted by satchmo on Tue Jan 11th at 2:05pm 2005
satchmo
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Re: Grenades HL2DM
Posted by Orpheus on Tue Jan 11th at 4:38pm 2005

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Posted by Orpheus on Tue Jan 11th at 4:38pm 2005
i used to have problems with color, if i had an entity light to close. they glowed sometimes.
in HL1, the crossbow had two positions you could chose from by checking a box in the properties. perhaps this is similar.
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Re: Grenades HL2DM
Posted by dabait on Wed Jan 12th at 7:46am 2005
Posted by dabait on Wed Jan 12th at 7:46am 2005
You'll notice that several weapons, and the battery packs will spawn and rest in a very unlikely/unatural position.
If there's not a checkbox in the entity flags pane, then just skew the orientation a few degrees on the X and Y... just being a little bit off vertical will cause the weapon to fall over like you'd expect.
As far as appearing too bright, it sounds like you've done what's needed... regarding the cubemaps, you can assign them to specific brushes (one or more), but I'm not certain that by assigning, that they'll only affect those brushes (or if other objects will use them too). Anyway, do your cubemaps have lines draw between them and surrounding brushes? If so, try un-assigning them (clear the brush #s in the properties for them).
Lastly, have you run 'buildcubemaps' in the game console after compiling? I've noticed a number of models appear poorly lit until this operation is complete.
If there's not a checkbox in the entity flags pane, then just skew the orientation a few degrees on the X and Y... just being a little bit off vertical will cause the weapon to fall over like you'd expect.
As far as appearing too bright, it sounds like you've done what's needed... regarding the cubemaps, you can assign them to specific brushes (one or more), but I'm not certain that by assigning, that they'll only affect those brushes (or if other objects will use them too). Anyway, do your cubemaps have lines draw between them and surrounding brushes? If so, try un-assigning them (clear the brush #s in the properties for them).
Lastly, have you run 'buildcubemaps' in the game console after compiling? I've noticed a number of models appear poorly lit until this operation is complete.
Re: Grenades HL2DM
Posted by satchmo on Wed Jan 12th at 1:42pm 2005

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Posted by satchmo on Wed Jan 12th at 1:42pm 2005
Thanks, dabait. I've tried all that. And the best I can do
is to tilt the entities so they don't spawn standing on one end.
The brightness issue is still unresolved.
Thanks everyone anyway.
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Thanks everyone anyway.
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satchmo
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Location: Los Angeles, U.S.

Occupation: pediatrician
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