Ns Custom Fgd V. S1
Enceladus
Join Date: 2004-01-18 Member: 25442Members
This custom fgd is the original one, but with customs sprites for usage in the
Valve Hammer Editor. Alot of the pink entity boxes will be replaced with a
custom icon so they can be recognised more easily in Hammer 3D view.
Example (3 of 29):
<img src='http://www.sorcerer.de/ns/multimanager.gif' border='0' alt='user posted image' /><img src='http://www.sorcerer.de/ns/envrender.gif' border='0' alt='user posted image' /><img src='http://www.sorcerer.de/ns/infotarget.gif' border='0' alt='user posted image' />
Installation:
extract the sprites to "Valve Hammer Editor" folder and keep directory structure.
(the sprites should be in "Valve Hammer Editor\sprites\NS" afterwards)
Place the ns_custom_s1.fgd where ever you want it.
Set Valve Hammer Editor to use the ns_custom_s1.fgd instead of ns.fgd
<a href='http://www.sorcerer.de/ns/ns_custom_s1_fgd.zip' target='_blank'>ns_custom_s1_fgd.zip</a> ~90kB
Valve Hammer Editor. Alot of the pink entity boxes will be replaced with a
custom icon so they can be recognised more easily in Hammer 3D view.
Example (3 of 29):
<img src='http://www.sorcerer.de/ns/multimanager.gif' border='0' alt='user posted image' /><img src='http://www.sorcerer.de/ns/envrender.gif' border='0' alt='user posted image' /><img src='http://www.sorcerer.de/ns/infotarget.gif' border='0' alt='user posted image' />
Installation:
extract the sprites to "Valve Hammer Editor" folder and keep directory structure.
(the sprites should be in "Valve Hammer Editor\sprites\NS" afterwards)
Place the ns_custom_s1.fgd where ever you want it.
Set Valve Hammer Editor to use the ns_custom_s1.fgd instead of ns.fgd
<a href='http://www.sorcerer.de/ns/ns_custom_s1_fgd.zip' target='_blank'>ns_custom_s1_fgd.zip</a> ~90kB
Comments
But I must admit, I forgot the info_null. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
I'll fix it in the second version, when there are enugh ppl who want to work with that custom fgd.
/Hyper
May I make a suggestion? For the light_spot, could you put a cross hair or dot or something to show the exact middle of it? It's always a pain trying to get one as close as possible to geometry that is really angled, so I end up trying to use the 3d view a bit. I think something like that would really help, because it's the very center of the entity that matters in those cases. (maybe for the plain light as well.) Thanks for the time and effort!
Actually, it would be even cooler if you could put in a model that points in the direction the light spot is pointing, but I have no idea if that's even possible.
I'll fix the missing one for v2 and also change that crosshair idea. The light spot itself I think the original light bulb didn't have the exact color either, but when I change the yellow color to white it should display the color more correctly.
About the models. well, I think it would be possible to replace the light spot with a model and having it point to the correct position, if you would use the angle of it to determine it's direction instead of an info_null. But I doubt, that the VHE is capable of shading models in color. and in my opinion it's more useful to be able to see a light spots color instead of it's direction. But nevertheles I'll have a look into it, and check out if it can shade models.
About v2. I'll resease it, after the Beta 5 is out, because I don't want to make it ready right now, and then a week later I have to change everything because the fgd eventually has changed.
I just tried replacing it with a model and it will display the set angle (using a target instead of the angle to adjust the lights spot with a model won't change it's appearance) and it works. But then you won't be able to see the set light of that lightspot, because the model can't be shaded in VHE. As a workaround for that I tried changing it to display a model and a sprite so the sprite get's shaded in the light spot color. And that's somthing which works. so you would have the sprite with the color and the model to display it's direction and origin.
Now I just need an arrow model for that. But sadly I can't really make any models for HL since I never learned it. So if anyone would please make a simple right facing arrow model with the origin at the start for it, it would make me pretty happy <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
for the arrow I had something like this in mind:
<img src='http://www.sorcerer.de/ns/arrow_origin.jpg' border='0' alt='user posted image' />
but if you want to make it different I don't mind, as long as it's a nice simple easy to recognize arrow <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
for the info_team_start ones.. it's a bit tricky and I doubt it will work that you can make different models for alien and marine since there is just one entity for both teams. But an option for that might be the sprite/model combination at that point aswell. like a marine model as a base and the hitbox of an onos around it as sprite. something like that. we'll see <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
edit: just wondering.. what does IIRC mean?