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Old 05-01-2011, 02:28 AM   #1
Ac30
 
 
 
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Unhappy Some Noob questions, please help

-After selecting the generic skybox texture, how can I change which skybox it loads?
-How do you create loading points and string consecutive maps?
Rep and thanks to any replies
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Old 05-01-2011, 02:35 AM   #2
taz-ed
 
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http://developer.valvesoftware.com/wiki/Hammer_Map_Menu for the sky open map properties

http://developer.valvesoftware.com/w...er_changelevel this should help with the level change
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Old 05-01-2011, 04:42 AM   #3
Ac30
 
 
 
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Thanks a lot. Another quick question, can the entire grid be filled, but then to save memory space have certain fragments load through these loading points?
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Old 05-01-2011, 05:28 AM   #4
Aazell
 
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When u say grid i'll assume u mean a single map file in the hammer editor.
Answer is no. You'll need one grid per section of your game.
Each grid is a seperate map file. I recommend you start and end each map for your game with a small tunnel that has a turn or two in it. That way you can load the new map and the players view will still make sense.
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Old 05-01-2011, 06:15 AM   #5
Punishment
 
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Quote:
Originally Posted by Ac30 View Post
Thanks a lot. Another quick question, can the entire grid be filled, but then to save memory space have certain fragments load through these loading points?
No. There must be space between the edge of your map and the edge of the Hammer grid, otherwise your map won't compile. I'd say 1024 units is a safe bet for how close you can get, but I've never really tested that.
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Old 05-01-2011, 06:21 PM   #6
Ac30
 
 
 
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Quote:
Originally Posted by Aazell View Post
When u say grid i'll assume u mean a single map file in the hammer editor.
Answer is no. You'll need one grid per section of your game.
Each grid is a seperate map file. I recommend you start and end each map for your game with a small tunnel that has a turn or two in it. That way you can load the new map and the players view will still make sense.
Thanks. Does this mean I have to create a map loading entity pointing towards the new map file?
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Old 05-01-2011, 06:27 PM   #7
CrAzYpotpie
 
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Originally Posted by Ac30 View Post
Thanks. Does this mean I have to create a map loading entity pointing towards the new map file?
Yes, using the brush based entity "Trigger_changelevel".
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Old 05-02-2011, 12:42 AM   #8
Ac30
 
 
 
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Here again. 2 more questions:
-I cant get the jalopy to spawn. When I place Prop_vehicle_jeep it crashes the map.
-How do I make corners on roads?
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Old 05-02-2011, 01:50 AM   #9
taz-ed
 
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http://developer.valvesoftware.com/w...icle_driveable for the jalopy and for the curved roads read http://www.interlopers.net/forum/vie...15&hilit=roads you didnt say if ur map is for hl2dm if it is the Prop_vehicle_jeep dont work in it but the Prop_vehicle_driveable should
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Old 05-02-2011, 02:14 AM   #10
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Thanks. I'm making a map for HL2 EP:2, so I also dont understand why it doesn't spawn.
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