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Would you or anyone else be willing to put a tutorial together for me?
I'm looking for help on setting up the train function.
I'd like to have some models moving down a belt. I've done it before with CoD4, but it's been so long...
Any help would be greatly appreciated, thanks!
I want zombies to enter the map without able to repair the wooden barriers (So they just jump over the brush/model when they enter the playable area). But for some reason I can't get zombie jumping over brushes and/or models work. I've tried a lot of things and also watched a lot of tutorials. But for some reason it just doesn't work.
Here's an image of what I use and the KVP's I gave it.
Hey peeps, Biel here.
I'm having a question about the PBG Volume that Clayton used on his WIP map 'Alleyway'.
When I'm searching for the PBG, I receive 3 hits. 'Box', 'Omni' and 'Spot'. I want to receive a nice bloom effect on a spot that I made. What do I need to use and how do I use it?
Here's an example of what I have right now by only using a custom LightFX and Fog:
So I've had this problem on my map since the start, got frustrated with it and gave up mapping for about 5 months and I recently thought I'd give my map another shot and try and fix this issue but I'm really struggling.
In certain areas when I get close to a probe or enter a new room I get this blinding brightness effect, and when I turn around to look into the room I came from it looks pitch black. Once in the room the lighting returns to normal (mostly). I have messed with the SSI/sun/worldspawn, etc to no avail. I have tried countless different approaches to how I set up my probes, using boxes, Ctrl + left clicking the walls, cutting the probes to shape, using multiple probes, linking probes, blending probes, but nothing fixes it entirely (I occasionally manage to improve it, or fix an area entirely, but then it just occurs in the following room or something) and I'm really at the end of my tether with it. What's worse is that no one seems to know why it's happening or has this...
Well, more like, is there a way to keep a certain part of the beam from appearing? Let me set up the scenario that I am in currently: so in this one area of my map, there are two different levels, one room directly on top of the other, and the box is placed in the bottom level, sooo, the box beam appears straight through the floor of the upper level and just looks awful (see picture in this link, please http://s1376.photobucket.com/user/masterguyperson_the_second/media/Box Beam_zpsj7uayi7t.jpg.html?sort=3&o=0) - So, as I says, is there any way to hide a part of the box's light beam so that it's not immediately appearing out of the ground?
Hi there! So I have seen the tutorials that MelVin has created, and while they are helpful, they didn't exactly cover a situation that I am currently facing. So I have a room that is rectangular, and has a square that protrudes out from one of the walls (see pictures http://s1376.photobucket.com/user/masterguyperson_the_second/library/Reflection_Probe?sort=3&page=1), that square is the outer wall of what is an elevator shaft. My question is, how do I set up my probes so that they aren't cutting into other areas, but also don't leave any seams, in a situation like this?
Can not get sounds working and now its doing my head in, I need custom sounds for the doors ect and ambient sounds so any chance of a tutorial please before I go mad? (though I fear I did that years ago). Also my minimap was working fine and looked great ect but now since the last tools update it no longer works, I have tried redoing it from scratch but no joy :( that's just the last 2 things to get my map finished now.
Hello, I am new to mapping with radiant and have so questions
- when switching to the light-render mode (F9) it tells me I need to press the lightning bolt to update the lighting, where is it?
- when recently launching radiant, I were not able to delete a block that I've build
- is it normal that key binds like ctrl + c and ctrl + v don't work?
- is there a way to switch this awkward camera movement controls to something reasonable?
Also in the first map I created, there were no gun sounds at all (even the standard weapons), any clues why? it was no problem when making a new one.
Thankful for any replies :)
I'm making a map that would benefit from a feature where if a zombie wanders into a certain area of the map, it would trigger a game over. Could somebody help me out with this?
I'm having trouble with ghosting, seems to be mostly at the edge of a reflection probe like in a wall
when I walk up to the wall I can see shadows of the wall, does it in the temp plate map to. v watched about every youtube vid I can find, lol
ill let the screenshot speak for itself, but all interiors look like this with light constantly leaking though. The picture shows a giant block i just made, then made hollow with a very sizeable wall thickness then rendered the light.
Since the BO3 and modtools update, my map in Workshop is light glitched. It's fine every time after I compile on my pc, but uploaded is blackout, no light. The first time, I was able to fix it with a change to a default ssi. It wouldn't even display right in Radiant until I changed the ssi I was using. So that was an obvious fix. I used another stock ssi, it worked. But I didnt like it so changed it. Now, after 6 attempts, even with stock default night ssi the workshop version is glitched black. My map is fine, without errors on my pc. Uploaded, no light. Another Radiant glitch? Suggestions?
Sorry but need some help (again) been trying to get my doors to work, the old script way does not work and using the zombies doors does not work even if I change the trigger to use touch so now I know about 20 ways it does not work can someone write a tutorial please on how it does work.
Hi, I have a problem with my map in that I have 2 places on my map that have metal rails, one place being a window with bars in it and the second a handrail on a bridge and the problem I have is nothing is being drawn between the rails on the bridge or out the window...... its just a nice view of the skybox :(
Its my guess that they have done away with portals and it does it its self but there must be a way to over ride it, I have tried several things like making them non collision ect
and by the way "HI Everyone!"
Just a quick one here, made some custom textures that work ok in Radiant but not showing in the game, where do I stick either the images folder or the .iwd......... I have tried both and several different combinations ect
See alot of indoor adding probes but not much on outdoors. So how many should I add..where and why..and what if I don't want every shiny..metal etc. I understand but wall etc.don't have to be shiny in my case...also what can we change in the probes.Bit of a noob with probes..
Struggling with sunlight. Had the black skybox problem and there was a fix posted at other site. Had to make a mapname ssi with certain settings.
The images are not mine but same problem.
Radiant, Game view ( Real Light ): https://i.gyazo.com/06c1f35e5064a1b5bf57bc691208615a.png
Radiant, Game View ( Fullbright ): https://i.gyazo.com/d222a5de644780fd48c8af42d64281d3.png
Launcher / Compiler setttings: https://i.gyazo.com/f7414ac5824504066203bd8dbd67784f.png
So i went into APE and set these search settings.
Then selected all the skybox materials one by one. they where all red so i saved them all one by one. just for fun i save everything shown in pic models,materials etc...
Then for the hell of it i opened up radiant and started adding the default ssi and wt%# they almost all worked.
Think it,s the materials that did the trick..but just in case save all...
for light bleeds you can try using infinite_black or shadow_caster. try putting the brushes inside the building "wall" brushes and meet the cormers 45'. Making a "frame" inside the wall BSP should solve this, if not check your reflection probes are properly positioned. The idea is to make a frame that will cast hadow//block light regardless of how your building walls are built.
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