• Mapping Question Megathread v3
    4,500 replies, posted
[QUOTE=J!m;34672179][video=youtube;EsOjE8o_Ehw]http://www.youtube.com/watch?v=EsOjE8o_Ehw[/video][/QUOTE] Anybody have any idea of how to give that dark mist effect to a citizen NPC?
So no one has an answer as to why my overlays will not fit to when ever I resize them with the selection tool?
Is there a way to remove this annoying fake shit looking grass that is ringed in in the picture? Ignore the "såna" text. [IMG]http://i40.tinypic.com/2v36fr8.jpg[/IMG]
Take them out in the detail.vbsp? [editline]23rd February 2012[/editline] [QUOTE=phantompain5;34829514]So no one has an answer as to why my overlays will not fit to when ever I resize them with the selection tool?[/QUOTE] You're not suppose to scale them in the 2d views. Use the 3d view.
Recently it looks like my brushes are off by one unit. I make sure that everything is neat and on the grid, but I still see streaks of yellow going down the brushes from the Nodraw texture. I have no idea why it started doing this. Are the brushes actually misaligned? Has this happened to anyone else?
[QUOTE=simzboy;34842360]Recently it looks like my brushes are off by one unit. I make sure that everything is neat and on the grid, but I still see streaks of yellow going down the brushes from the Nodraw texture. I have no idea why it started doing this. Are the brushes actually misaligned? Has this happened to anyone else?[/QUOTE] Is this in the l4d2 sdk/portal 2 sdk?
[QUOTE=simzboy;34842360]Recently it looks like my brushes are off by one unit. I make sure that everything is neat and on the grid, but I still see streaks of yellow going down the brushes from the Nodraw texture. I have no idea why it started doing this. Are the brushes actually misaligned? Has this happened to anyone else?[/QUOTE] Happens to me all day any day whenever I work on maps in Hammer. They aren't actually misaligned unless you can see them literally jumping a world unit towards or from each other.
Whats the vmt code that makes a second image show up when you get closer? And does that work on everything now or does it only work on TF2?
-well, I had an "invisble" leak, that caused some lighting problems, fixed-
[IMG]http://i239.photobucket.com/albums/ff249/Ardowalalin221/wtfasfa.png[/IMG] I got a problem with the Particle Rain... For one, it calls through buildings, which I thought it wasn't supposed to, and second, no one else can see the rain except for me. Any help would be greatly appreciated!
[QUOTE=Cookie Monster!;34802494]Im trying to fix some bugs on RP_EvoCity_v33x, but I Have no idea how to make it so I can see the Sickness Model pack, ext... I Need to see the Models and Textures for it. Can anyone give me some help? (Sorry if this sounds Dumb but Its something I havent used/done before)[/QUOTE] Still need help with this!
[QUOTE=Cookie Monster!;34849220]Still need help with this![/QUOTE] Put the materials and models into the root/ directory. [QUOTE=Ardowalalin;34849154][IMG]http://i239.photobucket.com/albums/ff249/Ardowalalin221/wtfasfa.png[/IMG] I got a problem with the Particle Rain... For one, it calls through buildings, which I thought it wasn't supposed to, and second, no one else can see the rain except for me. Any help would be greatly appreciated![/QUOTE] Its probably because the rain doesn't do any collision traces. Other people may not have the weather effects turned on in their graphic settings.
Is there any way to get around the brush entity limit?
I'm trying to add detail sprites to my map but I can't find any. :s I opened up HL2's (it's the config I'm working in) detail.vbsp and searched the texture names in hammer but only one shows up. (canal_reeds) Any ideas how I can get the others into Hammer?
question, i'm trying to make the jalopy shoot some weapons. already tried some func_tank stuff, putting a trigger in the jalopy's seat and saying that's the control volume, didn't work. also tried making the jalopy the control volume itself, and it still didn't work. any help?
[QUOTE=Disco_Potato;34852712]Is there any way to get around the brush entity limit?[/QUOTE] Use func_details on small stuff like desks and door frames, and use models where possible.
[QUOTE=IronPhoenix;34853567]Use func_details on small stuff like desks and door frames, and use models where possible.[/QUOTE] Well Im trying to make a map with lots of func_breakables and Id like to be able to have more than 255.
[QUOTE=Disco_Potato;34854413]Well Im trying to make a map with lots of func_breakables and Id like to be able to have more than 255.[/QUOTE] You trying for realistic physics? It's not really possible in the source engine. The amazing looking breakables in ep2 were done with cinematic physics. Otherwise known as a nice looking animation timed to go off with a trigger or damage done. There is no real control over damage. Maybe for ep3 they will update havok instead of using that ancient version they use currently.
[QUOTE=Firegod522;34851568]Its probably because the rain doesn't do any collision traces. Other people may not have the weather effects turned on in their graphic settings.[/QUOTE] Hmm. I thought the rain in Sawmill and whatnot had collisions... How would I go about getting this sorted out?
[thumb]http://dl.dropbox.com/u/14209665/nubsauce0001.jpg[/thumb] Any ideas why my detail sprites are black?
[QUOTE=Firegod522;34837253] You're not suppose to scale them in the 2d views. Use the 3d view.[/QUOTE] It's how I've been doing it thus far and it was always resizing into the boundary box, Using the 3d view to resize is really bad I always end up making a bad and uneven shape with the overlay and it not rendering.
[QUOTE=Disco_Potato;34852712]Is there any way to get around the brush entity limit?[/QUOTE] Sure there is If you want to recompile some of the source code. [QUOTE=Artanix;34853152]I'm trying to add detail sprites to my map but I can't find any. :s I opened up HL2's (it's the config I'm working in) detail.vbsp and searched the texture names in hammer but only one shows up. (canal_reeds) Any ideas how I can get the others into Hammer?[/QUOTE] Open the .vmt file and look for %detailprop It should be whichever you defined or w/e here are some default ones that come with sourcesdk base [quote]swamp_land_002 grass01 grass02 coastline_grass01 coastline_grass02 coastline_redgrass01 coastline_redgrass02 coastline_redgrass03 citygrass01 redgrass redgrass_light short_redgrass PerfTest1 canal_reeds rocks_redgrass lostcoast_grass lostcoast_grass2[/quote] [QUOTE=LilRobot;34853489]question, i'm trying to make the jalopy shoot some weapons. already tried some func_tank stuff, putting a trigger in the jalopy's seat and saying that's the control volume, didn't work. also tried making the jalopy the control volume itself, and it still didn't work. any help?[/QUOTE] This is unfortunatly due to how the source engine works, There is no good way of doing this without modifying some code, otherwise its going to be 1) Not predicted (not keeping up with the jeep) 2) Miss almost every time As for the actually need to have this work, I'm almost certain the control volume isn't going to work for you because you need to fire USE when inside the volume, and also get inside of the jalopy. So either re-work some of your environment, or deal with it with no gun. [QUOTE=Artanix;34855617][thumb]http://dl.dropbox.com/u/14209665/nubsauce0001.jpg[/thumb] Any ideas why my detail sprites are black?[/QUOTE] Looks like a fullbright map. [editline]24th February 2012[/editline] [QUOTE=Ardowalalin;34854995]Hmm. I thought the rain in Sawmill and whatnot had collisions... How would I go about getting this sorted out?[/QUOTE] Well you can copy the particle effect (so you keep the original) Launch TF2 with -tools Make your way to the particle effect you made a copy of, select whichever one you had (such as rain_drop) Then in the editor change the mode from properties to constraints. Right click in the box and press add, then choose collisions via tracers. make a new particle_manifest.txt with the name of your map, then add it in your maps folder. [url]https://developer.valvesoftware.com/wiki/Particles_manifest.txt[/url]
ah. cause i was working on the drive-in movie theater from Twisted Metal: Black, and i wanted to game-mode it. i'll probably just port some models, vehicles, etc. and make some dupes for weapons with wiremod for gmod.
[QUOTE=Firegod522;34857030] Looks like a fullbright map.[/QUOTE] [thumb]http://dl.dropbox.com/u/14209665/nubsauce0000.jpg[/thumb] Still black :s It's redgrass
[QUOTE=Artanix;34858292][thumb]http://dl.dropbox.com/u/14209665/nubsauce0000.jpg[/thumb] Still black :s It's redgrass[/QUOTE] Looks reddish to me when you aren't shining a light on it
[QUOTE=Firegod522;34857030] Well you can copy the particle effect (so you keep the original) Launch TF2 with -tools Make your way to the particle effect you made a copy of, select whichever one you had (such as rain_drop) Then in the editor change the mode from properties to constraints. Right click in the box and press add, then choose collisions via tracers. make a new particle_manifest.txt with the name of your map, then add it in your maps folder. [url]https://developer.valvesoftware.com/wiki/Particles_manifest.txt[/url][/QUOTE] Alright, i've done everything you said, but I believe i'm still a bit confused about the manifest.txt What exactly do I do, do I write anything in the text or... The Valve page isn't very specific.
[QUOTE=mopman999;34858545]Looks reddish to me when you aren't shining a light on it[/QUOTE] You're right, added some proper lighting and it's fine.
For some reason I can not get sprites to show up in game with transparency (even with Glow / World Space Glow), unless I use the UnlitGeneric shader. But the problem with that is it makes non-black colors glow super bright. Is there a way to show sprites with alpha-channel transparency... [I]without[/I] making them glow very brightly? (Why doesn't the Sprite shader work this way? I can't get transparency to work with Sprite at all) P.S. What type of VTF format do sprites have to be? Like.. DXT5, etc?
[QUOTE='[yournamehere];34848144']Whats the vmt code that makes a second image show up when you get closer? And does that work on everything now or does it only work on TF2?[/QUOTE] You need to save your texture as a DDS, then open it with photoshop with "import mipmaps" enabled, then just edit one of the mip layers to be another texture and save as dds. Open with VTF edit and save again as a VTF.
I'm a dumb ass, all I had to do was enable texture lock to fix that overlay problem..
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