User talk:Mattshu: Difference between revisions

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|title=Archives
|title=Archives
|link=User talk:Mattshu
|link=User talk:Mattshu
|text=*[https://developer.valvesoftware.com/w/index.php?title=User_talk:Mattshu&oldid=163203 5 Dec 2011]
|text=
*[https://developer.valvesoftware.com/w/index.php?title=User_talk:Mattshu&oldid=163203 5 Dec 2011]
*[https://developer.valvesoftware.com/w/index.php?title=User_talk:Mattshu&oldid=174226 22 Jun 2013]
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Somehow I found your page from [[User talk:The MAZZTer]] due to an edit he made in 2005 --[[User:Tet|Tet]] 22:17, 21 February 2013 (PST)
== L4D2 Hammer Editor error on 64-bit after upgrading from 32-bit ==
I fixed the problem I had regarding not being able to start the Hammer Editor in L4D2 and later, check the [[Game Directory]] page and see how I fixed it. --[[User:Breakin&#39; Benny|Breakin&#39; Benny]] 09:32, 11 January 2012 (PST)
:Nice. I'm glad your issue was resolved. &mdash;[[User:Mattshu|Mattshu]] 09:58, 11 January 2012 (PST)
== LightBoxes ==
Hey, Mattshu, can you list me the maps that utilize the lightboxes? I would like to see if I could figure it out. Thanks--[[User:Kwp17pitts|Kwp17pitts]] 09:17, 20 January 2012 (PST)
:The map I extracted that from is on '''ep2_outland_04.bsp'''. Many maps have them, you can't miss it. Just look for a random box outside of the map with an env_cubemap and light entity. &mdash;[[User:Mattshu|Mattshu]] 09:25, 20 January 2012 (PST)
::Thanks--[[User:Kwp17pitts|Kwp17pitts]] 10:07, 20 January 2012 (PST)
:::Ok, what I'm thinking is this could be set for spacfic stationary models/surfaces to keep the reflections from changing. So everything within a area don't change suddenly when the player gets to the next cubemap. Bear in mind this is a guess due to the fact that the decompilers are not perfect.--[[User:Kwp17pitts|Kwp17pitts]] 11:06, 31 January 2012 (PST)
:::: I believe this was done as a trick to avoid cubemap seams in the antlion tunnels by creating a single generic cubemap that could be used for the whole level. --[[User:JeffLane|JeffLane]] 15:53, 31 January 2012 (PST)
::::: Oh, that makes sense. Come to think of it, I really didn't see any env_cubemap entities throughout the tunnels. I thought it had something to do with the light's color of the tunnel surface, because one direction has that yellow gloss, and the other has that purple gloss. Changing the light entity color didn't change the actual color in the tunnels, which sparked my curiosity. Thanks to both of you. &mdash;[[User:Mattshu|Mattshu]] 23:55, 31 January 2012 (PST)
== HUD Timer ==
Hi ! You look like an expert on HUD and programing about that. I want to introduce in the HUD of my mod, a timer, like Challenges in Portal 1. But not for a challenge and bonus maps, just to see how many time the player stays in a map. Can you help me ? --[[User:Almos|Almos]] 12:38, 15 April 2012 (PDT)
:Sorry, but I have no experience in modifying Source programming, let alone modifying the HUD. Flattered though, nonetheless. I'd help but I'm not even sure which direction to point you in. What I would do is dig through the challenge files for the timer and learn about it, perhaps. &mdash;[[User:Mattshu|Mattshu]] 11:22, 16 April 2012 (PDT)
::No problem. Challenge files are difficult to decode. But I have time. Thanks anyway. --[[User:Almos|Almos]] 13:37, 16 April 2012 (PDT)

Revision as of 17:08, 22 June 2013