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[L4D2] Sky (comp. config), that adds only the additional events to camapigns?


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JLmelenchon
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Join Date: Mar 2019
Old 10-22-2022 , 04:30   Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
Reply With Quote #141

Is it possible with stripper to replace in L4D2 the static screen of the television by an animated gif ? Like with workshop mods.
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AsphyxiaJLSA
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Old 10-22-2022 , 10:53   Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
Reply With Quote #142

Quote:
Originally Posted by JLmelenchon View Post
Is it possible with stripper to replace in L4D2 the static screen of the television by an animated gif ? Like with workshop mods.
Hello, it is not possible to do that with the original models of the game, it is possible to do it by obtaining a custom model through the workshop or gamemaps, and changing the path of the MDL, and then adding it in an object generator and then adding it in stripper, it is the only way to do it.

I show you an image as an example

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Last edited by AsphyxiaJLSA; 10-22-2022 at 10:55.
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JLmelenchon
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Old 10-23-2022 , 00:07   Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
Reply With Quote #143

Ok thank you. Also i looked for tutorials on how to port a model with animations to L4D2 but this seem way to difficult, i have the source does there is an easy way?

Last edited by JLmelenchon; 10-23-2022 at 00:08.
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LN5005
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Location: Mad Universe
Old 10-31-2022 , 14:49   Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
Reply With Quote #144

Does anyone know which entities can be used to create nav? I've put a bunch of prop_dynamic, but they don't seem to be recognized by nav_edit.

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I tried using nav_build_ladder to create a nav for a ladder on an official campaign map and saved it with nav_save.

Strangely, the ladder nav does not seem to be saved successfully when I reload the map or when I use nav_load.

It also fails to save changes when creating a nav connect.

Does anyone know what's going on here? I'm just starting to learn to make changes to the nav mesh and am not sure what I'm doing wrong.

————————

Well, I took a look at the files in left 4 dead 2/update/maps. Copying the .nav file from left 4 dead 2/left4dead2/maps to the above folder, then i saved the changes successfully.

It seems that some update makes it read the .nav file from the former(update/maps) and not the latter(left4dead2/maps). The strange thing is that the path to save the nav file did not change with it.

By the way, removing the nav path at prop_dynamic should allow special infected and bots to bypass these obstacles. Here's an easy to understand tutorial on how to edit the nav mush: https://steamcommunity.com/sharedfil...?id=1981189248

I still need to know how to get nav_edit to recognize the entities created by stripper. Can anyone shed some light on this?

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Got it, use nav_create_area_at_feet 1 to set the nav_begin_area generation coordinates to where the feet are instead of where the cursor is, and then use nav_begin_area and nav_end_area to generate the nav area.

The AI should recognize the manually placed nav area, which might increase the complexity of Stripper, for example by creating a double-story building or a passageway.



https://www.youtube.com/watch?v=9IGKrb7KCsE

Teach AI to go to the top of the building.

The generated nav needs to remove PLAYERCLIP, by clear_attribute PLAYERCLIP

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In some cases the director may not generate Commons because ESCAPE_ROUTE is incorrect. Use nav_anaylze to automatically generate ESCAPE_ROUTE to solve this problem.

nav_anaylze will reload the map, but the saved nav file will not change anything in the reloaded map because the save path is different from the read path. Don't forget to move the updated nav file to the /left 4 dead 2/update/maps/ folder.

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It seems that .nav files can be packed into .vpk to work.

Last edited by LN5005; 11-01-2022 at 20:11.
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LN5005
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Old 10-31-2022 , 21:27   Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
Reply With Quote #145

These Stripper configuration files modified the routing structure in an unusual way, and also created the corresponding navigation mush.

Download: https://github.com/fbef0102/L4D2-Unlimited-Map/issues/4


* The corresponding vpk needs to be moved to the addons folder.

These vpk files in the zip are used to remove the invisible walls of The Parish (required), and also used to modify nav mush.

Credits:
* Based on sky: https://github.com/Attano/Sky
* Modified with l4d2_spawn_props (https://github.com/fbef0102/L4D1_2-P...d2_spawn_props ), and Notepad++ (https://notepad-plus-plus.org/)
* Remove Invisible Walls: https://steamcommunity.com/sharedfil...?id=2515708086
* The generator event at the bus station uses some of TypicalType's code. Source: https://forums.alliedmods.net/showpo...7&postcount=81
* The forklift event was designed with reference to Typical( https://steamcommunity.com/id/JOOJ126 )'s design. source: https://forums.alliedmods.net/showpo...3&postcount=83

Quote:
Originally Posted by AsphyxiaJLSA View Post
From my experience with stripper, doing these things is simple and looks good, but eliminating the invisible walls of the game is not recommended since they eliminate models from the game, seen from the user who created the game, the bounce error will not be visible screen, but seen from the rest of the players who enter the game of this creator, they will observe a too uncomfortable screen bounce.
I'll probably make a version without the invisible walls mod in a couple of days.

My server got DDOSed two years ago [https://drive.google.com/file/d/1SXN...voKL5a6sj/view] , so I haven't deployed a dedicated server for Left 4 Dead 2, therefore I haven't encountered any problems related to the invisible wall when designing the map, and I don't really understand the severity of the problem.

Last edited by LN5005; 11-13-2022 at 17:51.
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AsphyxiaJLSA
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Old 10-31-2022 , 22:22   Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
Reply With Quote #146

Quote:
Originally Posted by LN5005 View Post
This Stripper configuration file for c5m1 incredibly modified the route structure and created the corresponding nav mush.


From my experience with stripper, doing these things is simple and looks good, but eliminating the invisible walls of the game is not recommended since they eliminate models from the game, seen from the user who created the game, the bounce error will not be visible screen, but seen from the rest of the players who enter the game of this creator, they will observe a too uncomfortable screen bounce.
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LN5005
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Old 11-01-2022 , 13:31   Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
Reply With Quote #147

Quote:
Originally Posted by Marttt View Post
You should edit your posts next time instead of creating 6 new ones and quoting yourself from the previous post.
This pollutes the forum and is against the rules.
OK, thanks for the heads up.
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LN5005
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Old 11-06-2022 , 15:49   Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
Reply With Quote #148

A forklift event for c5m3. Basically another version of [ https://forums.alliedmods.net/showpo...3&postcount=83 ], but simpler.

Preview: https://youtu.be/93LFG21qEn4
Attached Files
File Type: cfg c5m3_cemetery_forklift.cfg (2.9 KB, 111 views)
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JLmelenchon
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Old 11-06-2022 , 19:24   Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
Reply With Quote #149

What is this prop model by the way? this tire block the way of the player.
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Marttt
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Old 11-06-2022 , 21:22   Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
Reply With Quote #150

You could say which map and where you have found it to speed up things. (always)
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