• Mapping Questions Megathread V7
    437 replies, posted
try forward slashes in the paths instead of backslash
Is it possible to disable or adjust the damage of trigger_waterydeath? TIL leeches can kill you in 3 seconds after your finger touches the water
If it made for singleplayer only, make it disabled by default, copypast it on the same place ant make it trigger_multimple --> add Output with parms like enable waterydeath after 5-10 seconds. Also make it immersed in water, so player couldnt touch and activate it while swimming on the surface.
Thanks but I really need the damage alter, not delay ( or atleast keep the leeches following the players if they are in water
https://files.facepunch.com/forum/upload/596/6896975d-ff6b-4c5b-9067-54b8d577fa53/image.png Are coplanar brushes with different textures optimized out before brush limits are applied?
No, I think number of brushes remain regardless of their placement or whether they're coplanar or not.
If brush limits become an issue, convert the wall into displacements and move the corner vertices 0.001 to prevent smoothing. Haven't got any issues with this method yet.
Is it possible to browse properties of one entity when I grouped few different type entities together without ungrouping them? It always annoys me, with ctrl + w it no longer appears as entity and double click displays visgroups and I am forced to ungroup
There is a Select box in Hammer on the right, it has 3 buttons: Groups, Objects and Solids. Choose Solids to choose individual entities in a group, and remember to switch it back to Groups when you are done.
If I used propper to turn a bunch of brushes into models do I need to do anything when I compile the map and upload it to the workshop? Or will people be able to see the models without extra steps done?
You have to include the models into your upload.
Thanks I have never actually looked at that before. I need to make npc_vortigaunt attack player + every human type npc how do I set this with least entities? Can I somehow Add multiple classnames in enemy_filter after comma or something? Do I have to write every npc_ name or is there some resistance/human group?
The ai_relationship entity is probably your best bet. You'll need to add one for each subject (!player, npc_citizen, etc).
Do you know how Disposition Priority in ai_relationship works? Disposition Priority: How much the Subject(s) should Like/Hate/Fear the Target(s). Higher priority = stronger feeling. I think I could use wildcard character so npc_vortigaunt would attack everything but I don't want to make it attack other vortigaunts and If I understood correctly disposition priority could help me achieve that if I added second ai_relationship with - npc_vortigaunt like npc_vortigaunt but I can't get the second entity to do anything, no idea if I'm doing something wrong or that's not how this works
I have some very strange problems with areaportalwindow: I checked every single areaportal and all of them are ok, but THIS areaportal works very strange. From one side it works good, but from another - laggy.
is your func_brush thicker than your areaportal?
No
Does anyone know how to make it so that when the map starts the player and any NPC i want is sitting in a chair or vehicle?
Do instances work for the gmod version of hammer ?
Yes.
I might have hear someone having this problem in this section, but I can't find the post or the solution someone else posted so: I'm getting black triangles at the corners of my custom skybox. What would I need to do to fix that?
That's the game not rendering far enough. Maybe check out env_fog_controller since it controls the "Far Z Clip Plane". Maybe increase its value and see if it helps. If you don't have an env_fog_controller, making one might help.
I already have an env_fog_controller on my map. Although, its Far Z Clip Plane is set to -1, so it shouldn't be problem. Even then, I'm not sure how that would affect the actual skybox itself (Not the 3D skybox) since it should be capable of rendering every bit of itself.
Texture-related question $selfillum thing just ruins lighting of surface. .vmt file: LightmappedGeneric { $basetexture floor_lava $surfaceprop boulder $selfillum 1 $selfillummask floor_lava_b } and I get this: https://files.facepunch.com/forum/upload/175756/2ad28e88-ab88-420b-b6c1-3d7514488fb7/20180712152023_1.jpg I turn off $selfillum and I get lighting OK: https://files.facepunch.com/forum/upload/175756/e0555013-bd31-4fd9-b389-b0b525e6544b/20180712152036_1.jpg floor_lava_b.vtf as it appears in VTFEdit: https://files.facepunch.com/forum/upload/175756/6d964848-0d48-4029-b015-409d974eb274/image.png What do I miss?
Then I'm not sure, maybe the fog itself is the problem. Other than that, I don't know.
Damn, I tried just UnlitGeneric one. Thank you so much :3
Ok thx, the problem was that for some reason the browse button didn't work AND i needed to have my instances files in the same folder as the map.
Isn't VertexlitGeneric only supposed to be used for models? a LightmappedGeneric texture with $selfillum and a mask should work fine if your mask is actually working - MediCat do you have alpha channels set up in your mask so that only the spots you want illuminated are masked with alpha, and the rest of the texture solid non-alpha black?
Is it possible to set up a button with filters that only an admin could activate for Garry's Mod?
Only with help of lua
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