Hammer down gaming addons




















Explicitly identify resources to pack into the map. If more are needed, add additional keyvalues with SmartEdit off. Force a specific sound to load, for runtime switching.

Duplicates will be removed. More keyvalues can be added. The various inputs and outputs are useful for bundling commands together, or using more appopriate verbs. Inputs only work if given directly from entities or via instance redirection , not in-game or dynamically.

Assigns data or a group of data to a variable in an entity's VScript scope on spawn. To set an array, provide an index in the variable name in the form varname[4]. Some games will require you to relaunch them before the item will be downloaded.

A sledgehammer! What else can i say? This is a "Charge up" like weapon, meaning you must hold down your mouse, and then release to swing! Ill make the damage increase as you are charging later Currently it causes a random damage amount You can throw it too! And for the badass people If your ping is at 70 or below It should work just fine Original: [hl2. Animations by me The model and textures by RockstarGames. I think The original compiling, model and textures edit by. Can you make an admin one?

ScarletKing 21 Jan, pm. Worldmodel weapons are "invisible" using a trick. Viewmodel arms are invisible but weapons aren't, I tried to disable them with lua but I'm not a lu Jesus Playermodel. M9K Specialties. DarkRP works with minor changes to settings, such as default clips, weapon stripping. See the description for info on how to adjust these s. Created by TiberiumFusion. Despite losing all but 7 of their nearly members, the surviving GIGN were critical in the capture of Volk, Makarov's chemical weapons supplier.

MW3 Spetsnaz Playermodels. Before the Ultranationalists' rise to power, the Spetsnaz were under Loyalist command. Now, they serve Makarov in his war against the Western world. Media Player. Created by Sam. Watch videos or listen to music with friends in Sandbox—based on the Cinema gamemode. How to fix this mod HTML5. More materials. Created by ParSec. Created by CapsAdmin discord PMC playermodels.

Created by maJor. Hello everyone, this is my first workshop addon and my very first convertion of a ragdoll into a playermodel. Content: All 84 mo Created by Threebow. This is not the entire addon. This is simply the custom content for the addon in an easily accessible pack. Pain Sounds.

Created by LordiAnders. You can customize the addon in " Created by Malboro. Great, more addons to get shitted on by some shitty sanic nextbot clone. Rage's UnluckyWolf's CW 2. Created by Squid Dog. I'm making a new attachment pack soon Roleplay Props. Created by Radray. A compilation of props suitable for decorating houses and setting up roleplays. I take no credit for any of the models or materials included in this addon. Created by Vinrax.

SCP Player Model. Created by Magic Bacon. This is a rough adaptation of SCP into a player model. I had to hack some things around so his arms are slightly shorter and obviously his fingers don't work.

There is no ragdoll yet but I'm working on that SCP - Playermodel. Created by reborn. SCP Description : SCP are predatory creatures that resemble hairless, digitigrade humans, possessing an elongated face with a mouth lined with needle-like teeth.

On each hand, they have five claws that can be up to 20 cm long. Although sharp, Created by NextKuromeThe76Soldier. Can be used for Roleplay, Scenic st Created by Riffo. SCP Staff. Created by Zydel. Includes 7 playermodel, reskinned model of the Class D which made by Kerry that reskinned Citizen models.

Created by NeZoX. Created by jqueary. Created by Dragoteryx. Interesting fact: the real SCP doesn't actually inflict diseases, rather it makes others become paranoid Created by Veeds. Created by Agentep Created by Xenikay. Created by Feeps. SCP PM. This item is not authorize NPC, friendly and hostile. Shiny eyes, visible in the dark. Credits for model: Apocryphos Shadowscale Clipping Tool will allow you to cut object in half or any side you want this is the tool you will want to use when making a roof or a ramp.

Vertex Tool will allow you shape the object in 3d view good for making holes. Here is a few more Important Tools you need to know. Toggle Grid in 3D will togle the grid in 3d view on selected objects. Smaller and Larger Grids are very important when scaling your wall I find the best grid scale is 8 or Texture Scale Lock it makes the texture on object have the same scale and doesn't allow it to expand is good when making 3d skybox. Toggle Models in 2D is good when you need to see how the entities look like in 2D view note it can become a mess in later stages of map making.

Lets us start by making a very simple box map witha small area inside it. Then select the browse button. Than type dev I suggest begining to with dev textures before the nodraw texture since it is easier to navigate through the map later in filter section.

Than find and select the orange messure texture and double click on it. Now select any point on top view camera and drag it until you reach the desired number, I will do Now go back to texture selection, but this time you will search for a skybox texture, when you find select it and double click on it.

Then create a box around the surface. Use the top view to make the side walls and then the front or side view to adjust the walls height I did x Now find and select a different dev texture and build a box the same way built this one but this time build in inside the skybox NOTE: you will not need to use skybox texture when building a structure and I recomend lowering the grid number to 8.

Now we will add a doorway and windows. To see the player scale simply select on the entity tool and click near the box where the doorway will be in the 3D view, by the way it is a player spawn too NOTE I Recommend using the toggle models in 2d to see the entity in the 2D view. When you have added the entity, you should select the clipping tool, than selecet the wall where the doorway will be, than click on one of the place like the middle and drag it to the other side Note: when you have selected the cut you will see that the wall in 2d view will change colors, red and white.

Red means the area that will be cut and deleted and white means the area that will be left standing, by pressing the clipping too multible times you can change that. Do this untill you get a similar result. Select the doorway you created and then tap on delete key on you keyboard. Now select the wall or multible walls that are going to have windows. Then select the clipping tool and do the same thing just like with the doorway.

Now we will test if the map works. This is the compiling section. Click on don't run the game after compiling, since it takes time to load and can mess with your in game settings. Leave everything else on normal and press ok. If everything is alright your start of the compile process window should look like this. If you get a leak, you will have to fix it in order for your map to work. To find the leak go to map, and click on load pointfile, press ok and then you should see a red line in your map, which will point out your leak.

When you fix your leak, go to map and click on unload pointfile. Then Run your Map again. If everything goes and planned the map should get compile into a. Now run the game. Click on start new game. Click on Start Game and see how your map looks. With this basic knowledge of how tools work you can now polish, add more stuff to your map and create something basic like this. In order to keep your map organized, you will need to group and create visgroups.

To group your objects or entities simpli select all objects that you want to group. To check if the objects are grouped simply press Groups in select sections and press on the objects that you just grouped. This is very usefull when you make objects for deatails and decor.

Making visGroups is simple too, to make visgroups you don't need to groups the objects but it is much easier when you go group them. Select all object you want to make to visGroups and go to view and click on QuickHide Objects. Now the selected objects should be hidden Note they were not deleted, if you want to unhide them just click on Unhide QuickHide Objects. Now go to view again, but this time click on Convert HideObjects to visGroup.

Now you should notice that there is a new selection in your visGroups section, you can tick or untick it and see that your objects now hide and appear again.

Now if you want to rename the group you will need to click on edit. Find your group and click on it. Now you should see a section called name, simple rename it to what ever you want. Now you can make all the visgroups you desire and keep your map organized. This makes the compiler compile the.

NOTE: all surfices that are not solid should be changed to detail, like triangle or circle objects, since it makes the Compiler very slow. First we will talk about on how to change your skybox. Before we begin you will need to find a skybox you want to use, it can be custom one or Source SDK one. When you copy your skyboxes name, go back to hammer tool. Here you will have to go to map and click on map properties.

Now find skybox texture name and paste the skybox name from the skybox list. When you compile your map, you will see the changes. Now place an entitie anywhere on your map. Double click it and go to class search box. Now remember the numbers from the skybox list and add them to the light environment. Ideal Brightness - will go to Brightness.

Ideal Ambience - to Ambience. Now compile your map again you can select the HDR option this time and see how the map looks like now. First we will add the sun in to the map. Now change the Pitch Yaw Roll with numbers from skybox list.

Change both Sun Color and Overlay Color to any color you want. I also recommend changing the sun size to Place an entity somewhere in the map. Than change fog enable from No to Yes. Now change the fog start and fog end to what ever number you want, you will have to compile and run the game to see the changes, it might be doing this for a long time until you see the perfect result.

Now change the Fog max density can be changed from 0. Now your map should look something more like this. So make an object where the window is going to be Note: the glass have to be realy thin like 2 grids.

Make object in nodraw texture. When making doors you have 3 choises to choose from.



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