I don't see a reason to be too worried about this, but:
Brush 348422, Side 4: duplicate plane
Brush 348452, Side 4: duplicate plane
Brush 348636, Side 4: duplicate plane
Brush 348640, Side 4: duplicate plane
Brush 348831, Side 4: duplicate plane
Brush 348835, Side 4: duplicate plane
Brush 348894, Side 4: duplicate plane
Brush 348898, Side 4: duplicate plane
Brush 349784, Side 4: duplicate plane
Brush 349786, Side 4: duplicate plane
Brush 349837, Side 4: duplicate plane
Brush 349839, Side 4: duplicate plane
Brush 349813, Side 4: duplicate plane
Brush 349815, Side 4: duplicate plane
Brush 349830, Side 4: duplicate plane
Brush 349832, Side 4: duplicate plane
Brush 349765, Side 4: duplicate plane
Brush 349757, Side 4: duplicate plane
Brush 349844, Side 4: duplicate plane
Brush 349846, Side 4: duplicate plane
I checked the brushes, they are all just this corner I made and vertex edited. Only reason why I am concerned is because I don't see anything visibly wrong with them in game, and in hammer it doesn't even show up in errors view. .... So I just want to know if this is pretty normal and easily ignored?
I actually found something else I have never seen:
https://files.facepunch.com/forum/upload/293415/3fca6668-0ea8-4dfd-bd71-5b170cedf588/20180725190758_1.jpg
My decals will show through this wall, which is a good 39 inches thick. It only happens when I am at least half way across the map, if this is perfectly normal then I am not gonna care.
That's normal. Decals work by rendering with a slight depth offset in front of whatever they're applied to, but the precision is reduced as the viewing distance increases. A workaround might be to use overlays instead, and to provide them with a fade distance.
Very good information, thanks.
I am probably just gonna leave it then, by the time I am done editing the main area, it will probably be covered up.
Hello guys, I have some trouble with Zombie Escape Boss system.
My system is working perfectly when I playtest it on a local server, however it's completly broken when I try it on my server.
How it is working:
There are triggers in the area, it picks a random target, then it pushs a physbox in your direction. (The monster model is parented to this invisible physbox).
When I shoot a bell, the target is removed and the new target is the bell (so the monster attack it). When it is near the bell, the physbox touch a trigger that freeze it. Then it picks a new target (me) until I shoot again a bell etc...
Here is how it looks on a local server, it's working perfectly:
https://www.youtube.com/watch?v=MuduE579pOM
However, when I try on a server, the physbox is not working fine:
https://www.youtube.com/watch?v=_h24fvrgyWY
2 possibilities:
Target system is fucked up (It's working with filter name, and I always had problem with that on servers)
The physbox is not moving how it should (you can see it doesn't go to the bell but stop before)
Any idea ?
Try using func_physbox_multiplayer instead of normal one, CSGO has a worse physics engine compared to older Source games which also might be a cause.
Is it still impossible to get instances working?
Are you placing the instance in a saved .vmf? AFAIK If you open a blank map and try to place instances it won't let you, so you have to save the map, close it, and re-open it
The way the game handles instances is pretty tacky too, you have to set the "InstancePath" in the gameinfo, then vbsp reads that value.
It starts in the game directory, so if your map sources are in /hl2/mapsrc, you need to add "InstancePath "mapsrc\instancesfolder".
Personaly, when i want to use instances in my map, before compiling i just save it with another name and then i collapse all instances and compile the map.
I tried to change the instancePath since i'm using dropbox to save my maps, but i was unable to find the correct location of the gameinfo file that gmod uses.
For the past day and a half, i have been trying to get my instances compiled into the map but they still don't compile with the map.
https://i.imgur.com/jzDeXO5.png
https://i.imgur.com/RZLDMhp.png
https://i.imgur.com/4NB8UUq.png
https://i.imgur.com/GEU86Wg.png
I'm not sure what i'm doing wrong.
Probably becuase VVIS calculates it's visleafs on grid. Perhaps, try putting func_visclusters with the trigger texture in a box around each slanted house, and make sure the box is on grid in 90 degree rotations.
Hey guys , is there any way to freeze multiple players ,i have tried using point_viewcontrol but it only works for the activator . Im using source sdk 2013 mutiplayer version of hammer
When I load decompiled .vmf it gets error about about few missing solids due to error in the file, is there way to see which things trigger this error? I'm not sure if I should resave the map without them, I have no idea what it wants to remove and if these are any important...
I don't feel like rewriting it all here, but I could need some help with lighting in GoldSrc: The wonders of lighting
i've been working on stuff for sven co-op in goldsrc hammer for a while, and recently decided to try making some stuff for garry's mod
i'm launching from the hammer.exe in the gmod's bin folder (no clue if i should actually be using that)
however, whenever i minimize hammer, it makes me cursor not have any feedback on mousing over things
ex: i'll click on a brush, but mousing over it doesn't change my cursor at all to indicate i can drag it
it's extremely annoying because i can never be sure if i moved my mouse on the right spot before clicking certain things without squinting at my screen
does anyone know how to fix this?
I assume there's no fix for that. Hammer relies on old windows libraries and old framework code. It's all outdated. Don't expect this to work as it should on a new windows.
welp, that's another addition to the massive list of things windows 10 has broken for me
The problem with the bars not creating any visible shadows is a combination of two things, a low resolution lightmap, and the fact that texlights (light_surface) create lots of small point lights.
You'll want to use a single point light or spotlight in order to get defined shadows.
Does anyone have any good techniques for creating fades into darkness to create the effect that a hole goes on indefinitely?
https://files.facepunch.com/forum/upload/293415/a0444cce-0661-4b3c-aa50-282e448ef143/20180804213325_1.jpg
This is in full bright, but even if I had shadows, you can still see the hard cut off too easily. What I will probably do is make a custom fade decal, but if there is more sound methods to achieve this, that would be great.
I couldn't find any video on it either, perhaps if you found something, that would be useful. Appreciate it very much.
I just use a fade to black gradient overlay and tools/toolsblack for the hole
cs:s has one called cs_assault/assault_hide01 if you dont wanna make it
you could try a env_lightglow set to black maybe
I suppose I will use that counter strike texture. For some odd reason it flickers... I had to add this to the .vmt:
"$decal" "1"
So if anyone else wants to use it, keep this in mind.
Custom decal/texture to simulate fade, is the best idea. I think you would find a way to do it ;)
I swear, it seems like if I do just one small thing I haven't done before, I will find a new major issue!
Anyways.... This time is related to func_brushes not retaining the physical properties of a texture.
In other words, I want to use a slippery snow texture on a func_brush, but the func_brush will only retain properties of a generic concrete material. The same is true even for metal, it will sound as if you are walking on concrete.
wtf does that mean?
Brush 1031118: areaportal brush doesn't touch two areas
https://puu.sh/B9RjN/698587f00b.png
https://puu.sh/B9Rk8/55bc565235.png
https://puu.sh/B9RkV/b0258dfe88.png
https://puu.sh/B9RmF/d9fa47fe4c.png
https://puu.sh/B9Rn1/300169d4ad.png
Greetings~
I got into mapping again after 5 years of hiatus.
I reinstalled source SDK, with the source MP/SP 2013 things.
Had a lot of trouble, had to reconfig a lot.
Now I have come across this problem:
http://prntscr.com/kfp1dz
"Engine Error, Could not load Libarary Client. Try Restarting. If that doesn't work, verify the cache"
** Executing... ** Command
This is the hammer log.
I've runned both EP2 and verified cache. Nothing worked.
Do I need to restart my PC?
What client are you using? Loading a sdk mod with no special setup will attempt to load from generated gameinfo
gamebin |gameinfo_path|/bin
If you don't compile the mod code from GitHub you should change that path in the gaminfo. I for example use
gamebin sourcetest/bin
just for mapping right now.
So this may be a bit of a stretch to ask if anyone knows about this, but does anyone know why detail sprites for Garry's Mod only work properly when I run it with -noworkshop and -noaddons? Is there a common addon that might cause this issue that anyone happens to know about? I'll go through my addons one by one if I have to but I'm just wondering if anyone has experienced this before and knows the cause. Here's what I mean:
Without addons/workshop stuff:
https://i.imgur.com/55nzaMz.jpg
With addons/workshop stuff:
https://i.imgur.com/5Ep93Qw.jpg
Use these console commands to find out where the material and texture are being loaded from:
whereis detail/detailsprites.vmt
whereis detail/detailsprites.vtf
(Assuming that your map uses these paths for the detail sprites)
Do not use Source SDK, it is broken. Launch hammer.exe from your game's bin folder, for example: Half-Life 2/bin/hammer.exe
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