I thought that deleting the .vtf files should work but if not, which engine branch are you using? If you're on single player maybe try multiplayer?
Well, I tried to delete the .vtf files through VIDE, but they re-appear after re-building cubemaps in-game. Black as they were.
Here's the branch I'm using:
https://files.facepunch.com/forum/upload/239385/c4f64f93-ec4c-43fd-a852-76dc2ef5125d/f.png
And no, the same thing happens in multiplayer. Is this curse, and am I doomed to make a mod without beautiful reflections?
does anyone have any suggestions to how I could make a wall look like it's painted? rather than just a plain color? if that makes sense. Like make it look textured.
kind of looks like the faces arent aligned so they get disconnected
https://files.facepunch.com/forum/upload/58090/6f4f5ac7-7f15-4e6c-84b0-095166139430/26df59c9cd436630ed5623411b2f14ec.png
I always making plain color in photoshop then I add some monochromatic noise at this (about 3-5%) and it looks better.
You can also try these:
https://garrysmods.org/download/59445/paint-textures
when you you make your .vmt file for the material take a look in materials/detail and you'll see etail textures you can add to the vmt so the plain colour vtf will ingame show a pattern
https://files.facepunch.com/forum/upload/128723/4515986a-0b46-43d6-bc6e-96de2311fbe6/image.png
if you look around some of your games detail folders you might find a brick pattern detail texture you can use with the colour texture
no.
I got it down to the point where it's barely noticeable either way
How do I correctly make a path for the detail material? I tried putting a path in the original texture's VMT, but it shows up as a checkerboard in hammer.
"LightmappedGeneric"
{
"$basetexture" "turkey/Plaster/plaster2"
"$surfaceprop" "plaster"
"$detail" "dt_plaster01"
}
Is that a white forest map I see?
You forgot the folder path for it, you set it up just like a basetexture or normal map texture, so if the detail material you want to use is in a folder called "detail" in the materials folder you would have
"$detail" "detail/dt_plaster1"
Has anyone else had this issue with blends and figured out what causes it?
https://files.facepunch.com/forum/upload/277767/9b057e51-2e92-45df-9a28-f012f051d989/20190130192000_1.jpg
I've removed essentially everything from the vmt at this point, and it still happens.
WorldVertexTransition
{
$basetexture "forest/grass01"
$basetexture2 "forest/dirt01"
//$bumpmap "forest/grass01n"
//$bumpmap2 "forest/dirt01n"
//$surfaceprop grass
//$surfaceprop2 Dirt
//$detail "forest/dirtfar"
//$detailscale 0.2
//$detailblendfactor 0.8
//$blendmodulatetexture "forest/blend01"
//%detailtype lake_grass_dirt_short
//%keywords "cx"
}
It should be fixed in some GMod update because it's not the mapper's fault. On gm_construct is the same thing
Does anyone have ideas to block func_precipitation's rain falling inside buildings with high ceilings? I'm completely stumped at this point.
I've tried these methods: a huge brush covering the entire map top to bottom, brushes covering only streets, moving the brushes higher/lower, making a large model and putting it below the ceiling to
"catch" the rain, moving skybox brushes away from the building's roof, making the roofs thicker (100+ units), and making a separate interior func_precipitation brush with 0 density and 0 0 0 rain color.
No matter what, the rain just keeps gushing in and acting like there's no roof on the building, and it's been plaguing my map for a long time.
It doesn't happen in interiors with a low ceiling such as 130-170 units high, but it happens in an elevator shaft for example, which is 800 units tall (even though there are no rain brushes above the roof).
There's one method which I'm going to save for last, which would be using trigger touch to set r_rainalpha to 0. But I'd love to hear any ideas before I have to resort to that
I seem to have figured it out after playing around for a bit, and it seems to be something with the naming of files or where they're located. I guess if anyone else gets this weird bug with blends, moving one of the textures in the blend to another folder and giving it a different name seems to fix it. All of this wasn't even an issue with the materials themselves but with their name/location.
My guess would be that there is a texture with the same name elsewhere that tries to replace one of the textures of the blend, and it bugs out (maybe it ignores folders at some point?). I couldn't begin to understand why it only shows up when a gun is fired or treesway is used. Only some of the blends in the map were doing it even though the materials themselves were practically identical.
Source sure is interesting sometimes.
anyone extracted csgo's dz_blacksite (the battle royale map) models?
gcfscape is too old for csgo, usually i would use vide to extract but apparently blacksite is either too new or the filesize is too big for extraction
what tool should i be using?
GCFscape is not too old for CSGO, you should probably download an update for it if yours is
If I recall right Blacksites models are packed into the .bsp, if that's the case you'd use something like BSPsource to unpack it - about two months ago I took on the process of extracting them and converting them for use in Garry's Mod but gave up due to texture issues I couldn't wrap my head around.
Are there any fixes or workarounds for env_projectedtexture lighting up decals through world brushes with Source SDK base 2013?
I've already implemented the different fixes for projected textures but they didn't seem to include this issue.
https://files.facepunch.com/forum/upload/1086/38c4d128-94ec-420b-ba1e-586acfc645a4/hl2_2019-02-03_02-45-50.jpg
When an NPC is killed an turned into a ragdoll, does that ragdoll have some sort of name similar to the NPC? I'm parenting entities to an NPC via attachment points, and want them to "follow on" with the ragdoll, rather than floating in mid air.
The side x/y and top x/y grids in hammer editor insist on snapping a pasted collection of blocks to half a unit instead of staying on the grid. How do I fix this, and what causes this?
https://files.facepunch.com/forum/upload/413012/49c27f20-4fc9-4129-b519-2e6a38f2bcf3/view.png
Its because you're stretching multiple brushes at once
You could try using info_overlay instead of info_decal. Since overlay are given their own geometry and are tied to brushes it may factor visibility better.
Anyone know any good flower and potted plant model packs?
Thanks for the info, however I just managed to figure out what was causing it.
I had multiple brushes covering different parts of the map and I had tied all of them together, so it apparently created one huge rain volume which would explain why it was still raining
inside buildings when there were no precipitation brushes anywhere near the buildings.
The reason why I choose to use Source's rain is because while it looks horrible right out of the box, there are console commands which you can use to make it look very convincing, such as
adding sideways movement, transparency, particle length, particle speed etc. So if you combine all of them together, the end result looks very good and nothing like the default rain while being cheap too.
Here's a tutorial if anyone is interested Realistic rain | Source Engine Tutorials
So if anyone else runs into a similar issue, don't tie all of your separate brushes into a single func_precipitation
Is there any way to block the line of sight of the gravity gun, so they can't grab an object depending on which way they're looking at it?
I've never gotten this trigger to work right - but you could try a trigger_look, that when it's looked at within a certain angle that you can specify in the properties, it enables gravity gun pickup as an output to the object
Use a trigger_proximity brush that is parented to the prop and only projects out in the direction you want. Then you can add a logic timer and other logics to only disable gravgun if the player is outside
the volume for more than a given time to prevent errors.
Why my specular masks don't work ( hl2: ep 1 ) ? I cant even make them work with stock textures ( like combinewall etc. ). But the most mind-blowing thing is that In Gmod everything is ok ! ( Yes I tried to build cubemaps and my world has light_environment.
For example those custom textures ( The mask is very simple - first half the alpha channel is white and second half is black. ) :
yellow.vmt
yellow.vtf ( Yes, I tried to make it SRGB )
yellow_bump+spec.vtf ( Yes, I tried to make it BGRA8888 )
Yes, I know they both have alpha channel. But It's just for an example.
All paths are ok. I can the bump, but I cant see the specular.
Honestly I wouldn't rule out the EP1 launcher specifically having a problem. There may even be console commands that default to 0 in EP1 which are 1 in gmod.
Try using r_showenvcubemap while in the map, if nothing shows up still then there may be a problem with the file path for the generated cubemaps.
yeah, generated cubemaps were fucked up. Fixed
How do I add a new light to the lights.rad file in gmod for source multi tool? I added in the actual path but it won't actually work in gmod.
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