Help Me On Ns_metalurgy
carioca
Join Date: 2003-09-02 Member: 20511Members
<div class="IPBDescription">I m calling help to make my map work...</div> 1)
i geting a wad error when try the solid wad and fxamount to 255 and the blue stuff doesnt gone,i tryed change de base wad color to black and fxamount to 1 and doesnt work my wad have the {in the begin of the name some more help the brush tie to entity are a func_ilusionary.
2)
the batch compiler doesnt work well i dont know how to resolve.
i geting a wad error when try the solid wad and fxamount to 255 and the blue stuff doesnt gone,i tryed change de base wad color to black and fxamount to 1 and doesnt work my wad have the {in the begin of the name some more help the brush tie to entity are a func_ilusionary.
2)
the batch compiler doesnt work well i dont know how to resolve.
Comments
i have a textured light to bright like a long lamp and this flurescent lamp i wanna put flurescent flicker so i put 1 light entity on midle of then or i put 2 lights on edges of it or i use 3 light making a line 2 in the edges and 1 on center?how me use the env_spark to make efects?
fog:
how me make a fog?
env_gama:
how me use then?
fog: fog can be created in 3 ways: using the "env_particles_custom" entity, using a func_illusionary, or using the "env_sprite" entity.
your texture problem:the texture itsself needs to have a {before the name not the .wad
Batch compiler: do you have microsoft's .NET framework 1.1
----
Pergunta do lighting: você quer a luz da textura cintilar sobre e fora? para fazer esta você necessita um ou outro uma necessidade feita sob encomenda do oryou da lima do fgd fake a com uma entidade "clara". para fazer a entidade clara cintilar uso que o "appearence" puxa para baixo e elsect a opção como "a névoa da cintilação florecent":
a névoa pode ser criada em 3 maneiras: usando a entidade do "env_particles_custom", usando um func_illusionary, ou usar a entidade do "env_sprite".
seu itsself da textura da textura problem:the necessita ter a { antes do nome não o compilador do grupo do wad:
você tem a tradução da estrutura 1,1 do NET de microsoft
pelo google
As much as we all would like to try and help, you will be much better off asking questions to people in a forum for general mapping help, and not at a mod's mapping forum. This is more of a place to figure out things specific to Natural Selection.
You will get more responses at places like <a href='http://collective.valve-erc.com/' target='_blank'>VERC</a> than here. Learn to search for tutorials and solutions to problems on your own, because the truth is there are tons of resources for you at your finger tips.
Batch compiler help can be found where YOU downloaded batch compiler. You would have understood how to use it if you had read the manual.. take some time to understand what you are doing and becoma familiar with a mapping community such as VERC or <a href='http://www.snarkpit.com/' target='_blank'>The Snark Pit</a>
fog: fog can be created in 3 ways: using the "env_particles_custom" entity, using a func_illusionary, or using the "env_sprite" entity.
your texture problem:the texture itsself needs to have a {before the name not the .wad
Batch compiler: do you have microsoft's .NET framework 1.1
----
Pergunta do lighting: você quer a luz da textura cintilar sobre e fora? para fazer esta você necessita um ou outro uma necessidade feita sob encomenda do oryou da lima do fgd fake a com uma entidade "clara". para fazer a entidade clara cintilar uso que o "appearence" puxa para baixo e elsect a opção como "a névoa da cintilação florecent":
a névoa pode ser criada em 3 maneiras: usando a entidade do "env_particles_custom", usando um func_illusionary, ou usar a entidade do "env_sprite".
seu itsself da textura da textura problem:the necessita ter a { antes do nome não o compilador do grupo do wad:
você tem a tradução da estrutura 1,1 do NET de microsoft
pelo google <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Lighting question: you want the texture light to flicker on and off? to do this you need either a custom .fgd file oryou need to fake it with a "light" entity. to make the light entity flicker use the "appearence" pull down and elsect an option like "florecent flicker"
1 entity will suply all light efect or i have to use 3 ?
fog: fog can be created in 3 ways: using the "env_particles_custom" entity, using a func_illusionary, or using the "env_sprite" entity.
some tutorial using each style or any of then i think the env_particles custon is more easy than sprites because sprites lag too much online multiplayer, the ilusionary how u can do this?
your texture problem:the texture itsself needs to have a {before the name not the .wad
i make the wad but i dont know wads only add images to a wad and i think have some objectives to complete until i make a see trough like the palete but i odsent know what to do to make a see trough wad.
Batch compiler: do you have microsoft's .NET framework 1.1
how me see this, if i have whre i found it else where i download it?
----
Pergunta do lighting: você quer a luz da textura cintilar sobre e fora? para fazer esta você necessita um ou outro uma necessidade feita sob encomenda do oryou da lima do fgd fake a com uma entidade "clara". para fazer a entidade clara cintilar uso que o "appearence" puxa para baixo e elsect a opção como "a névoa da cintilação florecent":
a névoa pode ser criada em 3 maneiras: usando a entidade do "env_particles_custom", usando um func_illusionary, ou usar a entidade do "env_sprite".
seu itsself da textura da textura problem:the necessita ter a { antes do nome não o compilador do grupo do wad:
você tem a tradução da estrutura 1,1 do NET de microsoft
pelo google
the translate is horrible in those automatic google stuff have alot of errors of the translation and doesnt translate miss typing to, but thanks any way.
As much as we all would like to try and help, you will be much better off asking questions to people in a forum for general mapping help, and not at a mod's mapping forum. This is more of a place to figure out things specific to Natural Selection.
You will get more responses at places like <a href='http://collective.valve-erc.com/' target='_blank'>VERC</a> than here. Learn to search for tutorials and solutions to problems on your own, because the truth is there are tons of resources for you at your finger tips.
Batch compiler help can be found where YOU downloaded batch compiler. You would have understood how to use it if you had read the manual.. take some time to understand what you are doing and becoma familiar with a mapping community such as VERC or <a href='http://www.snarkpit.com/' target='_blank'>The Snark Pit</a> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
i like the custon suport for what im trying ns map level, but u think is better to me run to another place again? i will keep here a while then i will try before i wanna keep my mind in the place i like here.
VERC exists for people like you carioca
the batch compiler i still waiting some help to put this great tool to work.
<a href='http://msdn.microsoft.com/netframework/dow...ework1_1redist/' target='_blank'>http://msdn.microsoft.com/netframework/dow...ework1_1redist/</a>
how of that options i have to chose?
You need to add the NS hull file to your CSG inputs. It contains custom size information for the third clipping hull that the Onos player uses. The file is named "nshulls.txt" and is found in the ns directory of your client install. To add the command at the command line or inside the Hammer edit dialogs, use "-hullfile <path_to_ns_directory>/ns/nshulls.txt".
how me make thsi path to ns directory with the hamer?
You need to add the NS hull file to your CSG inputs. It contains custom size information for the third clipping hull that the Onos player uses. The file is named "nshulls.txt" and is found in the ns directory of your client install. To add the command at the command line or inside the Hammer edit dialogs, use "-hullfile <path_to_ns_directory>/ns/nshulls.txt".
how me make thsi path to ns directory with the hamer? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
It should look something like this:
$csg_exe -hullfile "C:/Steam/SteamApps/YourEmail/half-life/ns/nshulls.txt" $file_path/$file_name
I'm not sure how Hammer does this, but something like that. Also remember to change it so it points to your Steam directory, wherever you installed it, and change YourEmail to the one you used with Steam.