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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