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Riven</DIV>
<DIV class=quotetext>I'm not sure what the problem with Pakrat is, perhaps someone else here can help you on that one. However, for the cubemaps, make sure you've already entered sv_cheats 1 BEFORE entering buildcubemaps. Otherwise it won't save the cubmaps to the .bsp after their built.</DIV></DIV>
Holy crap, I had no idea I had to enable cheats to make them save in the .bsp.
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Riven</DIV>
<DIV class=quotetext>It's ok to keep that original wind loop there on a lower volume, but adding more ambient_generics are not going to make it better. You should use the env_soundscape entities. Their perfect for this job as they don't always just loop the same sound over and over again. Here is a list of all the soundscapes in HL2 with some descriptions
here. And here are some of the best tutorials on soundscapes that I have found on the net over at
Interlopers. Their not hard at all to use, they just have a lot of possibilities, so the tuts are a little long... [EDIT] The Interloper's tuts show you actually how to make your own custom soundscapes, If you're interested...</DIV></DIV>
Okay I'll put it on 1
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<DIV class=quotetitle>? quoting
Riven</DIV>
<DIV class=quotetext>To give the player an introduction shouldn't be hard at all. At least a simple fade in with some text showing the name of the map, the setting, and why you're there... No new files for that beyond the .bsp. </DIV></DIV>
Have you ever used the game_text entity? If you have, then you will know that it is very limiting, and certainly not appropiate for providing a full story leading up to a map. It only allows for a medium sentence worth of information, or 255 bytes each one. Also, it doesn't wrap text. So you have to break everything up into loads of different sentences, which is simply not practical.
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Riven</DIV>
<DIV class=quotetext>For lighting, I don't mean add an env_sun. That's just an effect and has no function on the actual lighting of the level. However, I do ask you to tweak with the lighting in your light_environment. But don't take the env_sun out of the level, it should be a nice touch any way. check
this list out over at the VDC. It shows the lighting angles and parameters used for their respected skybox textures in Half-Life 2. It's a good starting point. </DIV></DIV>
Yes, I am using a particular sky and appropiate lighting settings.
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Riven</DIV>
<DIV class=quotetext>The strider? I simply mean that it probably should either: be allowed to enter the main playing field, or, be allowed to be just a side "effect" that the player can't destroy and have it just keep walking on it's rosy way down the street. If it's supposed to shoot at the player, then for this map, it should be able to enter the main playing field. Otherwise it feels too much like a gameplay element and not a coincidence. I was able to kill it with it not ever noticing me (or shooting at me for that matter). </DIV></DIV>
Maybe you were testing and had notarget on? I have never ever experienced this before in all my playtesting(and I have done
alot). As for an "effect" that would be contradictory to the theme of the map. Edit: I have added manhacks to the fray, just incase you have any doubts;)
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Riven</DIV>
<DIV class=quotetext>I personally would never leave the story up to the .txt file. Most people don't read 'em. The story should be self explanatory within the .bsp. Whether that be through some NPCs talking to the palyer character, or text scrolling across the screen like a message, or perhaps add your own sounds with your voice recorded telling the player what's gonna happen and who you are. There's all kinds of ways to do this, but if you wan't to make your level feel "real" then the appropriate thing would be to pay as much attention to story as you do the architecture and scenery. After all, If you wanted to, you could just describe what the buildings look like in the .txt and just have huge uninteresting blocks take their place in the actual .bsp. </DIV></DIV>
Well if they don't read a file aptly named "story" then that is their own stupid fault. I know what you mean, these hyperactive kids download things all in a frenzy and skip straight to the action. It is purely their own fault if they ignore things.
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Riven</DIV>
<DIV class=quotetext>Please, pay the same attention to detail with your story as you did with the scene.</DIV></DIV>
I will. I have the perfect basis, and from then on it will be a breeze.
Would you mind playtesting it again?
Just Kidding
Just Kidding