Couple of things to point out:
error: material de_nuke/nukwater_movingplane_beneath doesn't have a $bottommaterial
Your using the wrong type of water texture. Try changing your water texture to something else. This is probably why your water is invisible.
Next thing:
brush 107387: warning, microbrush
You have a brush that is smaller than allowable brush-size. You can use "Ctrl + Shift + G" or go to "View > Go to Brush Number" and put in the brush number (107387) and fix/remove that brush.
See if that fixes your issue.
Okay, perfect. I didn't realize I could search brushes like that.
That error tool is incredible too.
Although, I had seen that water error. I turned off all my VisGroups except water, selected and made NoDraw, then applied new textures.
These water textures are as follow.
nature/water_coast04
liquids/militiawater
nature/water_canals_cheap001
liquids/infernowater
I don't see any water World Geo with de_nuke/nukwater_movingplane_beneath. Does that mean one of these textures isn't good, one is bugged, or that I'm missing some dumb detail the same size as my microbrush?
You're also being VERY helpful, thank you so much.
apart from whats been mentioned compile vvis with defualt or full settings fast vvis will always make water act funny
I'm asking because I've heard a lot of conflicting info on this: Is it possible to get instances to work in Source SDK 2013 SP/MP?
yes they should work look at the instance example i posted this is for sdk1023 SP should work in MP too
inst_1.vmf inst_1a.vmf
open inst_1a and you'll see a func_instance all that was type in it was the name of the vmf i used as the instance i.e inst_1 when you click apply you should see a shaded version of the instanced level
https://files.facepunch.com/forum/upload/435543/bb17ac8b-7464-4145-93e1-9a61226cadf5/image.png
then your set to compile this is just an example obv your instance with be as detailed as you want just make sure in the gameinfo.txt you have the GameData line
https://files.facepunch.com/forum/upload/435543/16deab82-bb7f-4b32-9d31-ac1d3c88e94d/image.png
Hello again.
Now I'm trying to make a surf map, and when I create brush like this pic1, after restarting hammer got this pic2.
It's possible to fix?
https://i.gyazo.com/c37b01359cd77fdd24f85572148303bb.png
https://i.gyazo.com/02c40144ebd4da5ba8df5555e8215411.png
You'll have to modify the shape of it, Hammer doesn't like complex shapes.
I've been trying for a while to get the detail sprites from Blacksite from CS:GO to work in Episode 2. I've followed this post but can't seem to get the same results. Does anyone know how to fix this?
Is there a way to make objects appear and disappear only for the !activator that triggered them?
How do I get two prop_static inside different volumes to share exact lighting information? I can't get rid of these seams and it's driving me absolutely bonkers.
https://youtu.be/7AcS0SgMjqc
info_lighting does exactly that.
I'm not sure if you have special lighting parameters, but that might help.
I'm using an info_lighting at the origin of the skybox model and both meshes reference it, but it's still buggered.
It may be a lightmap issue (which I'm having a hell of a time trying to solve), the mesh references a normalmap as well.
That's resolved, now I have new and exciting problems!
In garry'smod (tested in Episode 2, no problems), the detail layer of my texture stops rendering when any projected texture is rendered for the client. So, flashlights and lamps essentially turn the terrain into brown smudgy poo. Any idea how I can fix this?
I'm trying to map for TTT and I'm having an issue with ttt_map_settings: no matter what I set "Spectators can possess props that have a targetname set" to, spectators cannot possess named props.
I can't find any mention of this problem anywhere; anyone know a fix?
What kind of props are you using? Afaik prop_physics is the only type of prop you can use. prop_dynamic and prop_static aren't posessable as they have no physics.
They're prop_physics.
Also, if I delete the ttt_map_settings, it works fine. That would be okay except I need the ttt_map_settings to force a certain playermodel.
Is it possible the ttt_map_settings is from an outdated FDG and is conflicting with up-to-date systems?
It doesn't appear so.
I experimented a little bit with ttt_map_settings.lua. In its initialize function, it sets propspec_allow_named to false
function ENT:Initialize()
-- Backwards compatibility: TTT maps compiled before the addition of the
-- propspec setting may expect it to be off, so default it to off if a map
-- settings entity exists (a reliable way of identifying a TTT map)
GAMEMODE.propspec_allow_named = false
timer.Simple(0, function() self:TriggerOutput("MapSettingsSpawned", self) end)
end
If I take that line out, the settings in the entity work as they're supposed to (only a fix for the host of the game). So it looks like the initialize function is being called after the other settings are set?
Does Gmod's version of source not offer any way to scale/rotate textures independently inside the WorldVertexTransition shader?
$basetexturetransform scales both textures, $basetexturescale seems to not function at all, and $basetexturetransform2/$basetexturescale2 also seem to do nothing.
I've tried to transform the textures both before and after calling their respective $basetexture (the wiki specifies to transform them before), but it doesn't seem to matter.
I've been attempting to make a material which could blend between a large world-aligned ground texture and a smaller road texture. The road texture could be rotated any direction, but the ground texture would stay aligned to the world, but I'm not seeing any way to do this in Gmod.
Currently I'm just blending using a sand material on the road that kinda matches the color of the landscape texture, but I'd prefer if I could make it seamless no matter how I place the road. The seam is really obvious on the other material in the 3rd picture.
https://files.facepunch.com/forum/upload/277767/9da0da30-45f8-4a95-b64a-471d787dc976/blend.png
https://files.facepunch.com/forum/upload/277767/2d268fdf-d17c-4449-838a-ac04f84de6ff/blend2.png
https://files.facepunch.com/forum/upload/277767/dae174f9-3a7d-4f13-bd39-2add322e40d5/blend4.png
I feel like an overlay would do the job you're wanting to do.
Yeah, it's just easier to make winding roads with displacements. It'd also take quite a few of them and they're more expensive to render.
Would it be possible to sample the global Z offset of a brush face and use a dynamic proxy to offset the texture by that much?
I've never actually touched proxies, but they look like a possible way of doing it from a quick glance at the wiki. The format of them looks a bit strange, so I'll have to play around with them and see what I can do with them.
This is what I've been working on with the roads. There's a landscape model for skyboxes in Black Mesa with a pretty nice 4k texture on it. I just recreated it with displacements. I figured it'd be nice to have all the blends in the map be able to blend into the large material so everything would look seamless.
https://files.facepunch.com/forum/upload/277767/862edfed-909a-4da9-b30c-969a11b5796a/20190416210533_1.jpg
Anyone know a way to use replacement materials for stock assets but only have them called when your map is loaded? Would I have to pack them in the bsp?
That should work correctly, but I'm not sure which takes precedence when a workshop item also replaces a thing. Probably not a big concern but some mods do change default world textures and model
The packed content will always override anything else. As well, anything that overwrites default textures should only be packed in the BSP so players aren't having modified textures in unintended places like other maps.
What the heck is going on, even interlopers can't find what's happening please help Facepunch.
https://files.facepunch.com/forum/upload/350531/3ddb74ea-a99e-4a33-8542-1d06cb48f087/20190425175112_1.jpg
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\Dont be stupid.vmf"
Valve Software - vbsp.exe (Feb 12 2019)
6 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\Dont be stupid.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
BaseWindingForPlane: no axis found
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\Dont be stupid"
Valve Software - vvis.exe (Feb 12 2019)
6 threads
reading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\Dont be stupid.bsp
Error opening c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\Dont be stupid.bsp
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vrad.exe"
** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\Dont be stupid"
Valve Software - vrad.exe SSE (Feb 12 2019)
Valve Radiosity Simulator
6 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\Dont be stupid.bsp
Error opening c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\Dont be stupid.bsp
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\Dont be stupid.bsp" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\Dont be stupid.bsp"
It ran perfectly well in the last compile, all I did for the next compile is add a roof.
Interlopers doesn't always have the answer. Sometimes its better to search each error code you get, usually starting with the last one if the compiler crashed, which in this case was vbsp. A quick search of BaseWindingForPlane: no axis found on google got me this: Basepolyforplane
The wording of the error is slightly different but it's worth a shot to try that fix. Let me know if it works.
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