• Mapping Questions Megathread V7
    437 replies, posted
if you find out what addon it is, could you update us on that? i have the same problem
I'm not sure if this is fitting here, but anyways: How would I go about using copyrighted stuff in a map? E.g. I want to make a texture of a portrait of Robert W. Chambers and by a quick search the first photo I found is this one. This image might not be in the public domain outside of the United States; this especially applies in the countries and areas that do not apply the rule of the shorter term for US works, such as Canada, Mainland China (not Hong Kong or Macao), Germany, Mexico, and Switzerland. The creator and year of publication are essential information and must be provided. So I could use this, but would have to include credits in the readme.txt I guess? I found the image by using google's "usage rights" set to "use and modify", not sure if those are the actual terms, just a rough explanation of what they're in german. Else I know of the creative commons search engine, if anyone knows similiar sites that'd welcome as well. I also found this and this one, which both are public domain in the United States. Does that mean I can use them freely? I mean I'm not planning on taking any money for the map I'm making, so I don't even know if any of this applies, just don't want to get my ass sued if I ever release anything, though I bet it's unlikely anyone would ever care, but who knows.
Do you really think that someone would waste a time searching copyrated fotos in Garrys Mod maps ? 😂😂
Alright, after a messing around and looking at newer valve game, I managed to get instances working, after I put that gamekey thing in my gameinfo file, it worked
The best hammer to use is the hammer I explained in my post, if you map for any Orange Box game or Garry's Mod, just run hammer.exe from the bin folder. CSGO and L4D1/2 authoring tools are fine
Anyone may know what could be causing this elevator door bug(doors are func_trains) in GoldSrc? Basically the doors get out of sync with the elevator, once the player moves while pressing the button(or atleast that seems to trigger it most the times). https://www.youtube.com/watch?v=EzrcWqStaAw First half of the video shows the elevator I created after following this tutorial: Wiki Second half shows an elevator done by Richman in one of his maps, blood1. As you can see, no matter what I do, I can't get his elevator doors to bug out. Now there are some differences between his and mine, mainly being that he uses 2 multi sources, 2 multimanagers and a lot of trigger_relays for each floor, while the one in the tutorial uses 1 multi source, a multimanager and an env_global. I've also asked this on TWHL, but all I got so far is that a guy suggested me to look into Spirit of Half Life, which I could use, but I'd like to stick close to vanilla for now. Heck I've even tried to make a flow chart how Richmans elevator works, so I could try to rebuild it(I have a problem with just straight copy&pasteing things, you don't learn anything while doing that), but I didn't get far with that... Things I've tried so far: removing the wait delays on the path_corners playing with the delays of the top/bottom multimanager(got that idea because Richman's elevator has the same delays for his top/bottom MM, while the one from the tutorial only has a delay on the bottom one and the doors only bug out at the bottom for me) placing another path_corner just right above/below the top/bottom floor path_corner, same for the doors removing the origin brush from the func_trains(turned out they aren't needed anyways) adjusting the speed of the func_trains, while making sure the elevator and it's doors always had the same speed set
do trigger entities not parent properly to animated models? im trying to get it so when the model touches the player they die
I'm making a Half-Life map based around a skyscraper at night. https://files.facepunch.com/forum/upload/113109/d0afc418-6d22-4e4f-ad3e-1a28d8afa6da/20180812010611_1.jpg I'm trying to get night lighting to come through the windows at an angle. Doe's anyone have any tips? (If it's really obvious and I'm just stupid, sorry, I just learned how to map today.)
https://youtu.be/723b1lLd9EY?t=5m25s i guess this could help you out.
That's for Source SDK though. It works similiar in GoldSrc, but instead of using the vollight texture, you use a fade one. Then just make the brush a func_wall and set it's rendermode to texture. You can also adjust the render color to match your skybox color. Sadly there's no blocklight texture in GoldSrc, but with newer compilation tools like ZHLT or VHLT, you can have brushes set to block light. These 2 links might be helpful as well: [Tutorial] Advanced Lighting (info_textlights & light_surface & .. [Tutorial] Advanced Shadows
Is it possible to package a custom surface properties manifest on a per map basis, and have it override the default one?
So I got the lights working. https://files.facepunch.com/forum/upload/113109/df87b856-e64b-4b06-9712-078ae914d394/20180812104546_1.jpg I just need them to be the exact opposite direction and also a little more central so more light will come through the windows. Also does anyone know how to make windows transparent?
As for the opposite direction of the light, check the pitch value of the light_environment. May have to play around with that. Same goes for the angles setting, try around x/y/z values to get it the way you want. As for the windows, turn them into func_walls and set the rendermode to texture, then adjust the fx amount. Basically you have to do this for anything, that has transparency, like fences or gratings. You'll see if a texture has transparency if there's parts with a blue background, those get transparent ingame.
Thanks.
Might be better asked in the 3D Artists forum, but I figured it's Source specific and you guys often make your own textures. If I wanted to use Substance Designer to create materials to use in Source. What steps do I need to take to get them imported properly? I know Substance is all about PBR materials. There were some references on Reddit from TopHatWaffle about it, but the links are dead now.
Kind of digging around, I know in substance designer there is a standard graph template for Diffuse, normal, and specular. but if you want phong there are other options for that. Like you can use the Physically Based graph output for glossiness for phong. https://youtu.be/R3_GFL3CYO8 Tophattwaffle does have a tutorial out on his channel where he uses substance painter. About half way into the video.
Make the lights actually match the color of the skybox, ie; in this instance they should probably be the same brownish tan color as the fog in the sky
Interesting. But i have another question, what are the differences between the source 2013 hammer editor builds and the hl2 hammer editor build?
Not sure about the differences between the Hammer versions (I think a bit of functionality gets pulled in from engine .dll files). The build number is the number of days since some day in 1996 so a higher number means a more recently built version of Hammer. I don't have the per-game Hammers in front of me but I think they're all Orange Box or post-Orange Box engines so I suspect they would have the particle browser, but I thought that instances were Left 4 Dead and later only.
That's what I thought after reading the valve wiki, but it turns out, instances are supported in the 2013 SDK multiplayer branch(I haven't tested the singleplayer branch).
Can anyone remind of that gmod 9 map that was a huge spaceship (and potentially an asteroid nearby) that was an RP map and had buildable customizable player controlled ships inside it? Feeling a bit nostalgic
Oh nice, didn't realise that instances got back-ported.
Are there any tutorials / pre-made HL1 brushwork vehicles that I can get my hands on? I'm talking about the tram in the intro and the black mesa jeeps, they're becoming a pain in the ass.
^^^
The GoldSource version of Hammer (one of the .exe installers. not the the .zip) came with some prefabs I think but they weren't comprehensive. There used to sites that hosted community-made prefabs too but I doubt any of them still exist. Might be worth poking around or asking at twhl.info as they've got a file archive (I think) and a decent community of GoldSource mappers there.
Decompile the Half Life: Source maps (way better than decompiling GoldSrc maps), and either go through the pain that converting VMFs to MAP is or just mimic it
Super far stretch asking about this here, but does anyone happen to know about the ~secret~ that supposedly exists for extending source maps particularly for GMod? I am in no way claiming that this is a thing or not as I've only heard people talking about it. I'm super curious if it's actually a thing, and if so, why is one particular group of people keeping the secret locked away for themselves?
Extended source maps arent actually extended, its simply map loading side by side seamlessly, CSGO battle royale maps use this technique too
Is there any guide or something about how can we do this ?
You can try ask the plugin creators (idk who they are/name of plugin), so you need to search around yourself. I don't know how they do it too
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