• Mapping Questions Megathread V7
    437 replies, posted
https://files.facepunch.com/forum/upload/113201/271146fc-3e72-4498-8644-1aaab637b0f9/ass.png What would be the most efficient process to make the orange brushes sloping hills that run along the gray path? The gray path eventually slopes down, and I'm pretty amateur at displacement sculpting.
This guy has a very good technique : Also if you don't know much about displacements, i stongly advise taking a look at this video that will teach you the basics : https://www.youtube.com/watch?v=04cVm3bwM3s
Alright mapmen, I have another question for you. Particles, I'm mapping for garrysmod, using the source 2013 mp branch hammer. Question is how can I get particles from l4d2, portal 2 and csgo to work in garrysmod?, I always see that the game failed to load them. Gimmie some help fellas
They need to be converted. Problem is, there isn't a converter yet. Not one released publicly, at least... *nod*nod* A friend has made one, I'll try to get him to either share the beta with you or release it publicly soon.
Your friend is a true gem my good sir, may your conversation with him be a success
So concept, I have a short hallway ending in a 3D skybox of an extended hallway to give the illusion of a much longer hallway and right before the skybox brush I have a trigger_teleport brush to send the player back to the opposite end of the hallway hopefully seamlessly to make the illusion of an endless hallway just like the endless stairs from Mario64. How would I get a player to keep his position and angles in the hallway once teleported? The point_teleport, info_target and landmarks don't seems to allow keeping the position just angles unless I'm doing the landmark incorrectly. https://files.facepunch.com/forum/upload/109845/0726f077-bed6-4707-ab94-8934ff899f56/image.png
How do people feel about map protection these days?
Depends on what you mean by protection. If you're talking about anti-decompiler methods, then nobody will usually care because BSPSource can just decompile through those no problem and you'll actually get more mileage out of having a map description that says "map made by me (steamid link) - contact me if you want to publish an edit!" or something like that, since BSPSource will print map descriptions for the person that decompiles such map. However, map DRM (the act of taking almost all non-internal entities away from the map, compiling it, and then adding such entities through an addon in Gmod/plugin in any other Source game, making the map only usable on a server who can add those entities in so the map works properly) is usually heavily frowned upon by TF2 mappers themselves, although I'm not sure if this applies for every other mapper since this only applies for multiplayer Source games. It really depends on what kind of protection and what purpose it has, really.
Thanks for all the information. I'm coming from gmod where maps get copied, edited, ripped apart, sold and resold at mindnumbing rates. Personally I can't help myself but feal troubled about it so I've looked into the whole protection, obfuscation and DRM. Just recently an old comment by Omnicoder the original creator of vmex got me thinking and I've developed what I now think might just be an uncrackable decompiling protection. To my knowledge it's irreversible so I was thinking of giving away how it's achieved in a tutorial post. If it's just going to catch flak it's not worth the effort that's why I'm asking in advance.
I don't think there is any issues with providing decompiling protection methods themselves and it isn't a bad thing as far as I'm concerned. Only the very strict types of protection that make a map only playable on one server or a chain of servers is what's usually discouraged, which is different from decompiling a map. Feel free to distribute such method if you think it'll be for the best.
Anti-decompile protection is basically dead, but what you can do is sabotage the map when attempting to view/open it. In my case, I put several crashing methods into my map which crash if put onto singleplayer or crash Hammer when opened. It can take a long time for people to bypass your map as a result, especially if its really obscure and undocumented Putting entity lumps onto a server can be bypassed, so not really a cunty move anymore either. (You do get VACed for it however, but you can simply make an alt account very easily)
Unfortunately he's an ass and just said "no". I'm afraid it'll have to wait.
That's a damn shame. Is there another way to convert newer particles for Garry's mod?
Not that I know of. What I used to do is use old Source particles and env_ entities, usually there's all you need and it doesn't look too ugly sometimes.
Does anybody know of a way of having a func_button target light entities and change the color they produce. I'm trying to add a emergency lighting system on my map where if you hit a button it changes all the lights from the white to a dim red. There is another method of doing this but It requires me to add more lights, and i'm worried about the entity limit.
setcolor input I believes as long as the lights are named the same they count as one "set" and you get 8 sets iirc
Whats the matter ? https://youtu.be/tVzMdPpxwJM https://files.facepunch.com/forum/upload/133429/d16ef283-7396-45d8-a3c2-85573095dd9e/Desktop Screenshot 2018.09.19 - 19.28.01.39.png
I guess you should blame VVIS. Try a full compile maybe?
Full compile did not help. But almost every prop on my map which have Fade distance, suffers from that cure.
Then I'm not sure. Maybe try either setting Fade Start Distance and Fade End Distance to the same value, or setting Fade Scale to 0.
Also not helped
Post your compile log
** Executing... ** Command
I'm not seeing anything wrong with VVIS, but you'd better fix all those prop_static entities that should be prop_dynamic or prop_physics instead.
https://i.imgur.com/RuH8Wqu.png Why the fuck does this happen when i touch the base hl2 folder inside of source 2013 mp. Could someone help me out here?
Load any map with brushes, it will fix the viewports (no idea why this happens either) Also, fix the windows on your right by dragging them under each other
Use hammer.exe from Half-Life 2/bin instead unless you have a very good reason for using Source 2013 mp
Is there any way to trigger a change in a light's appearance via an output? "SetPattern" doesn't seem to do the trick by the description of it in the Valve dev wiki
Lights in hammer are based on a raytracer lightmap system; in order to have a raytraced light flicker it would mean changing every texture that light hits, then all the walls that light then bounces to, and so on up to a 100 bounces depending on the intensity. use a light_dynamic for irregular light behavior.
SetPattern should work, but only if the light is named. Did you do that?
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