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CSS map of HRTA

124

Comments

  • Registered Users, Registered Users 2 Posts: 36,094 ✭✭✭✭ED E


    Not sure, quite possibly. We use Valve Hammer Editor, its Free on steam(You may need a source game though to unlock it: Halflife 2, CSS, Day of defeat source.)The Problem would be making the mod to implant them into a server. Not easy. You cannot change the actual game files for compatability, has to be a mod in the mods folder.

    BTW, why'd you ask?


  • Closed Accounts Posts: 985 ✭✭✭Mark_Sc


    Well I use this alot http://www.counter-strike-dl.com/ and would love to make my own skins, perhaps to match my airsoft collection


  • Registered Users, Registered Users 2 Posts: 36,094 ✭✭✭✭ED E


    Yeah, think they are entity files and could be made, though dont know about scriping sounds.

    Been Messin with hammer lads:

    When i go run map it saves them as VMFs where dont i need a bmp to play???

    What do de_ fy_ ect ect satnd for, are they important?


  • Registered Users, Registered Users 2 Posts: 9,653 ✭✭✭Voodoomelon


    VMFs are the project files, if you have Hammer setup properly it will insert the bmp file into your CS map folder so all you have to do to run it is load CS, hit the tilde key and type "map hrta" or whatever you called your map.
    It makes no difference what you call the map.


    Ok, so here are the first few pics of the map, I spent about 3 hours doing what you see here, about an hour of that was spent trying to resolve a problem with the curved roofs, major pain.

    I'm not too sure how big the barns are, so some input would be good. Comment on anything you like, especially the distance between objects and the like. :)

    hrta0000small.jpg

    hrta0001small.jpg

    hrta0002small.jpg


  • Closed Accounts Posts: 589 ✭✭✭Irish Trinity


    looking good is that a sky box that you use ?


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  • Registered Users, Registered Users 2 Posts: 37,706 ✭✭✭✭o1s1n
    Master of the Universe


    Nice work. I might have to buy css to give this a go ;)

    Seems you got todays weather right too!


  • Registered Users, Registered Users 2 Posts: 9,653 ✭✭✭Voodoomelon


    Yeh, not bad seeing as i've never been to the place in me life!

    It is a skybox Trin, just the default one.


  • Closed Accounts Posts: 589 ✭✭✭Irish Trinity


    well at least i know how to make the scenery now but still have no idea how to make buildings


  • Registered Users, Registered Users 2 Posts: 36,094 ✭✭✭✭ED E


    Buildings: make one wall(drag vectors), select texture, hit entre. Then go to one of your orthographic views and hold **** whil dragging it to make a copy of that wall..and so on and so forth. Going tomorrow, Take a few shots for layout. We also need to do the inside of HRTA itself. The place beside is a a car workshop i think and we need nonexs van out side with a load of mp5s(brushes not entitiys!)

    Good job Voodoo. BTW, how do you make perimiter to stop the void getting in and howd you mae skyboxes?


  • Registered Users, Registered Users 2 Posts: 9,653 ✭✭✭Voodoomelon


    A skybox is just that, a giant cube shaped box that surrounds the map. The map is located in the middle of the cube. You simply set the cube texture to skybox and hey presto, thats it. However there are many other things you can do with skyboxes that I don't fully understand myself yet.

    By making a skybox, you automatically remove any leaks as there is no void.


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  • Registered Users, Registered Users 2 Posts: 8,659 ✭✭✭CrazyRabbit


    It's scary how accurate that is Voodoo. Looking good so far.


  • Registered Users, Registered Users 2 Posts: 6,384 ✭✭✭kdouglas


    VMFs are the project files, if you have Hammer setup properly it will insert the bmp file into your CS map folder so all you have to do to run it is load CS, hit the tilde key and type "map hrta" or whatever you called your map.
    It makes no difference what you call the map.


    Ok, so here are the first few pics of the map, I spent about 3 hours doing what you see here, about an hour of that was spent trying to resolve a problem with the curved roofs, major pain.

    I'm not too sure how big the barns are, so some input would be good. Comment on anything you like, especially the distance between objects and the like. :)
    looking good so far, the inside of the two "barns" on the far right should be all one unit though, no wall in between them (i think??), not sure how big the interior is when you walk around it, but looks like it might need to be a little bit bigger, hard to say though...

    definitely impressive so far though


  • Registered Users, Registered Users 2 Posts: 9,653 ✭✭✭Voodoomelon


    Thanks. :)

    Been adding in a bit of shrubbery. Theres limit amounts of trees and bushes available so it's not going to look exactly like the real thing. Close enough though...

    hrta0003small.jpg

    hrta0004small.jpg


  • Registered Users, Registered Users 2 Posts: 6,384 ✭✭✭kdouglas


    i very rarely boot into windows, but i think ill have to make an exception to run css


  • Registered Users, Registered Users 2 Posts: 36,094 ✭✭✭✭ED E


    can i have the bsp just to llok around your loveley creation?


  • Registered Users, Registered Users 2 Posts: 9,653 ✭✭✭Voodoomelon


    can i have the bsp just to llok around your loveley creation?

    Sure can. Here ya's go:

    http://rapidshare.com/files/37526910/hrta.bsp


  • Registered Users, Registered Users 2 Posts: 36,094 ✭✭✭✭ED E


    Good, think i managed to compile a bsp myself, yey!:D


  • Registered Users, Registered Users 2 Posts: 36,094 ✭✭✭✭ED E


    Any good skybox tutorials?

    Ladders, do you texture them and there is an end point thing, whats the story with that?


  • Registered Users, Registered Users 2 Posts: 9,653 ✭✭✭Voodoomelon




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  • Closed Accounts Posts: 589 ✭✭✭Irish Trinity


    ẁhen in doubt ask google :D


  • Registered Users, Registered Users 2 Posts: 36,094 ✭✭✭✭ED E


    Nice tutorials trin, had the hang of some of that already but didn't know skybox was just a texture.

    Now, how come only light_spotlights work? my light and light_env or whatever it is dont work! eveythink i try fails!:eek:


  • Closed Accounts Posts: 589 ✭✭✭Irish Trinity


    tbh i have no idea


  • Registered Users, Registered Users 2 Posts: 36,094 ✭✭✭✭ED E


    Problem: T team is always full? ct can add players but t is always full??? max players and bot limits are correct. wtf is wrong?


  • Closed Accounts Posts: 589 ✭✭✭Irish Trinity


    is this a map of your own or the hrta one?


  • Registered Users, Registered Users 2 Posts: 9,653 ✭✭✭Voodoomelon


    There is a site that has a list of hundreds of error codes and solutions to them but I can't for the life of me find it... :(


  • Registered Users, Registered Users 2 Posts: 1,026 ✭✭✭B0X


    There is a site that has a list of hundreds of error codes and solutions to them but I can't for the life of me find it... :(

    This it?
    http://www.interlopers.net/errors/


  • Registered Users, Registered Users 2 Posts: 9,653 ✭✭✭Voodoomelon


    That's it! That man is a genius.


  • Closed Accounts Posts: 589 ✭✭✭Irish Trinity


    dosen't matter he had the t's touching the ground


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  • Registered Users, Registered Users 2 Posts: 828 ✭✭✭whupass


    Problem: T team is always full? ct can add players but t is always full??? max players and bot limits are correct. wtf is wrong?


    do you have it down as bots add to the game before the players?


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