I know that portal 2 has a special entity linked_portal_door that does this, I'm not sure if csgo has that or maybe it's done a different way?
CSGO does have this, its interesting since this might be how its actually done
Nah it's not linked_portal_door or anything, what I've heard is it's a modified VBSP created by someone on Meta Construct that allows for them to have a map larger than what is usually allowed. I haven't played there myself so I'm not sure how *much* bigger it is, I just know it's bigger and they're super anal about not telling anyone how they did it.
you can download the doors addon and then use linked_portal_door in gmod:
https://i.gyazo.com/67d4532d54b2f62ef38333695d01a31f.png
Hey there guys
I just tried importing CS GO materials and models to EP2 so I could use the venice content to make a little SP map. I extracted everything using GCFScape, but most of the textures don't show up and all the models are looking like checkerboards. Is CSGO content incomptaible with the older version of Hammer? Did I do something wrong?
Cheers.
Textures need to be converted. Use VTFVer.
That worked, thanks a lot!
I recall reading/seeing someone mention that an excess use of lights can impact performance severely, or at the very least increase load times excessively. I'm currently working on a hangar and am trying to figure out the best way to go about lighting up the interior without needing to place too many lights. The hangar is relatively large, but subject to change and a portion will be cut off to players, most likely rendered with a skybox.
As I mentioned, the hangar is relatively large as its mimicking the interior of an Acclamator-Class ship from Star Wars the Clone Wars. This section of the map is still in some very early brushing stages, so I don't expect to be worrying about lighting just yet, figured I'd ask ahead of time.
https://puu.sh/Bnuv8/e4b97d9e82.png
Any brightness tricks / efficient spacing of lights would be helpful.
I'd say look at the reference material and see how lights are positioned in those spaces. Keep photos of the location up so you can always be referring back to them. Here are some images I found that show that Star Wars lighting seems to come from side pillars and from slits in walls and ceilings. You could also try putting a simple light entity with a very small light value in the center of the space. This way, there's enough light to see the space. Valve uses that technique in rooms that are "supposed" to be dark, but as a way for you to still be able to see where you're going.
http://3.bp.blogspot.com/-kh2J9A20od0/T3ylG0yHRyI/AAAAAAAAEfY/6zbAg1OyApA/s1600/x-70b%2Bphantom%2Bclass%2Bx%2Bprototype%2Bdropship%2Bcruiser%2Barmada%2Bcarrier%2Bvessel%2Bsci%2Bfi%2Bspaceship%2Binterior%2Bstar%2Bwars%2Bthe%2Bold%2Brepublic%2B2.jpg
https://files.facepunch.com/forum/upload/316093/a88869ec-88ec-4421-9363-3a31b1c00817/image.png
In HL2, Combine lighting is usually one long spotlight that illuminates the whole space, that could be an option here. Lighting is pre-baked in source for the most part, so with more lighting complexity you're really just increasing compile time, and that shouldn't have too much of an effect on the end-user performance, not at this stage anyway. I say have fun and experiment with the lighting, it's better to start with it early on than to leave it to the end.
Now that I think about it, placing lights in a more natural way will come more easily when things are placed within a space properly. Part of this hangar is going to be lit from fires and such, so I know for sure I'll be able to get some light from this. As far as reference images go for the hangar though, I might be a little hard pressed. The ship interior I'm recreating, according to this reference photo:
https://files.facepunch.com/forum/upload/315994/6fffc50c-c1b4-4d20-af63-1619761599b0/ep2-013.jpg
and the utility of the ship from the series, indicates it has no hangars accessible from space. (But this is contradicted in Star Wars: Republic Commando)
I'm gonna need to fudge just a bit on the final design of the hangar portion I'm portraying.
The problem with lighting your hangar there is that it functionally hasn't got a high enough ceiling for a traditional hangar style lighting scheme to work. Closer inspection of that diagram
shows that there should be a much larger space beneath the hanging dropships but such large scale ambitions always require sacrifices in source so I shall assume its intentional.
In a regular hangar, large spot lights are hung about five to ten feet below the ceiling, and are extremely bright, arranged in a grid pattern. Because they are so far from the floor and cast
radially the end result is a diffused even lighting on the main floor.
However if the ceiling is low (relative to the width) such as in your design this method will look bad. Furthermore lighting in a spaceship wouldn't be done with spotlights since they would
swing when the ship was under acceleration or in zero-G (neither of which is addressed in the starwars universe but you get the point)
In this example I used a 2x1 unit brush with light textures to light this whole room
https://files.facepunch.com/forum/upload/197903/d65ecf10-0935-4ac7-b24e-6bda592779eb/hl2lightbar.jpg
Its a bit longer to compile than using radial light sources but far easier on the brain. An additional benefit is that it is probably closer to how the empire hangars are lit in many scenes.
The brush material is simply an "unlitgeneric" with "selfillum." Read up about it on Glowing Textures
Right, I figured as much but the height at which the ceiling is now is merely temporary and marks the lowest height in which various things will hang from the ceiling. Determining how high the ceiling will go though will be a tad tricky considering it will only increase the size of the room. If I understand the reference image correctly, this hangar is more so focused on maintenance and general transport of vehicles that perform tasks on planets as opposed to in space, and therefore do not need much room other than to hang from a maintenance crane on a rail. At some point during deployment, they're all funneled into a hole that leads deeper down into the ship, that then (i would assume) leads to the giant ramp that extends from below. That space below won't be part of the map, but I'll probably hint at it being there for players that get a little curious and look at their surroundings.
I had almost forgotten about Glowing Textures, this will make giving an industrial feel a bit easier. Are there any limitations or drawbacks to these aside from the compile time? For instance, if someone has their settings all the way down in-game would this effect the light texture's brightness, etc.
Thanks for the help thus far, I know for sure I'll have a few more questions down the line and will be sure to ask them here.
Anything that's not a dynamic light doesn't affect ingame performance at all. It's all baked into the map, imagine it as like a PNG overlay.
Hello...do you know what setting for particle editor causes this particle that I made using the page on the default valve developer community tutorial for fire:
https://developer.valvesoftware.com/wiki/Creating_A_Fire_Particle
to appear flickering (it starts pulsing/disappearing a little past the middle of the video) when I put my particle/torch model by a brush or something else that might be causing this? The particle itself placed in the air doesn't seem to do it, so I assume maybe it happens when it gets x distance from a brush, or maybe there is a setting that is conflicting or not accounted for when placed near geometry. Is it possible to keep my particle close to brushwork to be used over a torch model, while still appearing seamless like the one in the air—be a normal, uninterrupted particle loop animation, while being next to geometry (if that is indeed the actual cause...)?
video:
https://streamable.com/uiol1
Has anybody tried using the TF2 method of repacking a BSP on other source games? I've searched far and wide on these forums and others and have only found one person even mention its possible use for Garry's mod. The version of bspzip in the garrysmod zip does not have the required command to repack but if you use the TF2 version of bspzip you can still repack a BSP to compress the file size of a map with packed textures and it seems to work wonders from what I've tested. Does anybody know any problems with doing this? It seems to save a lot of space in maps with a lot of textures and I haven't seen anyone use it so it makes me suspicious that there might be a reason why.
Yep! Works great. I remember Robotboy adding support for this back when TF2 started using it because all the stock maps were converted to this format. Consider it officially supported by GMod.
This isn't really a question, but is related to mapping(sort of)
I recently noticed that Sledge editor is being worked on again GitHub
And recently i have been digging through different source engine games and files, I stumbled upon the lambda wars source code github GitHub I noticed they use lighting like what source 1 dota 2 used
Can anyone guide me in the direction of a tutorial on how to create a moving background for something like a train level? Like in this video right here:
https://www.youtube.com/watch?v=5lMXPRhcJ0g
The uploader explains how he did it in the annotations, but doesn't go into detail on how exactly anything he used is achieved.
There are several methods in which this can be done, most of them however require using tricks.
-Scrolling illusion
The materials applied to the terrain are modified to use the material parameter for texture scrolling. You normally see this on some of the combine laser grids or with water. The geometry is
uniform and flat but the scrolling textures on all of the surfaces create the illusion that the train is in motion. func_movelinear with models attached can simulate trees passing by with
proper execution of the slow passing by the train, then extremely quick return to beginning position. Alternatively you can build a large tracktrain for models to follow.
-Tracktrains (or modeling method)
The environment is split up into segments which follow a tracktrain chain in the skybox, (or in the main area of the level, but that can be problematic). Or the designer creates similarly
animated model to be placed in the skybox. Essentially a big conveyor belt system. Since the entire illusion is dependant on a vanishing point you need to utilize tunnels or fog to hide when
a segment move to the front or out of the back of the line.
In most cases using a push volume is what people use to simulate motion once a person leaves the train, but corpses sometimes don't react to them.
The first method has the advantage of having shadows generated properly, while the Tracktrain method will not. However with the tracktrain method you could have variable speed or even start from a stopped position. A combination of the two is ideal but time consuming.
usually materials with a scrolling proxy like so
"LightmappedGeneric"
{
"$baseTexture" "whatever\scrolltexture"
"$surfaceprop" "default"
"Proxies"
{
"TextureScroll"
{
"texturescrollvar" "$baseTextureTransform"
"texturescrollrate" 10.00
"texturescrollangle" 180.00
}
}
}
and prop_dynamics on a looping path_track
the best implementation ive seen of this effect is probably the csgo map de_rats_highway
id recommend decompiling maos that do this with bspsrc and checking out how its done
Thanks for pointing me in the right direction guys! I'm going to look into both methods to see if I can make it work.
de_rats_highway looks amazing, gonna check that one out for sure!
Got another question: Can anyone tell me why these bars and the seats have these weird reflections when run in my thrown together mod, but look normal when loaded into EP2?
https://files.facepunch.com/forum/upload/109843/745b2206-6d74-4cfd-9c99-1978783d723c/Half Life Source Screenshot 2018.09.06 - 14.45.43.72.png
https://files.facepunch.com/forum/upload/109843/db3f5a75-8d74-441a-8aa4-50b4e500967e/Half-Life 2 Screenshot 2018.09.06 - 14.46.24.71.png
Got cubemap placed and built and everything.
I noticed that func_monitor only shows a still frame of its camera at times on gmod multiplayer servers. Any information?
i complained about this issue in like 2015 lol https://github.com/Facepunch/garrysmod-requests/issues/430
not high priority i suppose
I was redirected here from another thread - does anyone know how to get Particle Systems to show correctly through fog rather than ignore it?
https://files.facepunch.com/forum/upload/710/dfac33bf-ce75-460b-a2e7-d23b7b0528c2/image.png
I know default particle systems are drawn correctly through fog:
https://files.facepunch.com/forum/upload/710/41c22996-b794-4a53-8e4c-fa1c6c357b19/image.png
Try changing $overbrightfactor to 1 or 0
No success, 1 looks like so
https://files.facepunch.com/forum/upload/710/02f98913-f16a-474c-83a3-f602122e35d8/image.png
and 0 looks like so:
https://files.facepunch.com/forum/upload/710/a52d3615-5e22-4169-a0ef-f9bd0fb58c86/image.png
Talking out of my ass here, but now that you have the correct color, can't you just make it so that the sprite slowly fades away when you are away from it ?
Hey guys, back with another question:
Is there a way to import video files into Hammer in order to, for example, make them play on a TV or something? Think The Darkness, where you can watch the entirety of To Kill A Mockingbird on a small TV at one point in the game.I remember reading about there being limited support for .bik files playback in Source? I know there are Gmod addons to make this possible, but I'm talking about adding something like this in a HL2 map. Filesize wouldn't matter, as I'm only doing this for myself and I'm not planning to release it.
Unless you are mapping for Portal 2, not possible
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