How to make a PropHunt Map.

Discussion in 'PropHunt' started by Geit, 24 Aug 2009.

  1. Gaw discord is my friend now

    fuckin lol'd
     
  2. I do not need a server/server files to do this? I got to the "compile and install it locally" part, but in order to compile I needed all of the other things that you had included. I wasn't really sure were to put them either so that it would successfully compile (I have never worked with these before).

    Thank you for you time almighty creator of propHunt etc, etc.

    Also I saw
    Code:
    #if defined WHORE
        #include <hooker>
    
    And
    Code:
    #else 
            //PrintCenterTextAll("WARNING: WHORE OFF");    
        #endif
        
     
  3. PHP:
    if defined WHORE
        
    #include <hooker>
    :V
     
  4. No you can install sourcemod locally - it's pretty much a matter of extracting sourcemod and metamod:source to your addons folder.

    Setting up a local compiler is a bit more difficult - check the alliedmods wiki for a tutorial etc.
     
  5. So I cannot use the online compiler? The rest (I think) I can do
     
  6. Not unless it lets you provide .inc files for dukehacks etc.
     
  7. What would the cfg file of Timbertown look like Geit?
     
  8. Geit Coding wizard!

    Last edited by a moderator: 27 Nov 2013
  9. Okay, if I've done it right...

    Lumberyard:


    Code:
    "prophuntmapconfig"
    {
        "Props"
        {   
            "models/props_foliage/shrub_03a.mdl" {}   
            "models/props_foliage/shrub_03_cluster.mdl" {}   
            "models/props_2fort/oildrum.mdl" {}   
            "models/props_2fort/miningcrate001.mdl" {}   
            "models/props_2fort/miningcrate002.mdl" {}   
            "models/props_2fort/tire002.mdl" {}   
            "models/props_gameplay/cap_point_base.mdl" {}       
            "models/props_2fort/metalbucket001.mdl" {}   
            "models/props_forest/wood_pile.mdl" {}    
            "models/props_farm/wood_pile.mdl" {}      
            "models/props_farm/pallet001.mdl" {}  
            "models/props_badlands/barrel02.mdl" {}   
            "models/props_mining/fence001_reference.mdl" {}      
            "models/props_2fort/corrugated_metal001.mdl" {}   
        }
        "Settings"
        {
            "doors" "1"
            "relay" "0"
            "round" "175"
            "alt" ""
            "alt2" ""
        }
    }
    
     
    Last edited by a moderator: 27 Nov 2013
  10. I may of used the wrong bushes ;>
     
  11. Okay Geit, I think I've updated it right with a few more props as voted by the regulars. Hopefully none of them cause problems with underground clipping and the such. Also changed the time~

    Code:
    "prophuntmapconfig"
    {
        "Props"
        {   
            "models/props_forest/shrub_03b.mdl" {}   
            "models/props_forest/shrub_03c.mdl" {}   
            "models/props_2fort/oildrum.mdl" {}   
            "models/props_2fort/miningcrate001.mdl" {}   
            "models/props_2fort/miningcrate002.mdl" {}   
            "models/props_2fort/tire002.mdl" {}   
            "models/props_gameplay/cap_point_base.mdl" {}       
            "models/props_2fort/metalbucket001.mdl" {}   
            "models/props_forest/wood_pile.mdl" {}    
            "models/props_farm/wood_pile.mdl" {}      
            "models/props_farm/pallet001.mdl" {}  
            "models/props_badlands/barrel02.mdl" {}   
            "models/props_well/hand_truck01.mdl" {}   
            "models/props_forest/rock006b.mdl" {}   
            "models/props_forest/rock006.mdl" {}   
            "models/props_2fort/tire001.mdl" {}   
            "models/props_forest/train_engine_01.mdl" {}   
            "models/props_mining/fence001_reference.mdl" {}      
            "models/props_2fort/corrugated_metal001.mdl" {}   
            "models/props_2fort/corrugated_metal003.mdl" {}   
            "models/props_farm/tools_shovel.mdl" {}   
        }
        "Settings"
        {
            "doors" "1"
            "relay" "0"
            "round" "145"
            "freeze" "0"
            "alt" ""
    
        }
    }
    
     
  12. Okay I found a few little problems with Lumberyard. The shovel does close to the same thing as the wheelbarrow. Half of it spawns underground making a little... broken. I'll edit that when I finish doing the map.

    I've no idea how to use Hammer but after an hour or so of playing around, I've managed to edit and recompile Lumberyard to allow access to all rooftops and some other areas. I'm not sure how to do the lighting stuff so there's a few little pink squares on the glass. How do I remove that~?

    I also need help with a certain area. How do I make a sloping ground solid? I would use the Player Clip brush but that makes the texture on the ground vanish too, lul~
     
  13. Geit Coding wizard!

    First make sure you do a FINAL compile with HDR, then go into game with HDR disabled and do: sv_cheats 1 mat_specular 0 and buildcubemaps with the map loaded, then enable HDR and restart the game and do the same, the purple squares should disappear.

    I'm not quite sure what you mean about the sloping ground, it should all be solid unless it's func_brush or part of the skybox.
     
  14. Okay I fixed what was wrong. Thanks to Austria for helping me out with that. Thanks for that too Geit. Everything works fine now.

    Updated Lumberyard map with everything working:
    http://www.megaupload.com/?d=MCPNU6HM

    Updated config file:
    Code:
    "prophuntmapconfig"
    {
        "Props"
        {   
            "models/props_forest/shrub_03b.mdl" {}   
            "models/props_forest/shrub_03c.mdl" {}   
            "models/props_2fort/oildrum.mdl" {}   
            "models/props_2fort/miningcrate001.mdl" {}   
            "models/props_2fort/miningcrate002.mdl" {}   
            "models/props_2fort/tire002.mdl" {}   
            "models/props_2fort/metalbucket001.mdl" {}   
            "models/props_2fort/tire001.mdl" {}         
            "models/props_2fort/corrugated_metal001.mdl" {}   
            "models/props_2fort/corrugated_metal003.mdl" {}   
            "models/props_gameplay/cap_point_base.mdl" {}       
            "models/props_farm/wood_pile.mdl" {}      
            "models/props_farm/pallet001.mdl" {}  
            "models/props_badlands/barrel02.mdl" {}   
            "models/props_well/hand_truck01.mdl" {}   
            "models/props_forest/rock006b.mdl" {}   
            "models/props_forest/rock006.mdl" {}   
            "models/props_forest/train_engine_01.mdl" {}   
            "models/props_forest/wood_pile.mdl" {}    
            "models/props_mining/fence001_reference.mdl" {}
    
        }
        "Settings"
        {
            "doors" "1"
            "relay" "0"
            "round" "145"
            "freeze" "0"
            "alt" ""
    
        }
    }
    
     
  15. Also, fuck my computer and/or hammer with crashing constantly. Thank the lord for autosave.
     
  16. Gaw discord is my friend now

    I've done it before, it's simple (well I had done it on a server before doing it locally) but it really is. I done it on L4D to aswell, so I could play as infected on single player when I had no internet :)

    I encoutered no problems with the compiler either.
     
  17. I am determined to push out a ph map (though I gave up on the self testing thing), but I've got some more questions (I'm not even close to most of these things, but perhaps this will give me some inspiration) :

    1) Geitiegg I don't understand this part (I'm quite new a map making so please forgive my ignorance) "Then, when finished with your basic brushwork layout, use the ABS prop-library with the 3D editor (Press X in Hammer) to add props to the map." This is an easier way to add props?

    2) When you add props to the cfg file what about props with multiple skins? Is there a way to have both skins of the same prop spawn (or just the 2nd one). I'm not sure I've ever seen a prop that wasn't default skin?

    3)Oh yes and the broken props (the ones that dip into the ground) is there a way to fix these? Or at least be able to tell if they would be useless for ph? I thought this had to do with the axis(?axes?)/origin of the prop/model but then I remembered those gigantic logs that everyone hates being and your hit box ends up being at one end of the logs while the origin is in the center.

    Thanks in advance

    Oh yeah ...
    4) The prop that I would most like to see in a ph is a dead scout (ragdoll (but it doesn't have to be physics'ie)). Is there anyway that this could possibly happen?
     
  18. 2) Skins are hard coded into the plugin - only a couple of barrels have different random skins atm

    3) All props dip into the ground because of the way they are parented, but no one else sees the vertical rotation.

    4) Awesome idea, I'll see if I can make it happen.
     
  19. Yes.
    That's what I did anyway and everything turned out fine.
     

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