I remember that VertexLitGeneric worked for brush entities, and the reason was brush entities are per-vertex lit and not lightmapped with luxels.
I still have a problem with instances for the gmod version of hammer, i can manage to show instances in hammer, but when i compile the map, instances dissapear ingame.
I figured out that it was because i was storing my .vmt map files inside another folder than the default one ( i'm using dropbox to get my .vmt files on different computers ).
i saw that tutorial : https://tf2maps.net/threads/instances-and-you.24784/ that told me that i could maybe resolve my problem by changing the instances path inside of my gameinfo.txt, which i did ( there was no InstancePath line in that gameinfo.txt, so i created it )
"GameInfo"
{
game "Garry's Mod"
title ""
title2 ""
type multiplayer_only
InstancePath "C:\Users\Username\Dropbox\Mapping\map île\Main"
"developer" "Facepunch Studios"
"developer_url" "http://www.garrysmod.com/"
"manual" "http://wiki.garrysmod.com/"
FileSystem
{
SteamAppId 4000
ToolsAppId 211
SearchPaths
{
// None of this matters really
// Game content mounting is controlled by cfg/mount.cfg, and not here!
game+mod garrysmod/addons/*
game+mod garrysmod/garrysmod.vpk
game |all_source_engine_paths|sourceengine/hl2_textures.vpk
game |all_source_engine_paths|sourceengine/hl2_sound_vo_english.vpk
game |all_source_engine_paths|sourceengine/hl2_sound_misc.vpk
game |all_source_engine_paths|sourceengine/hl2_misc.vpk
platform |all_source_engine_paths|platform/platform_misc.vpk
mod+mod_write+default_write_path |gameinfo_path|.
game+game_write garrysmod
gamebin garrysmod/bin
game |all_source_engine_paths|sourceengine
platform |all_source_engine_paths|platform
game+download garrysmod/download
}
}
}
But it didn't worked either i even tried to just copy/paste all of my instances into C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps but that also failed.
Can anyone help me fix the lighting for a very large underground area?
I have a flatgrass-type of map with a 3d skybox and light_environment above ground.
However I also have an underground area with a 2d skybox. How do I light this underground area and make it look nice? At the moment i'm using lots of light entities with a constant of 1 and a hard falloff of 1 but it doesn't look really well. Is there maybe a way to let the light_environment light both the 3d skybox and 2d skybox? Or should I just keep on tweaking this?
Think if you were in an underground bunker out in the real world, how would you light it?
Look at this example from portal 2 and you can see how valve tackled this same problem.
https://i.neoseeker.com/p/Games/PC/Action/Shooter/portal_2_image12.jpg
https://files.facepunch.com/forum/upload/811/3bfef1c3-b515-4f6e-b4c7-60cb236010fc/image.png
Recently I've been trying to make some maps for Half Life 1, but I've been getting compile errors every single time I try to compile my map. It keeps mentioning access is denied and that it
can't find my file, but nothing should be wrong. I've tried to fix the configuration three times now, and it still isn't working.
** Executing...
** Command: Change Directory
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life"
** Executing...
** Command: Change Directory
** Parameters: "c:\program files (x86)\steam\steamapps\common\half-life sdk\texture wad files\ts_testmap1"
* Could not execute the command:
Change Directory "c:\program files (x86)\steam\steamapps\common\half-life sdk\texture wad files\ts_testmap1"
* Windows gave the error message:
"Access is denied."
** Executing...
** Command: Change Directory
** Parameters: "c:\program files (x86)\steam\steamapps\common\half-life sdk\texture wad files\ts_testmap1"
* Could not execute the command:
Change Directory "c:\program files (x86)\steam\steamapps\common\half-life sdk\texture wad files\ts_testmap1"
* Windows gave the error message:
"Access is denied."
** Executing...
** Command: Change Directory
** Parameters: "c:\program files (x86)\steam\steamapps\common\half-life sdk\texture wad files\ts_testmap1"
* Could not execute the command:
Change Directory "c:\program files (x86)\steam\steamapps\common\half-life sdk\texture wad files\ts_testmap1"
* Windows gave the error message:
"Access is denied."
** Executing...
** Command: Change Directory
** Parameters: "c:\program files (x86)\steam\steamapps\common\half-life sdk\texture wad files\ts_testmap1"
* Could not execute the command:
Change Directory "c:\program files (x86)\steam\steamapps\common\half-life sdk\texture wad files\ts_testmap1"
* Windows gave the error message:
"Access is denied."
** Executing...
** Command: Copy File
** Parameters: "c:\program files (x86)\steam\steamapps\common\half-life sdk\texture wad files\ts_testmap1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve_downloads\maps\ts_testmap1.bsp"
The command failed. Windows reported the error:
"The system cannot find the file specified."
Yes if I was making a bunker this would be the case however i'm using multiple underground sections.
Just like how evocity does it .
So i'm guessing it's either this or having a 3d skybox?
Run hammer as administrator, check if you have permissions to vbsp vvis vrad also check the permissions of the folder you are trying to save the bsp at
How can I fire some output when the map loads / round starts?
logic_auto
Well no, maybe think more practically in the real world. This should help you extrapolate an abstract concept into something more concrete.
In real life, you:
A) have a giant underground bunker
What is the purpose of this underground bunker, what is the story behind it? Do people sleep there? if they do, where do they sleep? Where do they eat, where do they work ect...
Only you can come up with these answers for your particular map. But I want to inspire you to think about what do people need in this situation, then move to step B.
B) Based on the previous thought experiment, what would you need in a real life situation that would fit your needs? E.g. I need to make a room for bathrooms, I need to make a sleeping quarters, It is literally made for building things, so I want an empty space for people to make things in.
Well having all this empty space may be nice, but I can't see anything anywhere. I should put lights inside this bunker so people can see.
Maybe a more visual example may help;
Here is MY underground bunker
https://files.facepunch.com/forum/upload/811/31b950a2-c1f8-4076-a8cb-a56ed7c3d3a4/image.png
not too shabby if I say so myself, Its got... a giant box with a light hovering around the middle... But it doesn't make sense this way. Think about, WHY is there a floating light, it doesn't do that in real life. How about if I add my own light source, like it was real life.
https://files.facepunch.com/forum/upload/811/2d3592fb-1592-49dc-a130-1c2f3edcf077/image.png
That looks a lot more convincing. Lets see if we add it to the entire space of the room.
https://files.facepunch.com/forum/upload/811/8004fc23-f237-42c4-8dd1-fa7e8d7391ff/image.png
Hey that looks pretty good if I say so myself. Hopefully this is a good example for you to work off of.
Yes this is basicly what i'm doing, that's why I need the skybox and the natural lighting.
Probably just miss-aligning the sky box. The skycam will make it's projection based off the very center of the map's grid. So if your map was far above the center of the grid, you would have to place your tiny skybox land far above the center of the skycam.
Thanks for your reply, but my skybox is alligning very well on the outside of the map
Maybe i'm not quite following what you mean?
Here is a screenshot
https://i.imgur.com/f9R2DeT.jpg
it should work right? except for when I enable the skycam it doesn't like the underground 2d skybox
Thanks for the help its greatly appreciated
Hmm, you seem to grasp how a 3d skycam should work... Well, my guess is that something from the sky box is clipping your underground area. I can't see it all that well, but if you filled the skybox area with water, then try talking the bottom of that water brush and pushing it all the way up.. this way your water will only occupy a plane.
How do you fix the black model browser? Changing Panel.BgColor in sourcescheme.res isn't working despite it working for HL2 when I tried a year or so ago (trying to get it to work with Black Mesa now).
I've tired placing it in custom\foldername\resource and \resource
Also, as a side tip, since I can't see it... make sure that you have no faces touching the outmost wall of the grid... all faces need to be at least 1 inch away from the grid wall... it can cause leaks since it wont render that face.
i will try that with the water
Yes I know haha im not THAT new, lol. otherwise it wouldnt even compile
https://i.imgur.com/Xd4J409.png
ill try the water trick asap thanks
This is strange.... I made a replica to try an maybe see what it is. It works perfectly for me, I have an above ground 3d skybox that consist of a plane of water and sand at the bottom, and a below ground 2d skybox that shows nothing. They both light up perfectly.
Hmm, maybe if I had a good look at things I can see better for myself. Perhaps, if you comfortable with it, you can shoot my the .vmf?
Here's the explanation of the void thing that cast the shadows.
https://files.facepunch.com/forum/upload/132403/551172f2-1664-4f5f-9f0b-4173433bbe48/f9R2DeT.jpg
.... Well that image actually loaded for me ... OK, his skybox was not aligned ... His level is all the way down there and his skybox has very little depth, like I said, the center of the skycam projects the center of the grid, lol ...
Yep. It's a good idea to make the 3d skybox always 2 orange boxes high and then place the levels.
Thanks, i've send you an email.
Maybe I should try redoing the skybox from scratch
Out of curiosity, does Hammer 3.5 have tool textures? I keep seeing people reference things like a NULL texture, but I don't see it in my folder.
The same can be said for other textures like Trigger, Areaportal, etc.
The null texture was introduced in Zoner's Half-Life Tools, a set of custom compilers. A more modern version of these is maintained by vluzacn on the Sven Co-op forums, which I recommend for HL1 too.
The trigger texture should be called aaatrigger. Areaportals didn't exist in HL1 yet, I believe.
Ok so I got some questions.
My map compiles fine and looks great, however my log still shows some "errors". It doesn't say where the error is so i'm not quite sure how to fix it, and since everything is working correctly i'm wondering if I should just ignore it.
1)
Wrote ZIP buffer, estimated size 5076, actual size 3790
6 seconds elapsed
CMaterialDict::Shutdown m_MissingList count: 1
-0.019050 0.325976 0.000000
-0.228600 0.325976 0.000000
-0.533400 0.344517 0.000000
-0.533400 0.325976 0.000000
make_triangles:calc_triangle_representation: Cannot convert
-0.019050 0.325976 0.000000
-0.228600 0.325976 0.000000
-0.533400 0.344517 0.000000
-0.533400 0.325976 0.000000
make_triangles:calc_triangle_representation: Cannot convert
2)
Error! Unable to load file "models/props_urban/railroad_gate001.dx80.vtx"
3)
zero area child patch (a few times)
4)
2 degenerate faces
5)
sun extent from map=0.000000
Also from summery:
brushsides 59212/65536 473696/524288 (90.4%) VERY FULL!
entdata [variable] 612221/393216 (155.7%) VERY FULL!
LDR leaf ambient 84924/65536 2377872/1835008 (129.6%) VERY FULL!
I know entdata can be very full and easy 300% without problems but how about brushsides and LDR leaf ambient? Does it matter if those reach 200% or is it no problem for modern computers?
Thanks alot
Past your compile log here nad you will get full description of your problems Interlopers.net
-8.128001 -41.221378 0.000000
-9.347201 -49.806578 0.000000
-9.347201 -41.221378 0.000000
-7.315201 -41.221378 0.000000
make_triangles:calc_triangle_representation: Cannot convert
** Executing...
** Command: Copy File
this is the error when i run vbsp only
Does anyone know if there is a tool that lets you export Hammer .vmf's into file formats such as .obj, .3ds, .fbx, etc that can be imported into Blender?
I tried Crafty which has an export to .obj function but it spits out an error when I import a converted test object into Blender.
I get it too... If you paste that compile log here: http://www.interlopers.net/errors/ It will tell you that it just has something to do with certain models having bad vertexes. It's hard to diagnose and it's not really an issue, so I just ignore it.
it seems to be fixed now when rolling back
now I only got these errors
'Full - LDR' compile finished in 00:07:33
11 errors/warnings logged:
11 errors/warnings logged for gm_functional_flatgrass3beta228:
● 2x: Caution: Can't load skybox file [sub:1] to build the default cubemap!
● 9x: Info: zero area child patch
but those arent of any issue I think
Jesus that's a mess.... Also, I don't see how these people build detailed mine craft maps in hammer. Not only would I lose my marbles, but it's borderline hammer abuse!
My map aint there yet, but it might start getting there very fast. I am just making making the necessities first, lol.
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