143 posts44 snarkmarksRegistered:
Dec 4th 2004
Occupation: ex army, working as electritionLocation: uk
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?
Re: getting pictures of weapons for css
Posted by Livett on
Sun Jan 23rd 2005 at 2:13pm
Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: c:\program files\valve\steam\steamapps\smidsy_cs@hotmail.com\counter-strike source\cstrike\materials
Loading C:\Program Files\Valve\Steam\SteamApps\smidsy_cs@hotmail.com\sourcesdk_content\cstrike\mapsrc\funallinone.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 Files\Valve\Steam\SteamApps\smidsy_cs@hotmail.com\sourcesdk_content\cstrike\mapsrc\funallinone.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 Files\Valve\Steam\SteamApps\smidsy_cs@hotmail.com\sourcesdk_content\cstrike\mapsrc\funallinone.bsp
2 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 4
164 posts46 snarkmarksRegistered:
Dec 24th 2004
Occupation: StudentLocation: England
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.
Re: getting pictures of weapons for css
Posted by rs6 on
Sun Jan 23rd 2005 at 4:23pm
80 posts18 snarkmarksRegistered:
Jan 6th 2005
Occupation: StudentLocation: Australia
1] Due to the bug in css and hammer, your guns wont seem to spawn
anyway, unless they spawn directly with the player when the player
spawns, The bug causes the weapons to disapear after a few seconds...
2] When the bug is fixed, the map sounds awesome, link me :wink: .
Re: getting pictures of weapons for css
Posted by Myrk- on
Mon Jan 24th 2005 at 2:07am
2299 posts604 snarkmarksRegistered:
Feb 12th 2002
Occupation: CAD & Graphics TechnicianLocation: Plymouth, UK
I think what he is trying to do is make weapon pickups in his level... Not sure if the FGD supports it yet, have a gander around the entities available in the FGD entity list to see if it has weapon_awm and stuff...
Re: getting pictures of weapons for css
Posted by brett5010 on
Mon Jan 24th 2005 at 3:15am
143 posts44 snarkmarksRegistered:
Dec 4th 2004
Occupation: ex army, working as electritionLocation: uk
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..