getting pictures of weapons for css

getting pictures of weapons for css

Re: getting pictures of weapons for css Posted by smidsy on Sun Jan 23rd 2005 at 1:56pm
smidsy
143 posts
Posted 2005-01-23 1:56pm
smidsy
member
143 posts 44 snarkmarks Registered: Dec 4th 2004 Occupation: ex army, working as electrition Location: 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
Livett
164 posts
Posted 2005-01-23 2:13pm
Livett
member
164 posts 46 snarkmarks Registered: Dec 24th 2004 Occupation: Student Location: England
How about constrainting the prop_physics weapon models to the doors
Re: getting pictures of weapons for css Posted by smidsy on Sun Jan 23rd 2005 at 2:14pm
smidsy
143 posts
Posted 2005-01-23 2:14pm
smidsy
member
143 posts 44 snarkmarks Registered: Dec 4th 2004 Occupation: ex army, working as electrition Location: uk
but if i was to do this wouldnt the people be able to jump on top of each other and get the gun etc?
Re: getting pictures of weapons for css Posted by Livett on Sun Jan 23rd 2005 at 2:24pm
Livett
164 posts
Posted 2005-01-23 2:24pm
Livett
member
164 posts 46 snarkmarks Registered: Dec 24th 2004 Occupation: Student Location: England
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.
Re: getting pictures of weapons for css Posted by smidsy on Sun Jan 23rd 2005 at 2:30pm
smidsy
143 posts
Posted 2005-01-23 2:30pm
smidsy
member
143 posts 44 snarkmarks Registered: Dec 4th 2004 Occupation: ex army, working as electrition Location: uk
lol a BREAK GLASS INCASE OF LAMER :lol: ill try the gun method..and post results
Re: getting pictures of weapons for css Posted by Livett on Sun Jan 23rd 2005 at 2:34pm
Livett
164 posts
Posted 2005-01-23 2:34pm
Livett
member
164 posts 46 snarkmarks Registered: Dec 24th 2004 Occupation: Student Location: England
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.
Re: getting pictures of weapons for css Posted by smidsy on Sun Jan 23rd 2005 at 2:35pm
smidsy
143 posts
Posted 2005-01-23 2:35pm
smidsy
member
143 posts 44 snarkmarks Registered: Dec 4th 2004 Occupation: ex army, working as electrition Location: uk
** Executing...
** Command: "c:\program files\valve\steam\steamapps\smidsy_cs@hotmail.com\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\smidsy_cs@hotmail.com\counter-strike source\cstrike" "C:\Program Files\Valve\Steam\SteamApps\smidsy_cs@hotmail.com\sourcesdk_content\cstrike\mapsrc\funallinone"

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

** Executing...
** Command: "c:\program files\valve\steam\steamapps\smidsy_cs@hotmail.com\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\smidsy_cs@hotmail.com\counter-strike source\cstrike" "C:\Program Files\Valve\Steam\SteamApps\smidsy_cs@hotmail.com\sourcesdk_content\cstrike\mapsrc\funallinone"

Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading c:\program files\valve\steam\steamapps\smidsy_cs@hotmail.com\sourcesdk_content\cstrike\mapsrc\funallinone.bsp
reading c:\program files\valve\steam\steamapps\smidsy_cs@hotmail.com\sourcesdk_content\cstrike\mapsrc\funallinone.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 files\valve\steam\steamapps\smidsy_cs@hotmail.com\sourcesdk_content\cstrike\mapsrc\funallinone.bsp
9 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\smidsy_cs@hotmail.com\sourcesdk_content\cstrike\mapsrc\funallinone.bsp" "c:\program files\valve\steam\steamapps\smidsy_cs@hotmail.com\counter-strike source\cstrike\maps\funallinone.bsp"

not sucessful...
Re: getting pictures of weapons for css Posted by Livett on Sun Jan 23rd 2005 at 2:47pm
Livett
164 posts
Posted 2005-01-23 2:47pm
Livett
member
164 posts 46 snarkmarks Registered: Dec 24th 2004 Occupation: Student Location: 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
rs6
640 posts
Posted 2005-01-23 4:23pm
rs6
member
640 posts 94 snarkmarks Registered: Dec 31st 2004 Occupation: koledge Location: New Jersey, USA
you want to use the w_model (w stands for world), try making it a different type of prop.
Re: getting pictures of weapons for css Posted by Rof on Sun Jan 23rd 2005 at 5:17pm
Rof
210 posts
Posted 2005-01-23 5:17pm
Rof
member
210 posts 41 snarkmarks Registered: Dec 3rd 2004
Prop_dynamic_override works for displaying weapon models as props.

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...
Re: getting pictures of weapons for css Posted by brett5010 on Mon Jan 24th 2005 at 1:52am
brett5010
80 posts
Posted 2005-01-24 1:52am
80 posts 18 snarkmarks Registered: Jan 6th 2005 Occupation: Student Location: 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
Myrk-
2299 posts
Posted 2005-01-24 2:07am
Myrk-
member
2299 posts 604 snarkmarks Registered: Feb 12th 2002 Occupation: CAD & Graphics Technician Location: 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
brett5010
80 posts
Posted 2005-01-24 3:15am
80 posts 18 snarkmarks Registered: Jan 6th 2005 Occupation: Student Location: Australia
Like I said, the spawned css weapons disapear as they are not supported properly yet.
Re: getting pictures of weapons for css Posted by smidsy on Mon Jan 24th 2005 at 2:56pm
smidsy
143 posts
Posted 2005-01-24 2:56pm
smidsy
member
143 posts 44 snarkmarks Registered: Dec 4th 2004 Occupation: ex army, working as electrition Location: 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..