Just to be sure, you are compiling a map right? Changing that file will not make a texture emit light, only changing the texture parameters to include selfillum and then running VRAD will make it cast light like a light_spot or light would.
I have vrad running when I compile, plus I created the texture and added the parameters to make it emit the light, but it still won't work.
https://files.facepunch.com/forum/upload/113201/0f61fb04-dd0c-4dc3-b124-c368823eaf0a/lights.png
https://files.facepunch.com/forum/upload/113201/2e7b11a3-313c-4d0f-b946-ad3711dfaf5a/filepath.png
https://files.facepunch.com/forum/upload/113201/0bf1153e-4dd1-44b5-9222-4c9e379c21e2/parameters.png
Also, since I'm making a TTT map, do I need to put in any special script commands or entities? I've just been making my map in source multi tool without any ttt plugins
Ive never used anything but the hammer editor to compile so I cant really be sure where the problem is. As a last resort make a new file with the additional content you are adding and name it something
like newlights.rad
Then add this command to vrad
-lights newlights.rad
I've made a custom soundscape, and some of the sounds work, but for some reason neither the first two looping sounds nor my custom sound will work. How do I get them to show up?
"kebab.outside"
{
"dsp" "1"
"playlooping"
{
"volume" "0.8"
"pitch" "100"
"wave" "ambient\levels\forest\treewind1.wav"
}
"playlooping"
{
"volume" "0.4"
"pitch" "100"
"wave" "ambient\levels\forest\treewind2.wav"
}
"playrandom"
{
"time" "10,15"
"volume" "0.2,0.4"
"pitch" "90,100"
"rndwave"
{
"wave" "ambient\nature\wind_leaves_mild_gust_1.wav"
"wave" "ambient\wind\smallgust.wav"
}
}
"playrandom"
{
"time" "40,50"
"volume" "0.3,0.6"
"pitch" "80,100"
"position" "random"
"rndwave"
{
"wave" "ambient\overhead\plane1.wav"
"wave" "ambient\overhead\plane2.wav"
}
}
"playlooping"
{
"volume" ".5"
"pitch" "160"
"position" "0"
"wave" "ambient\machines\diesel_engine_idle1.wav"
}
"playrandom"
{
"time" "16,23"
"volume" "0.2,0.4"
"pitch" "90,100"
"wave" "ambient\misc\car2.wav"
}
"playrandom"
{
"time" "20,35"
"volume" "0.2,0.4"
"pitch" "100"
"wave" "mysounds\dutchsiren.wav"
}
"playrandom"
{
"time" "5,10"
"volume" "0.3,0.6"
"pitch" "80,100"
"position" "random"
"rndwave"
{
"wave" "ambient\animal\bird3.wav"
"wave" "ambient\animal\bird4.wav"
"wave" "ambient\animal\bird5.wav"
"wave" "ambient\animal\bird6.wav"
"wave" "ambient\animal\bird7.wav"
}
}
}
Is it possible to mount fgd files into Source 2013 MP, or am I going to have to manually copy every model and material i need into the Source 2013 MP directory?
You want to use the FGD file, or the content? because is different.
For the content, go to the gameinfo of the game/mod you are working with and add the path, for the FGD, edit the gameconfiguration file in bin.
Is it possible to make model render ontop of everything ? Like viewmodel ?
Not in hammer, no. Would have to be either coded or part of the model I would imagine
You could try to cheat the engine to render it as translucent with full opacity. I think that'd move it past opaque objects in the rendering order. It may glitch when there are more translucent materials in the view tho. I think there's no way to alter that order, to render it last in that bucket. To render it on top there's the "$ignorez" flag for the material. Again, it depends on the rest of the tranlucent objects if it's still eventually overdrawn. /theory
Ofc not in hammer vmt/vtf parameters maybe
The problem is that it works fine for decals, but not the model. Ill try your method and report a success/fail.
So how would one go about porting a UE3 map to be used in the Source engine? From what I've found out so far, looks like I'll have to recreate it. Thing is, how would I change the UE3 map to something openable in 3ds max or something(Like a .obj)?
I'm having trouble getting lights.rad working in Source 2013 MP, but it doesn't seem to work even when I put the file in its directly, and also use the -lights command in VRAD. Is there something that I'm potentially missing?
get all the geometry with ninja ripper, convert all the .rip files to .obj, use a batch obj importer addon for blender
it wont give you all the individual brushes so your going to have to turn it into a model and then trace brushes in hammer off of that
put mapname.rad in same folder as vmf, easier way
would i have problems with $maxconvexpieces 211?
Is there a way to make a sprite fade in and out instead of immediately popping like this?
https://my.mixtape.moe/lertaf.mp4
Weirder question : do func_instances not seal the map? I've a map that compiles fine with no leaks, and another map which compiles fine with no leaks. If I try to add the other map into the first one as an instance and bridge them together, vbsp starts to complain about an entity that's leaking, and when I go to the coordinates of the entity it goes to the origin of the func_instance entity.
Hello, i have problem, props has a strange lighting with sunlight, i use Slammin Tools MP with (-staticproppolys -textureshadows -staticproplighting -both -final)
https://files.facepunch.com/forum/upload/420729/6f09b818-f64b-4522-8ea5-0c3c436b323c/20190303024225_1.jpg
-staticproppolys -textureshadows -staticproplighting are enabled by default
I know
so dont compile with them because their not commands anymore
Not working, all over the map I have this problem
it's been a while, over 10 years since I touched hammer, is there any website or videos to help me get back into the swing of things?
Yes they do
My instance wasn't placed on the origin, so technically the instance entity would be outside the map. I haven't checked, but had a shower thought this morning that it may have have had an impact
Use the manifest tools, It's more stable
I'm told that I can fix outdated nodegraphs by putting "ai_norebuildgraph 1" into the console and then saving the ai nodes. I don't really know how to go about saving the ai nodes, though. Is there a specific I should do it?
Trying to add a fall scream when you fall off a cliff in my map but the sound is incredibly quiet it feels like it's distant even if you're the one falling off the cliff. At the moment I'm using an ambient_generic which is activated by a trigger_multiple brush which is just above the middle of the pitfall. Is there a way to make it louder or are there other entities I don't know of that can, all while still retaining the fall scream file I'm using?
Soundscripts
create one like the example entry but choose a higher soundlevel from the list
put your entry name in the sound field of ambient_generic instead of the raw file path
you will need to pack the soundscript file with your map, much like soundscapes
No leaks, water invisible? What do?
General pics of my map, just to show, no errors.
https://i.imgur.com/RpN0Pig.jpg
https://i.imgur.com/UhQ7XNU.jpg
https://i.imgur.com/5miUfSk.jpg
https://i.imgur.com/hKaw7tt.jpg
Sorry, you need to Log In to post a reply to this thread.