User talk:JeffLane: Difference between revisions

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(Cinematic physics)
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If making [[User:mdurand]] a Sysop instead of [[User:Mdurand]] was a mistake, be sure to remove the mistaken clearance before somebody figures out that you can get Sysop privileges by making a user by the name of [[User:mdurand]]. --[[User:Andreasen|Andreasen]] 15:00, 15 Nov 2006 (PST)
If making [[User:mdurand]] a Sysop instead of [[User:Mdurand]] was a mistake, be sure to remove the mistaken clearance before somebody figures out that you can get Sysop privileges by making a user by the name of [[User:mdurand]]. --[[User:Andreasen|Andreasen]] 15:00, 15 Nov 2006 (PST)
: There is no error, you cannot make a username "mdurand" if "Mdurand" already exists. Case-sensitivity is ignored for the usernames, except for pagelinks. --[[User:JeffLane|JeffLane]] 15:20, 15 Nov 2006 (PST)
: There is no error, you cannot make a username "mdurand" if "Mdurand" already exists. Case-sensitivity is ignored for the usernames, except for pagelinks. --[[User:JeffLane|JeffLane]] 15:20, 15 Nov 2006 (PST)
== Cinematic physics ==
Are cinematic physics possible to fake with the current SDK? [[User:Noclip|Noclip]] 17:04, 11 Dec 2006 (PST)

Revision as of 18:04, 11 December 2006

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Designing stuff

Hey jeff i was wondering how you obtained that effect in EP1 where at the end of the game against that stirder with the agressive behavior. While the player is in a cargo container the strider uses its cannon to shoot at the container leaving a dent in it. Also how do you make static props fall or are they dynamic? like when gordon leaves Alyx at Black Mesa East due to the rublle that falls and causes Gordon to venture into Ravenholm. Thanks--Gear 16:30, 11 Oct 2006 (PDT)

I did not work on that section of Episode One, but I'm guessing it was done with the SetCannonTarget input on the npc_strider and a simple model replacement by enabling and disabling two prop_dynamics.
Falling debris that blocks a route is usually done with prop_dynamics parented to a func_movelinear or func_door, with other effects triggered at the same time, such as func_breakable, env_ar2explosion, env explosion, ambient_generic, etc. --JeffLane 17:23, 11 Oct 2006 (PDT)


Something else i was wondering was the enity you use to make a brief cloud of smoke appear when the cannon of a strider hits something. And Thanks for the help on that one there.--Gear 20:05, 11 Oct 2006 (PDT)

Hey Jeff is there any way i can use the ep 1 content. I get the models and materials in hammer but in game the materials have the purple and black checkered box and the models have the huge "ERROR" model.--Gear 04:01, 30 Oct 2006 (PST)


Lump Files

I have read the article about patching levels with lump files and was wondering if you could make a tutorial or provide me with some more detailed info, especially how to check what lumps are modified when i change certain entity's properties? --Xoqolatl 05:52, 26 Nov 2006 (PST)

I'm not really sure what you are asking here. The entity data is an entire lump in the .bsp (lump 0), so when you extract the .lmp from a newly modified version of the map, all entities in the map will be included in the lump. When you make the new version of the map, you need to make sure to only change entity data (no brushes), just as if you were doing an -onlyents compile. --JeffLane 16:55, 28 Nov 2006 (PST)

Caution

If making User:mdurand a Sysop instead of User:Mdurand was a mistake, be sure to remove the mistaken clearance before somebody figures out that you can get Sysop privileges by making a user by the name of User:mdurand. --Andreasen 15:00, 15 Nov 2006 (PST)

There is no error, you cannot make a username "mdurand" if "Mdurand" already exists. Case-sensitivity is ignored for the usernames, except for pagelinks. --JeffLane 15:20, 15 Nov 2006 (PST)

Cinematic physics

Are cinematic physics possible to fake with the current SDK? Noclip 17:04, 11 Dec 2006 (PST)