• Mapping Questions Megathread V7
    437 replies, posted
I've been trying to do some mapping in rockford, I'm going completely insane...First at all, I'm using the original VMF I hope I don't offend anyone with swearing and that shit... BUT HOLY FUCK THIS FUCKING SHIT IS DRIVING ME FUCKING MAD Everytime I compile the map, it does well, but visibility issues, sometimes (You heard right, sometimes by dumb magic) it compiles well, but changing some settings in lighting and entities values...Spits this in my face Too many unique verts, max = 65536 (map has too much brush geometry) I'VE DELETED 5 BUILDINGS FROM THE ORIGINAL MAP, WHY ARE YOU STILL DOING THAT, seriously, everytime I change a setting from a working build, it starts showing that error back again and I'm forced to remove more buildings in order to sort that out After a successful compile (Not anymore, this is an old video), I'm getting this: PUBATTLEGROUNDS, pubg GIF | Find, Make & Share Gfycat GIFs I thought I knew everything about source, but this...I have no idea what's going on here...I'm able to increase zfar clip plane, but stuff starts appearing in chunks and i can't modify that with nothing, and i don't want to keep spending hours in compiling since once again, everytime i touch the map, not even the brush work...I GET THE DAMN TOO MANY UNIQUE VERTS I'll go back to hammer, remove more buildings for no reason due this dumb map causing too many problems...It reminds me to valve hammer editor 3.5 when a simple map would cause vbsp to crash without reason at all -So what's making the map to render in chunks? -Why vbsp keeps adding more and more verts everytime I try to change some settings, for real, you would be fucking mad if you change VRAD settings, vbsp fails silently, you wait 2 hours to compile just to find out that vbsp shown that error I have 4 diamonds to spend in order to show how fucking desperate am I
What are most brush's lightmaps set to? Might be too low to compile Also let us see your compile log
Sure, here is I'll download again rockford vmf, add the casino again, delete Medic department and firefighter department and see if i can make it work
fix theAreaportal issues 1st Areaportal leak ! File: D:\Steam\steamapps\common\Half-Life 2\hl2\mapsrc\rp_rockford_sushirp_v3_novis.lin Brush 2501427: areaportal brush doesn't touch two areas
Might that cause max verts error? I'm completely unclue how to fix that brush doesn't touch two areas, glview it's a nightmare to use, but helped me to sort out some area portal colliding with some displacements, although it still doesn't explain well why changing settings would cause verts go crazy
Idk about stretching. To put model into hammer: Find this addon in addons folder Find gmad.exe in garrysmod bin drag Addond.gma onto gmad.exe in addons folder you will see folder named with decompiled addons name And you will se a models, materials etc. in that folder Have fun If u will have any questions - reply, ill be glad to help you
Leaks and areaportal leaks can cause all sorts of issues. In this case, yes, leaks can cause that error. I've ran into it a few times.
How can I stop hammer from using assets from the download and workshop directories in Garry's Mod?
Modify the gameinfo.txt, located somewhere in Garry's Mod root folder. Uncomment the filepaths that start with download/workshop
The download folder is uncommented, and there is nothing to do with workshop
Hello...do you know what setting for particle editor causes this particle that I made using the page on the default valve developer community tutorial for fire: https://developer.valvesoftware.com/wiki/Creating_A_Fire_Particle to appear flickering (it starts pulsing/disappearing a little past the middle of the video) when I put my particle/torch model by a brush or something else that might be causing this? The particle itself placed in the air doesn't seem to do it, so I assume maybe it happens when it gets x distance from a brush, or maybe there is a setting that is conflicting or not accounted for when placed near geometry. Is it possible to keep my particle close to brushwork to be used over a torch model, while still appearing seamless like the one in the air—be a normal, uninterrupted particle loop animation, while being next to geometry (if that is indeed the actual cause...)? video: https://streamable.com/uiol1
uhh what would be the most efficient way to rotate this door to an angle where it fits with both sides of the building? https://files.facepunch.com/forum/upload/113201/8d26a11d-9265-4b89-bc5c-a48db73618c9/20181106161753_1.jpg
What do you mean? If you want it to sit at a 45 degree angle at the corner just rotate the door and doorframe parts as one, move it in place, then use vertex edit and move every vertice onto the grid
$treesway is basically only compatible with $basetexture $translucent and $alphatest. It'll quit with anything more complex added. Meaning no $bumpmap $detail or anything of that sort. Haven't tested how it handles proxies, though.
Good lord Hammer editor does not like me suing a separate HDD for games. I've gotten it to recognize EP2's info.txt by editing the file path in gameconfig, however, now it seems unable to find any of the game's models, I assume also because of an incorrect file path. Does anyone know how to fix this?
How can I create a convincing fog that doesn't move with the player camera? I'm trying to give the illusion of infinite depth by using fog to obscure the true end.
You could use a brush fogvolume or a the 'new' style is directly using a particle system that acts like fog.
I'm using Source 2013 engine, so there's no fogvolume. Particles might work, but it could get expensive for the amount I would need. Good suggestions, though! I do know of the method of layering several planes of slightly translucent "fog" to give the illusion of volumetric fog. However, that looks bad most of the time. I'm trying to give the illusion of an infinitely tall object.
Yeh. Particle overdraw can be a massive hit. The thing to performance may be to use some shader tricks that don't use the 'expensive' blending unit, that's doing the translucent blend. The modulate shader can be used for darkening and the unlit shader and additive attribute for brightening fog. They both use simpler math then the alpha interpolation Modulate uses a white base texture with low darkening values and additive obviously a black texture with low brightening values. You still have a lot of overdraw, but that's what makes it look good. You could also attempt to cram an animated detail texture in the material to get more stuff (2x detail) going while using just single particles.
I accidentally pressed a button on my keyboard as I was mapping, and now my 2d viewports are all laggy?? I don't remember which button I pressed that triggered it
Can someone outline a common scale other maps and mappers use to create train tracks? Height of the rail, width of the rail, spacing of the rails, radius of the bend on a 90 degree turn. I need some common dimensions to use to properly lay out tracks. I spent a few hours today searching for these dimensions then halfway through I stopped and started looking for a model set I could use as static props. Unfortunately I could find neither.
Alright so I moved Steam and the SDK and Ep2 all to the same drive. Turns out it didn't fix the problem, Hammer still can't find any models either in the VGUI or the non-VGUI model browser. What the hell is missing?
A reinstall of Ep 2 solved it. Huh.
https://files.facepunch.com/forum/upload/244201/00d6134d-8efa-4898-9045-193ea823f367/image.png how and why did all my brush entities reposition their points outside of the map and is there a way i can reset them without going through each individual one? because theres a mc'fuckin lot of them.
You can reset them by right clicking them > "Center Origins".
absolute legend
How do you (If it's possible) run a lua script via map? I know there's lua_run for single lines, but I'm looking to run an entire file. Are you only able to do this through gamemodes?
Hi, i need help. I get a weird shadow glitch on my map: https://i.gyazo.com/accf7a550fb16e38a898140b249811b7.png https://files.facepunch.com/forum/upload/350497/2e50a7a4-fdac-42d1-a2a4-021d00a9e98e/20181118230736_1.jpg https://files.facepunch.com/forum/upload/350497/ba13d455-61a8-465a-b97a-b088876f74a6/20181118230723_1.jpg https://files.facepunch.com/forum/upload/350497/5bb0c8a3-f244-467d-80fd-e000ca755641/20181118230714_1.jpg https://files.facepunch.com/forum/upload/350497/732112b4-a9a1-471d-8847-4ec6a77b3346/20181118230801_1.jpg https://files.facepunch.com/forum/upload/350497/f7303103-6674-42aa-bc89-76607d5daae4/20181118230743_1.jpg https://files.facepunch.com/forum/upload/350497/a2f3ddf6-f0dc-48a7-927a-ecf609c882ac/20181118230731_1.jpg here is compile log: materialPath: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials Loading c:\users\batbox\desktop\map\maps\1nextokakmechoknatictachm.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt Patching WVT material: maps/1nextokakmechoknatictachm/nature/blendrockdirt006a_wvt_patch Patching WVT material: maps/1nextokakmechoknatictachm/nature/gm_construct_grass_wvt_patch fixing up env_cubemap materials on brush sides... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 1356 detail faces...done (1) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (4) writing c:\users\batbox\desktop\map\maps\1nextokakmechoknatictachm.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials:    skybox/sky_borealis01*.vmt  ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials:    skybox/sky_borealis01*.vmt  ! Run buildcubemaps in the engine to get the correct cube maps. Finding displacement neighbors... Found a displacement edge abutting multiple other edges. Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (5) (2663556 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 11384 texinfos to 5778 Reduced 249 texdatas to 231 (6132 bytes to 5199) Writing c:\users\batbox\desktop\map\maps\1nextokakmechoknatictachm.bsp 23 seconds elapsed 2 threads reading c:\users\batbox\desktop\map\maps\1nextokakmechoknatictachm.bsp reading c:\users\batbox\desktop\map\maps\1nextokakmechoknatictachm.prt 1430 portalclusters 3225 numportals 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 7928 visible clusters (1.66%) Total clusters visible: 476710 Average clusters visible: 333 Building PAS... Average clusters audible: 1201 visdatasize:416245  compressed from 526240 writing c:\users\batbox\desktop\map\maps\1nextokakmechoknatictachm.bsp 3 minutes, 44 seconds elapsed [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\users\batbox\desktop\map\maps\1nextokakmechoknatictachm.bsp 26812 faces 10 degenerate faces 2185325 square feet [314686912.00 square inches] 121 Displacements 219881 Square Feet [31662916.00 Square Inches] 26802 patches before subdivision zero area child patch zero area child patch zero area child patch zero area child patch zero area child patch zero area child patch zero area child patch 195448 patches after subdivision 486 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 18510934, max 1673 transfer lists: 141.2 megs 0...1...2...3...4...5...6...7...8...9...10    Bounce #1 added RGB(537590, 526724, 367448) 0...1...2...3...4...5...6...7...8...9...10    Bounce #2 added RGB(198406, 176235, 106495) 0...1...2...3...4...5...6...7...8...9...10    Bounce #3 added RGB(87742, 70709, 39585) 0...1...2...3...4...5...6...7...8...9...10    Bounce #4 added RGB(40651, 29132, 15646) 0...1...2...3...4...5...6...7...8...9...10    Bounce #5 added RGB(19992, 12649, 6664) 0...1...2...3...4...5...6...7...8...9...10    Bounce #6 added RGB(10190, 5616, 2942) 0...1...2...3...4...5...6...7...8...9...10    Bounce #7 added RGB(5386, 2562, 1353) 0...1...2...3...4...5...6...7...8...9...10    Bounce #8 added RGB(2923, 1187, 637) 0...1...2...3...4...5...6...7...8...9...10    Bounce #9 added RGB(1627, 560, 307) 0...1...2...3...4...5...6...7...8...9...10    Bounce #10 added RGB(923, 267, 151) 0...1...2...3...4...5...6...7...8...9...10    Bounce #11 added RGB(533, 128, 75) 0...1...2...3...4...5...6...7...8...9...10    Bounce #12 added RGB(312, 62, 38) 0...1...2...3...4...5...6...7...8...9...10    Bounce #13 added RGB(185, 30, 19) 0...1...2...3...4...5...6...7...8...9...10    Bounce #14 added RGB(110, 15, 10) 0...1...2...3...4...5...6...7...8...9...10    Bounce #15 added RGB(67, 7, 5) 0...1...2...3...4...5...6...7...8...9...10    Bounce #16 added RGB(40, 4, 3) 0...1...2...3...4...5...6...7...8...9...10    Bounce #17 added RGB(25, 2, 1) 0...1...2...3...4...5...6...7...8...9...10    Bounce #18 added RGB(15, 1, 1) 0...1...2...3...4...5...6...7...8...9...10    Bounce #19 added RGB(9, 0, 0) 0...1...2...3...4...5...6...7...8...9...10    Bounce #20 added RGB(6, 0, 0) 0...1...2...3...4...5...6...7...8...9...10    Bounce #21 added RGB(4, 0, 0) 0...1...2...3...4...5...6...7...8...9...10    Bounce #22 added RGB(2, 0, 0) 0...1...2...3...4...5...6...7...8...9...10    Bounce #23 added RGB(1, 0, 0) 0...1...2...3...4...5...6...7...8...9...10    Bounce #24 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.2808 sec> 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done 0 of 297 (0% of) surface lights went in leaf ambient cubes. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done Ready to Finish Object names       Objects/Maxobjs  Memory / Maxmem  Fullness ------------       ---------------  ---------------  -------- models                 683/1024        32784/49152    (66.7%) brushes               6590/8192        79080/98304    (80.4%) VERY FULL! brushsides           51165/65536      409320/524288   (78.1%) planes               33598/65536      671960/1310720  (51.3%) vertexes             50063/65536      600756/786432   (76.4%) nodes                10508/65536      336256/2097152  (16.0%) texinfos              5778/12288      416016/884736   (47.0%) texdata                231/2048         7392/65536    (11.3%) dispinfos              121/0           21296/0        ( 0.0%) disp_verts            9801/0          196020/0        ( 0.0%) disp_tris            15488/0           30976/0        ( 0.0%) disp_lmsamples      216932/0          216932/0        ( 0.0%) faces                26812/65536     1501472/3670016  (40.9%) hdr faces                0/65536           0/3670016  ( 0.0%) origfaces            20935/65536     1172360/3670016  (31.9%) leaves               11192/65536      358144/2097152  (17.1%) leaffaces            30571/65536       61142/131072   (46.6%) leafbrushes           9861/65536       19722/131072   (15.0%) areas                    9/256            72/2048     ( 3.5%) surfedges           214764/512000     859056/2048000  (41.9%) edges               131949/256000     527796/1024000  (51.5%) LDR worldlights        486/8192        42768/720896   ( 5.9%) HDR worldlights          0/8192            0/720896   ( 0.0%) leafwaterdata            0/32768           0/393216   ( 0.0%) waterstrips           2330/32768       23300/327680   ( 7.1%) waterverts               0/65536           0/786432   ( 0.0%) waterindices         49056/65536       98112/131072   (74.9%) cubemapsamples           0/1024            0/16384    ( 0.0%) overlays               164/512         57728/180224   (32.0%) LDR lightdata         [variable]     9965564/0        ( 0.0%) HDR lightdata         [variable]           0/0        ( 0.0%) visdata               [variable]      416245/16777216 ( 2.5%) entdata               [variable]     1204677/393216   (306.4%) VERY FULL! LDR ambient table    11192/65536       44768/262144   (17.1%) HDR ambient table    11192/65536       44768/262144   (17.1%) LDR leaf ambient     19895/65536      557060/1835008  (30.4%) HDR leaf ambient     11192/65536      313376/1835008  (17.1%) occluders                1/0              40/0        ( 0.0%) occluder polygons        6/0              72/0        ( 0.0%) occluder vert ind       24/0              96/0        ( 0.0%) detail props          [variable]           1/12       ( 8.3%) static props          [variable]           1/147362   ( 0.0%) pakfile               [variable]      179553/0        ( 0.0%) physics               [variable]     2663556/4194304  (63.5%) physics terrain       [variable]       29893/1048576  ( 2.9%) Level flags = 0 Total triangle count: 76412 Writing c:\users\batbox\desktop\map\maps\1nextokakmechoknatictachm.bsp 12 minutes, 29 seconds elapsed
do you have a 3d skybox? If so, make sure it's not clipping with the main map, or add -noskyboxrecurse to vrad
Uh... I suck at mapping, so please go easy on me. So, like, light_spot point entity... is it not meant to bounce or have ambient light or radiosity or... whatever? I can't seem to get it to bounce off of any brush at all. For example, here's a light point entity. https://files.facepunch.com/forum/upload/176557/50168012-27cf-4fe1-a2a8-0eee10420429/20181119195849_1.jpg You can see how it blends nicely into the corridor on the left, despite the light being against the wall. Now here's a light_spot point entity. https://files.facepunch.com/forum/upload/176557/42a2e33f-1d28-4114-8057-13f4a66a011d/20181119195931_1.jpg Despite there being plenty of light going into the corridor, there isn't any light bouncing off of the brushes. Does it work if I turn the light up to 11? https://files.facepunch.com/forum/upload/176557/d4f0103b-6080-44bd-a96a-a946301e823c/20181119200138_1.jpg Yeah, nah, that shit ain't bouncing. What am I missing?
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