im making a remake of funall in one..and need pictures of the guns to let people know what door has what in it..ive tried the buy menu vgui weapons but they are visable through world brushes for some reason.fist of all is there any way of stopping this? and secondly does anyone know where i could get premade non vgui textures of guns for css?
[addsig]Posted by smidsy on Sun Jan 23rd at 1:56pm 2005
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Posted by Livett on Sun Jan 23rd at 2:13pm 2005
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Posted by smidsy on Sun Jan 23rd at 2:14pm 2005
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Posted by Livett on Sun Jan 23rd at 2:24pm 2005
No, prop_physics aren't actually the guns. They are just models of the guns.
You could enclose them in an unbreakable glass case for more realism if you wanted.
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Posted by smidsy on Sun Jan 23rd at 2:30pm 2005
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Posted by Livett on Sun Jan 23rd at 2:34pm 2005
LoL... ok
By the way, the gun props are in the weapons folder. And It doesn't show pictures but if you apply that prop then you can see it works.
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Posted by smidsy on Sun Jan 23rd at 2:35pm 2005
** Executing...
** Command: "c:program filesvalvesteamsteamappssmidsy_cs@hotmail.comsourcesdkbinvbsp.exe"
** Parameters: -game "c:program filesvalvesteamsteamappssmidsy_cs@hotmail.comcounter-strike sourcecstrike" "C:Program FilesValveSteamSteamAppssmidsy_cs@hotmail.comsourcesdk_contentcstrikemapsrcfunallinone"
Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: c:program filesvalvesteamsteamappssmidsy_cs@hotmail.comcounter-strike sourcecstrikematerials
Loading C:Program FilesValveSteamSteamAppssmidsy_cs@hotmail.comsourcesdk_contentcstrikemapsrcfunallinone.vmf
material "/simianbanner" not found
Material not found!: /SIMIANBANNER
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:Program FilesValveSteamSteamAppssmidsy_cs@hotmail.comsourcesdk_contentcstrikemapsrcfunallinone.prt...done (0)
Can't load skybox file de_dust to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (55368 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (55368 bytes)
Error! To use model "models/weapons/w_snip_awp.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/weapons/w_snip_awp.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:Program FilesValveSteamSteamAppssmidsy_cs@hotmail.comsourcesdk_contentcstrikemapsrcfunallinone.bsp
2 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 4
** Executing...
** Command: "c:program filesvalvesteamsteamappssmidsy_cs@hotmail.comsourcesdkbinvvis.exe"
** Parameters: -game "c:program filesvalvesteamsteamappssmidsy_cs@hotmail.comcounter-strike sourcecstrike" "C:Program FilesValveSteamSteamAppssmidsy_cs@hotmail.comsourcesdk_contentcstrikemapsrcfunallinone"
Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading c:program filesvalvesteamsteamappssmidsy_cs@hotmail.comsourcesdk_contentcstrikemapsrcfunallinone.bsp
reading c:program filesvalvesteamsteamappssmidsy_cs@hotmail.comsourcesdk_contentcstrikemapsrcfunallinone.prt
213 portalclusters
594 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (9)
Optimized: 110 visible clusters (0.00%)
Total clusters visible: 21767
Average clusters visible: 102
Building PAS...
Average clusters audible: 212
visdatasize:12877 compressed from 13632
writing c:program filesvalvesteamsteamappssmidsy_cs@hotmail.comsourcesdk_contentcstrikemapsrcfunallinone.bsp
9 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValveSteamSteamAppssmidsy_cs@hotmail.comsourcesdk_contentcstrikemapsrcfunallinone.bsp" "c:program filesvalvesteamsteamappssmidsy_cs@hotmail.comcounter-strike sourcecstrikemapsfunallinone.bsp"
not sucessful...
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Posted by Livett on Sun Jan 23rd at 2:47pm 2005
Erm...
1. Are they physics models?
2. Look at them in hammer, are they the actual pictures of the guns? If they aren't or no picture in game loaded, try using the different versions on them, because each weapon has like a p_ model, w_model and another one.
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Posted by rs6 on Sun Jan 23rd at 4:23pm 2005
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Posted by Rof on Sun Jan 23rd at 5:17pm 2005
And it is indeed the w_ models you want, it's a bit strange to see a pair of disembodied hands holding the weapon if you use the other kind...
[addsig]
Posted by brett5010 on Mon Jan 24th at 1:52am 2005
2] When the bug is fixed, the map sounds awesome, link me
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Posted by Myrk- on Mon Jan 24th at 2:07am 2005
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Posted by brett5010 on Mon Jan 24th at 3:15am 2005
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Posted by smidsy on Mon Jan 24th at 2:56pm 2005
im trying to get a weapon to stay still as information for which door to enter also i have solved how the weapon spawns diss appear
Step 1: Create a simple solid box around the player startpoint.
2: Go into the texture list, filter for 'trigger' and apply the 'trigger' graphic to the box.
3: Create a game_player_equip entity somewhere near the player (for easy reference)
4: Go into the properties of the game_player_equip, make sure smart edit is turned off, and proceed to add the items you want. For example, click add. The key for the new addition would be, 'item_suit' with no quotes of course. Set the value at 1. You don't want the player wearing two suits, do you? Proceed to do the same with other items you want.
Name this entity whatever you want. I just used equip.
5. Go back to the trigger box. Right click on it, and click on tie to entity. Then you have an entity box.
6. Scroll through the entity list, and make the box a trigger_once entity.
7. From there, click on the outputs tab on the top. For My Output Named, select OnTrigger. For Target Entities Named, select from the drop down list, 'equip' (or whatever you named it).
8. Apply, and you're done! Compile and run the map.
all that you need to do is place a weapon at the ground which you cannot pick up and link it to the trigger multable that when someone walks through it it kills its self so that the weapon dissappears and volah spawnable weapons..
[addsig]smidsy
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