• Mapping Question Megathread v3
    4,500 replies, posted
[QUOTE=Zanarias;38212389]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.[/QUOTE] i texted a friend earlier and asked if he had any issues with this and he basically said that CS:GO devs messed up the func_breakable_surf options as well. thanks
[QUOTE=l33tkill;38210735]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] Make them prop_static for the lightmap shadows instead.
[QUOTE=samuel2213;38213394]Make them prop_static for the lightmap shadows instead.[/QUOTE] Gave it a shot. Are the shadows meant to look like that? [IMG]http://i.imgur.com/tsGKR.jpg[/IMG]
[QUOTE=l33tkill;38214112]Gave it a shot. Are the shadows meant to look like that? [IMG]http://i.imgur.com/tsGKR.jpg[/IMG][/QUOTE] Compile with -StaticPropPolys and -TextureShadows (in VRAD) and lower the lightmap values on the ground. EDIT: And the lights.rad thing mdeceiver said, I forgot.
Edit the light.rad to include ur tree model and compile advanced with -staticproppolys and -staticproplighting (something like that)
I've been mapping for about 2 years now.. And I've never heard of doing that before. How would I accomplish this? [editline]10/27/2012[/editline] I really appreciate y'all helping me out on this. I really want to get it finished up for others to enjoy.
[QUOTE=l33tkill;38214743]I've been mapping for about 2 years now.. And I've never heard of doing that before. How would I accomplish this? [editline]10/27/2012[/editline] I really appreciate y'all helping me out on this. I really want to get it finished up for others to enjoy.[/QUOTE] [URL="http://www.interlopers.net/tutorials/27738"]This should help you out.[/URL]
using the above methods, you can achieve this with basic lighting and low lightmaps. [t]http://img20.imageshack.us/img20/8030/lights0000.jpg[/t]
[QUOTE=Shirky;38215441]using the above methods, you can achieve this with basic lighting and low lightmaps. [t]http://img20.imageshack.us/img20/8030/lights0000.jpg[/t][/QUOTE] It doesn't work as well on displacements (especially large ones) since there's a cap on how low the lightmap can be set depending on their size.
Nearly all of the models in my map are now broken in gmod 13, but none of the models that were zipped with the bsp, only the generic half-life 2 models including computers and security cameras. I have my bsp in "downloads/maps" and I have no idea if that's actually correct, but it seems like the directories are all wonky now.
[QUOTE=Zanarias;38215413][URL="http://www.interlopers.net/tutorials/27738"]This should help you out.[/URL][/QUOTE] Ah thank you! I'll be sure to get some screens if anything else pops up. [editline].[/editline] Yeah I keep getting a hunk overflow when I set the lightmap scale to 4. [editline].[/editline] Got it working with lightmap scale of 8. Just need to tweek it up now. Thank you everyone!
[QUOTE=phabeZ;38194642] 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.[/QUOTE] I still need help on this if anyone is able to provide it.
Edit: nvm found it
My hammer died. i activate it, and the grid is completely f*`d. the grid almost doesn't respond to []`s, zooming doesn't do anything and I can generally do nothing. When I tried opening made maps, most blocks were represented by diagonal lines. I have no idea what to do. Any suggestions?
Hello everyone... Just updated Garrysmod. That is the configuration I'm using for source sdk, and when I open my map to edit it everything seems really messed up... Here's a photo to show: [IMG]http://i.imgur.com/9sNMe.jpg[/IMG] Anybody have any idea what happened?
Is this the correct way to set up the parameters for the $light_exe command? [quote]-both -final -StaticPropPolys -TextureShadows -game $gamedir $path\$file[/quote] Or is there an order that I have to follow before compile? [editline]28OCT2012[/editline] Nevermind it works. No specific order.
[QUOTE=LtKyle2;37862600]So apparently clicking the texture tool crashes Hammer. What do?[/QUOTE] [QUOTE=LtKyle2;38180827]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.[/QUOTE]
[QUOTE=LtKyle2;38224113]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.[/QUOTE] Just a random guess, but try clearing out all your custom textures, maybe you have a screwed up vmt or something.
Is there any good way to scale a map to be half the size it is? I made my map way too big and I need to recale it. All the vertices conform with the 16 unit grid. Yet when I use the normal hammer scale It makes them go off-grid.
A random question, but has anyone else noticed how absolutely horrifying sdk_dm_lockdown is? It has the worst optimization i've ever seen!
Quick question, if a map designed for multiplayer is using dozens of custom models is it better to pakrat the files or include them as a separate addon type pack thing?
If there's a LOT of models, I'd say an addon.
When i search for models some letters like H don't work when i try to type them into the search box. How do i fix it?
[QUOTE=nightlord;38235813]When i search for models some letters like H don't work when i try to type them into the search box. How do i fix it?[/QUOTE] No fix that I know of, refer here: [url]http://steamcommunity.com/discussions/forum/17/882963954657872516/[/url]
I really wish areaportal leaks would stop the compile rather than finishing compiling the map with the leaked areaportals always closed.
Are there any tutorials on how to make a claw scanner that drops combine mines?
[QUOTE=.FLAP.JACK.DAN.;38237968]Are there any tutorials on how to make a claw scanner that drops combine mines?[/QUOTE] [QUOTE] DeployMine Drop landmine (if carrying one). EquipMine Equip with landmine. [/QUOTE] Try messing with these inputs on the npc_clawscanner. I doubt it's much more difficult than equipping the npc and then just telling it to drop once it enters xxx area or encounters xxx.
Source Engine MP: [IMG]http://i152.photobucket.com/albums/s176/Whitby/brokehammer1.png[/IMG] Source Engine 2009, the exact same map, completely unedited, just reopened: [IMG]http://i152.photobucket.com/albums/s176/Whitby/brokehammer2.png[/IMG] What's going on? Flicking around I'm hearing things speaking of Garrysmod configurations which doesn't seem relevent since I don't recall ever configuring anything for GMod.
Are you talking about the grid? If so, I had this problem earlier. You're trying to launch Hammer to a configuration your mod isn't compatible with. Just map on 2009.
Fair enough, still silly that it should just magically decide not to be compatable anymore over the weekend.
Sorry, you need to Log In to post a reply to this thread.