• Announcements

    • Brentonator

      Forum Rules (Please Read)

      Hello everyone and welcome to the No More Room In Hell Forums! We greatly appreciate your interest and support. Please feel free to begin post and become a part of this community. But please make sure that you read and understand the following rules so things can stay as clean and as orderly as possible around here. These rules are expected to be follow by any and all members at all times. Disobeying these rules will result in disciplinary action by a moderator. #1. Off color remarks are acceptable but can be deemed inappropriate at the discretion of the moderators. #2. Flaming and disrespecting other members of this community or this mod is strictly prohibited. #3. Please do not post links relating to warez or illegal downloading. #4. No offensive content is to be posted (gore, dead babies, porn). #5. Please do not spam topics to increase your post count. #6. No excessively large signatures. Signatures that violate this will be modified. #7. Signatures are not to be used as a spamming tool. If your signature's sole purpose is to annoy or distract other members, it will be removed. #8. Please do your part to be as friendly, respectful, and helpful to anyone and everyone on this forum. #9. Your posts may be removed at any time at our sole discretion. #10. Remember the terms of your registration...a copy is posted below but may not represent the latest version of our terms of use. #11. No advertising other communities or products. Have fun.

Mehis

Real Members
  • Content count

    6
  • Joined

  • Last visited

Community Reputation

0 Neutral

About Mehis

  • Rank
    Fresh Meat
  1. You can use a teleport, which changes the targetname with logic_case. Teleport: Filter: The prop you want to spawn. Name: (Name) Destination: (blank) Info_target(S): Name: (Destinations name) Logic_case: Name = (Name) OnCase01 > (Teleports name) > AddOutput targetname > Destinations name #1 > Once Only OnCase02 > (Teleports name) > AddOutput targetname > Destinations name #2 > Once Only ETC. Logic_auto: OnMapSpawn > Case > PickRandom > Once Only OnMapSpawn > Teleport > Enable > Once Only 0.1 OnMapSpawn > Teleport > Kill > Once Only 0.2
  2. http://developer.valvesoftware.com/wiki/3D_Skybox Follow the tutorial there. It's very simple. Just make the water go further from the beach, so the players can't see the transition of the skybox and the map. And don't hesitate to make the skybox big. It should be big as your map! Some other things you should fix: 1. Rotate the ships. Ships doesn't 'park' backwards. They leave backwards. 2. Change the wood texture on the second picture. It looks weird. 3. Make the house on the first picture like this: http://www.supercoloring.com/wp-content/main/2009_06/small-house-in-the-village-coloring-page.jpg Copy how the roof and the wall looks. It looks like the roof is just one box now.
  3. Any small detail ideas and suggestions here. 1. Add fade distances into the weapons, tools etc. 2. Hands. The hands has awesome texture and style, but it looks like the rigging didn't go so well. Example, when you have hammer on and you do the charge, you can see how the right arm has a spiky area. I just want you guys to go through them again and fix any unrealistic spots, which you can see. 3. The regular door model makes a punt sound when you open it. It must be something to do with the model's origin, maby? (Yes, I'm that big of a bitch. ) I'll be adding more of these...
  4. Very early pics...
  5. Ummm... It's already released with the beta. There's a fgd folder inside the NMRIH folder.
  6. Yea, and if anybody is wondering it's like this: "Configs" { "SDKVersion" "3" "Games" { "NMRIH" { "GameDir" "c:\program files (x86)\steam\steamapps\SourceMods\nmrih" "hammer" { "GameData0" "c:\program files (x86)\steam\steamapps\SourceMods\nmrih\fgd\nmrih.fgd" "TextureFormat" "5" "MapFormat" "4" "DefaultTextureScale" "0.250000" "DefaultLightmapScale" "16" "GameExe" "c:\program files (x86)\steam\steamapps\steam_account_here\source sdk base 2007\hl2.exe" "DefaultSolidEntity" "func_detail" "DefaultPointEntity" "ai_ally_manager" "BSP" "c:\program files (x86)\steam\steamapps\steam_account_here\sourcesdk\bin\source2007\bin\vbsp.exe" "Vis" "c:\program files (x86)\steam\steamapps\steam_account_here\sourcesdk\bin\source2007\bin\vvis.exe" "Light" "c:\program files (x86)\steam\steamapps\steam_account_here\sourcesdk\bin\source2007\bin\vrad.exe" "GameExeDir" "c:\program files (x86)\steam\steamapps\steam_account_here\half-life 2" "MapDir" "c:\program files (x86)\steam\steamapps\SourceMods\sourcesdk_content\nmrih\mapsrc" "BSPDir" "c:\program files (x86)\steam\steamapps\SourceMods\nmrih\maps" "CordonTexture" "tools\toolsskybox" "MaterialExcludeCount" "0" } } } } If you have any other games on Source SDK 2007, copy this inside the "Games" { "NMRIH" { "GameDir" "c:\program files (x86)\steam\steamapps\SourceMods\nmrih" "hammer" { "GameData0" "c:\program files (x86)\steam\steamapps\SourceMods\nmrih\fgd\nmrih.fgd" "TextureFormat" "5" "MapFormat" "4" "DefaultTextureScale" "0.250000" "DefaultLightmapScale" "16" "GameExe" "c:\program files (x86)\steam\steamapps\steam_account_here\source sdk base 2007\hl2.exe" "DefaultSolidEntity" "func_detail" "DefaultPointEntity" "ai_ally_manager" "BSP" "c:\program files (x86)\steam\steamapps\steam_account_here\sourcesdk\bin\source2007\bin\vbsp.exe" "Vis" "c:\program files (x86)\steam\steamapps\steam_account_here\sourcesdk\bin\source2007\bin\vvis.exe" "Light" "c:\program files (x86)\steam\steamapps\steam_account_here\sourcesdk\bin\source2007\bin\vrad.exe" "GameExeDir" "c:\program files (x86)\steam\steamapps\steam_account_here\half-life 2" "MapDir" "c:\program files (x86)\steam\steamapps\SourceMods\sourcesdk_content\nmrih\mapsrc" "BSPDir" "c:\program files (x86)\steam\steamapps\SourceMods\nmrih\maps" "CordonTexture" "tools\toolsskybox" "MaterialExcludeCount" "0" } }