[IMG][IMG]http://i.imgur.com/R2vwa.jpg[/IMG][/IMG]
You guys see this?
Well, I am trying to make clouds underneath the building and around it (as well as in the 3d skybox) so if anybody can help me out on this that would be just great.
[QUOTE=Whitby;38251175]Fair enough, still silly that it should just magically decide not to be compatable anymore over the weekend.[/QUOTE]
The exact same happened to me.
[editline]30th October 2012[/editline]
[QUOTE=TheGreekOwl;38251246]
You guys see this?
Well, I am trying to make clouds underneath the building and around it (as well as in the 3d skybox) so if anybody can help me out on this that would be just great.[/QUOTE]
Use func_dustclouds if you don't know how to make particles yourself.
Ive got a problem with the VBCT compiler:
There is no Custom Profile to load: C:\Users\Valentin\Desktop\MY STUFF\Game_dev\VBCT_COMP\<mapname>.pro
Hi. I have a question.
I looked at this picture earlier and it suddenly hit me. For what is a very simple creation this would probably take me absolutely forever to re-create in SDK. Partly down to bad habit regarding curves, and mapping less lately.
How would you go about creating these archways in SourceSDK?
I guess what I am looking for is the 'right' way of doing archways like these.
From this point in this post. Il attempt to recreate the archways and time myself.
[img]https://dl.dropbox.com/u/3779442/Screenshots/sky_cloudy001_ingame.jpg[/img]
===========
20 minutes later, I decided to stop and show the progress rather than finish.
- For the main arch, I just sliced the squares into triangles and vertex manipulated them into a round formation
- For the trim, which are visibly blocky I used the same technique, but with extra triangled blocks to create the outer side
Would really appreciate a better method when it comes to curves like this!
Progress Shots
[url]http://imageshack.us/photo/my-images/267/wtf1n.png/[/url]
[url]http://imageshack.us/photo/my-images/594/wtf2i.png/[/url]
[url]http://imageshack.us/photo/my-images/341/wtf3q.png/[/url]
[url]http://imageshack.us/photo/my-images/407/wtf4j.png/[/url]
Lately I've been contemplating enabling HDR in my map. I'm a little confused though. Is check marking HDR in the first compile window the equivalent to adding -both into vrad's parameters in expert compile? If so, then is -hdr only used to update an existing .bsp with hdr lightmaps after it already has been compiled with LDR lightmaps? Thanks.
[QUOTE=Puni;38260137]Hi. I have a question.
I looked at this picture earlier and it suddenly hit me. For what is a very simple creation this would probably take me absolutely forever to re-create in SDK. Partly down to bad habit regarding curves, and mapping less lately.
How would you go about creating these archways in SourceSDK?
I guess what I am looking for is the 'right' way of doing archways like these.
From this point in this post. Il attempt to recreate the archways and time myself.
[img]https://dl.dropbox.com/u/3779442/Screenshots/sky_cloudy001_ingame.jpg[/img]
===========
20 minutes later, I decided to stop and show the progress rather than finish.
- For the main arch, I just sliced the squares into triangles and vertex manipulated them into a round formation
- For the trim, which are visibly blocky I used the same technique, but with extra triangled blocks to create the outer side
Would really appreciate a better method when it comes to curves like this!
Progress Shots
[url]http://imageshack.us/photo/my-images/267/wtf1n.png/[/url]
[url]http://imageshack.us/photo/my-images/594/wtf2i.png/[/url]
[url]http://imageshack.us/photo/my-images/341/wtf3q.png/[/url]
[url]http://imageshack.us/photo/my-images/407/wtf4j.png/[/url][/QUOTE]
Generally you want to use the arch brush primitive. that is what I used. It is much faster than aligning everything manually, or clipping away at it.
[editline]31st October 2012[/editline]
[QUOTE=mcilona;38260774]Lately I've been contemplating enabling HDR in my map. I'm a little confused though. Is check marking HDR in the first compile window the equivalent to adding -both into vrad's parameters in expert compile? If so, then is -hdr only used to update an existing .bsp with hdr lightmaps after it already has been compiled with LDR lightmaps? Thanks.[/QUOTE]
Ticking hdr is the same as adding -both.
-hdr is not only used to update .bsp lighting. Compiling only with hdr, will result in having a fullbright map when its in a ldr state (such as somebody not having support for HDR) -hdr clears the lighting previously, just like -ldr clears the lighting previously.
Does anybody know what happend to the coloring/brightness of my road textures?
They all had the same lightening and it looked sweet ingame. Now after some map changes (not any of those brushes) and recompile they show up like this:
[img]http://i.imgur.com/xBjiP.jpg[/img]
Looks like you're using the wrong textures on the side of the stripes.
[QUOTE=Firegod522;38263509]Looks like you're using the wrong textures on the side of the stripes.[/QUOTE]
What do you mean? The textures are good and the same. They all had same color and it looked really realistic with previous version of the map. Unfortunately I don't think I have a screenshot of that anymore. But trust me, they were good at first without the color difference.
I've just worked on a highway on a different part of the map and compiled and then those textures which I haven't even touched started to show this color difference.
[QUOTE=GoldPlatinum;38259795]Ive got a problem with the VBCT compiler:
There is no Custom Profile to load: C:\Users\Valentin\Desktop\MY STUFF\Game_dev\VBCT_COMP\<mapname>.pro[/QUOTE]
[QUOTE=GoldPlatinum;38263952][/QUOTE]
I'm pretty sure .pro files are just custom profiles you can load your custom settings from, for that specific map.
Anyone got a good tutorial how to make survivor dialogue for my L4D campaign?
[QUOTE=Zovox;38264384]Anyone got a good tutorial how to make survivor dialogue for my L4D campaign?[/QUOTE]
If you need it for a specific area just have an ambient_generic play a custom recorded sound-clip. If you mean changing the character's voices I'm pretty sure you'd need access to the game's code.
[QUOTE=Firegod522;38263509]Looks like you're using the wrong textures on the side of the stripes.[/QUOTE]
Oh man you were right btw. Replaced all textures and it worked. No idea how they got mixed up though.
Thanks
How do you make water
[QUOTE=WitheredGryphon;38264443]If you need it for a specific area just have an ambient_generic play a custom recorded sound-clip. If you mean changing the character's voices I'm pretty sure you'd need access to the game's code.[/QUOTE]
But with ambient_generic, the sound doesnt follow the character. I have a part where the survivors walks into an apartment building and stumbles upon a group of brutally murdered people. Theres flies and shit and Francis points out that it smells like Bills beard. I tried making a trigger that causes Francis speech to follow him, but instead, the ambient_generic stays where I put it and you can hear him talking in that corridor even if he kept on running forth.
[QUOTE=Confuzzed Otto;38264706]How do you make water[/QUOTE]
We don't know how to make water.
Can anyone tell me why this is happening, when I view these two displacements in hammer, they match up perfectly, yet when im in game, they have massive lighting differences. I already checked the vmts, and they match up as well, no weird settings or anything. edit- this is on a full compile.
[img]https://dl.dropbox.com/u/17700073/screen/wtf.jpg[/img]
Try sewing them, Fire639
yea, I was worried that was the problem, just being lazy and hoping there was another solution I guess, I was lazy when I made them, so rather than make em properly, one is just siting on top of the other.
Guess I have learned my lesson lol.
EDIT- sure enough when i got off my ass and did them right it went away, thanks
[QUOTE=Fire639;38265095]Can anyone tell me why this is happening, when I view these two displacements in hammer, they match up perfectly, yet when im in game, they have massive lighting differences. I already checked the vmts, and they match up as well, no weird settings or anything. edit- this is on a full compile.
[img]https://dl.dropbox.com/u/17700073/screen/wtf.jpg[/img][/QUOTE]
Misaligned lightmap. It happens alot when u intersect displacements
[QUOTE=Zovox;38264788]But with ambient_generic, the sound doesnt follow the character. I have a part where the survivors walks into an apartment building and stumbles upon a group of brutally murdered people. Theres flies and shit and Francis points out that it smells like Bills beard. I tried making a trigger that causes Francis speech to follow him, but instead, the ambient_generic stays where I put it and you can hear him talking in that corridor even if he kept on running forth.[/QUOTE]
I thought you could parent an ambient_generic's movement? If you can, all you have to do is (this is probably a messy way to do it, but):
Make a trigger AND brush around Francis at the start.
Set the trigger's output to parent the brush to !activator.
Once that's done, parent the ambient_generic to the brush.
Then whenever you want to use it, just use the trigger at the entrance of that building to activate the ambient_generic you parented.
--
If you can't parent the ambient_generic, then parent an info_target instead. Then target the info_target through the ambient_generic.
You can't parent it but you can change what the sound comes from by using SourceEntityName.
[QUOTE=TCB;38274778]You can't parent it but you can change what the sound comes from by using SourceEntityName.[/QUOTE]
You can't parent info_targets?
I meant ambient_generics
Ok guys I've been having a pretty weird problem when trying to map for HL2:DM. First things first this error I get seems to be related to the gird and all refreshing content etc and manually adding it to source 2009 workarounds have already been used (except you should be using the work around anyway...)
[IMG]http://imgur.com/6f85a[/IMG]
You'll notice is how weird the grid is. This is a brand new vmf just started it etc. Grid appears like this no matter what I do. (obviously tried lowering the gird size, didn't work)
So yea anyone willing to help a guy mapping for a horribly dead game :(?
This issue has been answered in this thread recently, you're trying to launch Hammer with a config on a wrong engine version, or it's because of the recent updates.
[QUOTE=Zovox;38264384]Anyone got a good tutorial how to make survivor dialogue for my L4D campaign?[/QUOTE]
Late, but nobody posted the answer. Anyways, what you want is a [URL="https://developer.valvesoftware.com/wiki/Logic_choreographed_scene"]logic_choreographed_scene.[/URL]
Once you have it set the .vcd you want. (The vcd has all the lines and such)
C:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\left4dead2\scenes\ (this is for L4D2 but the path is the same except 2 is gone)
You don't need to specify the actor, as the vcd already finds it.
After one .vcd plays, if you need another you can set it to trigger after the first one.
The sound follows the player, as well as makes their lips sync too.
Hope it helped
[QUOTE=Stiffy360;38278973]Late, but nobody posted the answer. Anyways, what you want is a [URL="https://developer.valvesoftware.com/wiki/Logic_choreographed_scene"]logic_choreographed_scene.[/URL]
Once you have it set the .vcd you want. (The vcd has all the lines and such)
C:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\left4dead2\scenes\ (this is for L4D2 but the path is the same except 2 is gone)
You don't need to specify the actor, as the vcd already finds it.
After one .vcd plays, if you need another you can set it to trigger after the first one.
The sound follows the player, as well as makes their lips sync too.
Hope it helped[/QUOTE]Thank you so much. I had such a hard time trying to figure out how Valve actually got the survivors to talk in the game.
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