• Mapping Question Megathread v3
    4,500 replies, posted
Does anyone know the launch link thing for Source SDK? My steam is broken at the moment and the tools tab only shows games.
How can i build cubemaps on CS:GO for HDR and LDR? Can't get the reflections on the urban ponds :L
Pretty sure you just place env_cubemaps like normal.
[QUOTE=TCB;38178062]Pretty sure you just place env_cubemaps like normal.[/QUOTE] I did, but they don't show the reflections on them.
I assume you've done buildcubemaps and enabled HDR right? :v: If so, I have no idea what the issue is, sorry.
[QUOTE=Zombie Strider;38175294]I'm confused as to what to turn into func_details. I've been mapping for a while and I've learned the basic idea of it, i.e. making brushed based objects that include lots of brushes (Stairs, window frames, door frames etc) must be func_detail, but should walls be details? Should ground be detail? I've read the wiki articles but visileaf stuff confuses me greatly[/QUOTE] Your world brushes are the only things that shouldn't be func_detailed. If it's there to look nice and either doesn't block visibility at all or just a tiny minimal amount, it should be func_detailed. Stuff like stairs chop of visleaves brutally. Definitely func_detail those. Func_detailing reduced my map's compile time from 12 hours to 30 minutes.
[QUOTE=LtKyle2;37862600]So apparently clicking the texture tool crashes Hammer. What do?[/QUOTE] Reinstalling doesn't work, verifying cache files doesn't work, having Source SDK menu doesn't work, restarting steam doesn't work. What the hell do I do. Google brings up nothing related to this.
For some reason the tools page on my steam is just showing all my games and videos but not my actual tools. No Source SDK or dedicated servers or anything. What do I do.
[QUOTE=The freeman;38183591]For some reason the tools page on my steam is just showing all my games and videos but not my actual tools. No Source SDK or dedicated servers or anything. What do I do.[/QUOTE] Try deleting your ClientRegistry.Blob and restarting steam.
Well the tools are broken, but I can offer some useful [URL="https://dl.dropbox.com/u/12854445/SteamTools.html"]launch links here[/URL]
[QUOTE=applemaster;38184249]Well the tools are broken, but I can offer some useful [URL="https://dl.dropbox.com/u/12854445/SteamTools.html"]launch links here[/URL][/QUOTE] Portal 2 SDK: steam://install/629 Alien Swarm SDK: steam://install/513
Counter-Strike Global Offensive SDK steam://rungameid/745
Deleting the BLOB file fixed the odd library problem for me, strange
Updated [URL="https://dl.dropbox.com/u/12854445/SteamTools.html"]it[/URL] with the new SDKs, Alien Swarm SDK appears to have the same ID as L4D though
Having a problem. When my map loads up I get this if I look at the center. With a message "warning: overflowed CClientRenderableslist group7 [IMG]http://imageshack.us/a/img832/1340/screen1xoe.jpg[/IMG] It should look something like this. [IMG]http://imageshack.us/a/img89/9373/screen2xcwuzfl.jpg[/IMG]
Well Steam updated fixing the tools tab, so the page isn't needed anymore.
[QUOTE=Rammelslakje;38100657]I've continued today with my map from an old save because of the troubles I had yesterday (read above posts) So I figured out where the compiling problem might be, that prevents the .bsp from being build. Ive made two platforms (nodraw with texture on top) and between there i've put another brush with vortex tool to create a slope. Screenshot: [img]http://i.imgur.com/fs1Vz.jpg[/img] So yeah that's the problem of hammer not finding the .bsp file. As soon as I make it a displacement create power of 4 and try to run it I get the .bsp error of windows not finding it. I've also sealed the space below shut with nodraw so that i'm sure the displacements don't cause any leaks. But I need those slopes to be a displacement because I need to Paint Geometry and Paint Alpha in order for it to look realistic. Any ideas? Thanks[/QUOTE] Hello, me again. So i've waited for the official release of gmod 13, restarted my map in hammer from an old backup and did all the slopes with displacements and ran the compiler and guess what: it worked. So I was all joyfully etc. Then I figure to continue other stuff. So i've made some roads, saved the map again and guess what: same problems suddenly as before. Saying the displacements are too big to have a lightmap and once again the .bsp doesn't get build. Then I've restored the new backup with working displacements and tried to run the map and also no .bsp. That's the strange thing to me because it was working on my previous try. This is the log where no bsp is getting build: [quote] ** Executing... ** Command: "d:\games\steam\steamapps\rammelslakje\sourcesdk\bin\source2009\bin\vbsp.exe" ** Parameters: -game "d:\games\steam\steamapps\rammelslakje\half-life 2\hl2" "D:\Games\Steam\SteamApps\rammelslakje\sourcesdk_content\hl2\mapsrc\gta3.vmf" Valve Software - vbsp.exe (Sep 15 2011) 8 threads materialPath: d:\games\steam\steamapps\rammelslakje\half-life 2\hl2\materials Loading D:\Games\Steam\SteamApps\rammelslakje\sourcesdk_content\hl2\mapsrc\gta3.vmf Could not locate 'GameData' key in d:\games\steam\steamapps\rammelslakje\half-life 2\hl2\gameinfo.txt Patching WVT material: maps/gta3/nature/blendgrassgrass001a_wvt_patch fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing D:\Games\Steam\SteamApps\rammelslakje\sourcesdk_content\hl2\mapsrc\gta3.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Bad surface extents point: 0.000000 8192.000000 -11744.000000 Bad surface extents point: 1024.000000 9216.000000 -12256.000000 Bad surface extents point: 5120.000000 9216.000000 -12256.000000 Bad surface extents point: 4096.000000 8192.000000 -11744.000000 Bad surface extents - surface is too big to have a lightmap material NATURE/BLENDGRASSGRASS001A around point (2560.0 8704.0 -12000.0) (dimension: 0, 156>126) ** Executing... ** Command: Copy File ** Parameters: "D:\Games\Steam\SteamApps\rammelslakje\sourcesdk_content\hl2\mapsrc\gta3.bsp" "d:\games\steam\steamapps\rammelslakje\half-life 2\hl2\maps\gta3.bsp" [/quote] Also I have of course build them again etc but same problems. And it worked on my previous try. Any help is greatly appreciated cause i'm as good as stuck here. Thanks
[QUOTE=DJBREIT;38186441]Having a problem. When my map loads up I get this if I look at the center. With a message "warning: overflowed CClientRenderableslist group7 [IMG]http://imageshack.us/a/img832/1340/screen1xoe.jpg[/IMG] It should look something like this. [IMG]http://imageshack.us/a/img89/9373/screen2xcwuzfl.jpg[/IMG][/QUOTE] Func detail the nesassary brushes
[QUOTE=Zanarias;38175920]You need to look at the pak directory under left4dead2_dlc3, not the base left4dead2 pak.[/QUOTE] Thanks for that, that worked. Though now I've got more problems, again. I had enough trouble finding the material for the model, but it was in the left4dead2_dlc2 under the name 'Floodlight_Generator_Switch01' (as opposed to Floodlight_Generator_Switch02, the models name). I don't really understand it because this is the first I've even dealt with this kind of stuff, but it seems like both the models Floodlight_Generator_Switch01 and Floodlight_Generator_Switch02 share the same vtf (and I assume vmt too). My question is how do I get this texture to work on the Floodlight_Generator_Switch02 model? There are 2 .vtf files, 'Floodlight_Generator_Switch01' and 'Floodlight_Generator_Switch01_ref', and 1 .vmt file which has the follow information in it, [code]VertexLitGeneric { $baseTexture "models\props_vehicles/Floodlight_Generator_Switch01" $Envmap env_cubemap $EnvmapMask "models\props_vehicles\Floodlight_Generator_Switch01_ref" }[/code] Now to the best of my ability (meaning I think I've done this part right) I've put the vtfs and vmt in a folder in the materials folder in the csgo directory, and adjusted the .vmt to say as much, but this obviously wasn't all that needed to be done because it doesn't apply the texture :P Any help would be appreciated, thanks.
Since the update to SFM, I've been having a problem with the Hammer that's in the SDK with SFM. Whenever I try to save a new file, or an old file with a new name it says "Encountered an Improper Argument". I've googled and googled trying to find a solution but I've never seen any mention of this happening in Hammer to anyone else. When I open a different SDK and go into Hammer and do something, I get no such error. The problem is though, whenever I make a map in the other Hammer editor, it doesn't work in SFM and downright crashes it. To my knowledge nothing else on my computer has changed and I have absolutely no idea how to fix this. I tried verifying my cache and everything but I still have the problem. Anyone have any ideas as to what the problem may be an dhow to fix it?
I've been having problems of my own just like that, but I think the error message is hiding behind the window. I can't save at all, and I have to kill the process in the Task Manager just to quit when it does that. Source SDK's version of Hammer also seems fucked, but in a totally different way. The grids are horribly mucked up, and nothing can be placed properly because of that. What's going on?
I need to use Hammer for something but for some reason all model entities in the editor are invisible (all maps whether it be TF2 / HL2 etc.). Models do show up fine in the model viewer. Did I press a button to hide all the models? If so, how do I get them back?
I know it might be in the wrong place, but how do you use skypaint? I'd love to use it in my map and I can't find any information on it.
My map isn't compiling correctly, here is the log: [code] ** Executing... ** Command: "E:\Windows.old\Program Files\steam\steamapps\koenigsegg\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "e:\windows.old\program files\steam\steamapps\koenigsegg\counter-strike source\cstrike" "C:\Users\Koenigsegg\Desktop\potc.vmf" Valve Software - vbsp.exe (Sep 5 2012) 4 threads materialPath: e:\windows.old\program files\steam\steamapps\koenigsegg\counter-strike source\cstrike\materials Loading C:\Users\Koenigsegg\Desktop\potc.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar ***need to set $abovewater for material water/water_caribbean01 ***need to set $abovewater for material water/water_caribbean01 Can't find surfaceprop antlionsand for material NATURE/BLENDSANDGRASS008A, using default Could not locate 'GameData' key in e:\windows.old\program files\steam\steamapps\koenigsegg\counter-strike source\cstrike\gameinfo.txt Patching WVT material: maps/potc/nature/blendrockgrass004a_wvt_patch Patching WVT material: maps/potc/nature/blendsandgrass008a_wvt_patch Patching WVT material: maps/potc/nature/blendgrassgravel001a_wvt_patch Patching WVT material: maps/potc/nature/blendrocksand004a_wvt_patch Patching WVT material: maps/potc/nature/blendgrassgravel003a_wvt_patch Patching WVT material: maps/potc/nature/blenddirtgrass008a_wvt_patch fixing up env_cubemap materials on brush sides... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\Koenigsegg\Desktop\potc.prt...Building visibility clusters... done (0) WARNING: node without a volume FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3.8 76.6 122.8) Leaf 0 contents: Leaf 1 contents: CONTENTS_GRATE CONTENTS_TRANSLUCENT viscontents (node 0 contents ^ node 1 contents): CONTENTS_GRATE This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_GRATE Check for a huge brush enclosing the coordinates above that has contents CONTENTS_GRATE Candidate brush IDs: Brush 2528: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3.7 76.4 123.2) Leaf 0 contents: Leaf 1 contents: CONTENTS_GRATE CONTENTS_TRANSLUCENT viscontents (node 0 contents ^ node 1 contents): CONTENTS_GRATE This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_GRATE Check for a huge brush enclosing the coordinates above that has contents CONTENTS_GRATE Candidate brush IDs: Brush 2528: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1.5 -0.8 88.0) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: CONTENTS_SOLID CONTENTS_GRATE CONTENTS_TRANSLUCENT viscontents (node 0 contents ^ node 1 contents): CONTENTS_GRATE This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_GRATE Check for a huge brush enclosing the coordinates above that has contents CONTENTS_GRATE Candidate brush IDs: Brush 2529: Too many brush models in map, max = 1024 ** Executing... ** Command: "E:\Windows.old\Program Files\steam\steamapps\koenigsegg\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "e:\windows.old\program files\steam\steamapps\koenigsegg\counter-strike source\cstrike" "C:\Users\Koenigsegg\Desktop\potc" Valve Software - vvis.exe (Sep 5 2012) 4 threads reading c:\users\koenigsegg\desktop\potc.bsp Error opening c:\users\koenigsegg\desktop\potc.bsp ** Executing... ** Command: "E:\Windows.old\Program Files\steam\steamapps\koenigsegg\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "e:\windows.old\program files\steam\steamapps\koenigsegg\counter-strike source\cstrike" "C:\Users\Koenigsegg\Desktop\potc" Valve Software - vrad.exe SSE (Sep 5 2012) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad'] Loading c:\users\koenigsegg\desktop\potc.bsp Error opening c:\users\koenigsegg\desktop\potc.bsp ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Koenigsegg\Desktop\potc.bsp" "E:\Windows.old\Program Files\steam\steamapps\koenigsegg\counter-strike source\cstrike\maps\potc.bsp" The command failed. Windows reported the error: "The system cannot find the file specified."[/code] Could someone please point me in the right direction?
You have a leak somewhere
[QUOTE=GameDev;38209574]You have a leak somewhere[/QUOTE] [t]http://upload.wikimedia.org/wikipedia/commons/thumb/8/89/Duct-tape.jpg/300px-Duct-tape.jpg[/t] Alright thanks! -the map compiles fine after i found the leak with a point-file, thanks!
First time posting here. I've built a few different gmod maps they all kinda sucked but got a little bit better each time. I'm finally building a city map, and its looking fucking awesome thus far. However I would like to put in a a transit system multicolored subway and elevated rail trains that players can board and ride around the city in. However the trains suck, they don't follow the tracks, they are ugly, I can't figure out how to make them stop and start at stations, I want to put in train announcement for when a train is approaching and arriving etc. So I'm now wondering, is it possible for me to make the entire train system a single animated prop in 3ds max or XSI or some other program rather than have them be hammer made entities I mean like have an entire train line looping around the city occupying more than 2/3rds of the entire hammer world as a single super animated prop. Would such a thing be possible?
I've got some issues with a window that i've applied func_breakable_surf to. i can't seem to find the glass/glasswindowbreak070a texture. it isn't showing up in my texture browser. [im using hammer editor for cs:go]
I seem to be getting some shadow errors in my map. Here's an annotated image showing what's going on. [IMG]http://i.imgur.com/YhGXl.jpg[/IMG] Does anyone know how to fix something like this? [editline].[/editline] No errors/leaks in the compile either.
[QUOTE=fanerddu;38210267]I've got some issues with a window that i've applied func_breakable_surf to. i can't seem to find the glass/glasswindowbreak070a texture. it isn't showing up in my texture browser. [im using hammer editor for cs:go][/QUOTE] There's only one window texture that works in CS:GO for func_breakable_surf and that is "prodwndwa". Basically CS:GO devs are flipping retarded.
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