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Posted

Hello friends, I am brand new to map making, so forgive me if I sound ignorant of basic techniques in this thread.

I am trying to edit an aim map (aim_redline) to make it a good offline map where one person can practice their peaking against bots. I have a lot of questions, and I have searched for answers on all of these, but haven't found good sources that I really understand. For now I will just started with 2 things I want to accomplish:

1. I am trying to import decals into the map. I've figured out how to convert .jpeg files to .vtf using VTF Edit and I have successfully placed them inside the map, however certain .jpegs that are designed even at the correct aspect ratio (i.e. 128x128) that look good in .jpeg and even in VTF Edit seem highly pixelated and low quality when placed in the map. Are there any good tips for preserving image quality when placing images in the map?

2. FLASHBANG PROJECTILE:

Right now, the map design is such that there are 6 boxes spread in a large rectangle around the map. The eventual goal of the design is to make it so the player runs from one box to the next trying to headshot bots. I want to add an entity to the map that causes the player to have to take cover from a flashbang by reflex when he reaches one of the boxes. I've experiments with flashbang_projectile and tied it to trigger_multiple with a brush I designed that could be stepped on behind the box in question but alas, it doesn't seem to work. I hear the sound of the flashbang going off, but I don't see it. Also, it only seems to trigger once, when I want it to trigger everytime that particular spot on the map is stepped on by the player's model. Any suggestions?

Posted

look into using a triggered env_fade with a white color and appropriate in/out times to stand in for the flash.

this is probably only reasonable for single-player, though, as it will otherwise affect everyone on the map.

Posted

look into using a triggered env_fade with a white color and appropriate in/out times to stand in for the flash.

this is probably only reasonable for single-player, though, as it will otherwise affect everyone on the map.

Ok, I did give it a try, but I'm also a little confused about how to appropriately use this effect D :

I would ideally like for the player to be able to avoid getting flashed if he takes appropriate cover. Too bad the flashbang_projectile thing is so confusing :/

Posted

The Training Course map that comes with CS:GO has a few scripted flashbang drops, it might be worth decompiling it and see how they do it.

For the decals, do you have a screenshot of how they look in game, and the source image you're using as a texture?

Posted

look into using a triggered env_fade with a white color and appropriate in/out times to stand in for the flash.

this is probably only reasonable for single-player, though, as it will otherwise affect everyone on the map.

Ok, I did give it a try, but I'm also a little confused about how to appropriately use this effect D :

I would ideally like for the player to be able to avoid getting flashed if he takes appropriate cover. Too bad the flashbang_projectile thing is so confusing :/

won't work for that purpose, sorry.

Posted

The Training Course map that comes with CS:GO has a few scripted flashbang drops, it might be worth decompiling it and see how they do it.

For the decals, do you have a screenshot of how they look in game, and the source image you're using as a texture?

YEah, interesting suggestion thank you. I actually figured out how to increase image quality, with the VTF edit.

I will check out the flashbang in the training course though for sure.

The other thing I was trying to do was coming up with a way to force players to keep moving (i.e. so they don't sit around one corner of the map. I'd rather they move around in the big circle I have setup from one "station" (i.e. some box or covering with a flashbang that gets triggered or an HE or something).

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