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Thread: Qmaster_Winter 2011

  1. #76
    Senior Member keithgarry helps out often Reputation: 60 keithgarry's Avatar
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    Re: Qmaster_Winter 2011

    Quote Originally Posted by Oilcake
    Nice, man, can't wait to get in there! All the maps so far have been the theatre, it'll be nice to do some farming now!

    Here's a couple of stupid questions:

    1. I've never installed Half Life on this computer. Last computer I had all of them, so this wasn't relevant. I'm downloading Episode 2 right now, but do I need to have HL2 itself installed as well?

    2. I'm assuming the .bsp file goes in the maps folder for HL2:EP2? Then run in console with map mapname?

    3. How does HL2 deal with the bot AI, seeing as there's no .nav file? I'd love to know more about that... Seeing as I'm new... ops:

    Cheers! 8-)
    1. Ep2 is all you should need
    2. Correct
    3. AI is done mostly through Hammer under AI in entities (if memory serves correct)

    Ugh... mornings...
    AlexG carries Thor hammer; moderators sit and muse.
    releasing the level > video > pictures > text > nothing
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  2. #77
    Senior Member Qmaster helped out a few members Reputation: 30
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    Re: Qmaster_Winter 2011

    Half-Life Ai navigation is based on a node network. Basically the level designer puts info_nodes all over the place that designate key positions that the npc's can navigate to and in between, but are not strictly limited to them...grenades for instance will cause them to run willy nilly. Because of this, sometimes there will be gaps in playability, in other words if I don't put info_nodes in one room, then the npc's are probably not going to follow me in there, but they could though they're usually pretty stupid without the nodes. It's a flawed system if one doesn't put in a large amount of nodes and the nodes themselves sometimes don't work if they are too far apart (about 32-256 units should be fine) and there's no way to tell if they are too far apart that I know of except to throw a lot of baddies in all over the place and have them run around. I don't usually do that, it's just something you get a feel for. L4D2's nav system is WAY better.

    Well I hope you all like what I have so far, sorry for the bland openness on and near the road at the beginning...I just didn't spend enough time on this even though I had the time. Too much TV. :roll:

    Sorry if you find this dissappointing keith, it's nowhere near the level of quality of my Novoya Prospekta map. Don't expect much. It's just short and quirky , with a few lighting issues and the like. I did manage to squeeze one puzzle of sorts in.

  3. #78
    Senior Member Oilcake helped out a few members Reputation: 24 Oilcake's Avatar
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    Re: Qmaster_Winter 2011

    Quote Originally Posted by keithgarry
    1. Ep2 is all you should need
    2. Correct
    3. AI is done mostly through Hammer under AI in entities (if memory serves correct)
    Thanks! Figured 1 & 2 out later on last night, actually. Didn't really need to ask about that, in retrospect! At least it's in the thread now in case anyone else is as new as I am! :P

    Thanks to both you guys for the answer to #3. Veeeerry interesting!

    Qmaster: Stop apologizing! There's no reason to! I don't want to say too much, so it's not unfair to all the others whose maps I haven't commented on yet, but I thought it was cool, in any case!

    8-)

  4. #79
    Senior Member Qmaster helped out a few members Reputation: 30
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    Re: Qmaster_Winter 2011

    Thanks Oilcake!

    I forgot to mention that I have my name "Qmaster" hidden in my map again, though you have to look hard for it. It's not in any of my pictures. No hints either.

  5. #80
    Senior Member Qmaster helped out a few members Reputation: 30
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    Re: Qmaster_Winter 2011

    Okay, I'm back and I'm going to finish this. I've started with making several new props last night, as well as tweaking my others. Will start WIP later.

    All my custom props and textures will be available for download and use, via 3DED after I finish, though they will be packed into the bsp anyway but I figure someone might want a few of them.

    Plans for now:

    Finish npc placement, scripting, triggers, and timing.
    Start working on underground Combine outpost, I left this part for later since getting it done in time was not possible.
    Finish up custom props.

  6. #81
    Senior Member Oilcake helped out a few members Reputation: 24 Oilcake's Avatar
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    Re: Qmaster_Winter 2011

    Quote Originally Posted by Qmaster
    Okay, I'm back and I'm going to finish this.
    Yay!

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