• Mapping Question Megathread v3
    4,500 replies, posted
[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 :(?
My game closes itself whenever it tries to load the second map of my campaign. Interloper's Errorfinder doesn't show any problems at all and I'm really confused about what the problem could be. [code] ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\common\left 4 dead\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\common\left 4 dead\left4dead" "C:\Users\Test\Desktop\kampanj shit\backup\fairfieldflu2" Valve Software - vbsp.exe (Oct 6 2011) 4 threads materialPath: c:\program files (x86)\steam\steamapps\common\left 4 dead\left4dead\materials Loading C:\Users\Test\Desktop\kampanj shit\backup\fairfieldflu2.vmf 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) Chop Details...done (0) Find Visible Detail Sides... Merged 436 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! done (0) writing C:\Users\Test\Desktop\kampanj shit\backup\fairfieldflu2.prt...Building visibility clusters... done (0) Finding displacement neighbors... ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\common\left 4 dead\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\common\left 4 dead\left4dead" -fast "C:\Users\Test\Desktop\kampanj shit\backup\fairfieldflu2" Valve Software - vvis.exe (Oct 6 2011) fastvis = true 4 threads reading c:\users\test\desktop\kampanj shit\backup\fairfieldflu2.bsp reading c:\users\test\desktop\kampanj shit\backup\fairfieldflu2.prt 1563 portalclusters 5067 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) Optimized: 91672 visible clusters (0.00%) Total clusters visible: 1543173 Average clusters visible: 987 Building PAS... Average clusters audible: 1542 ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\common\left 4 dead\bin\vrad.exe" ** Parameters: -both -game "c:\program files (x86)\steam\steamapps\common\left 4 dead\left4dead" -noextra "C:\Users\Test\Desktop\kampanj shit\backup\fairfieldflu2" Valve Software - vrad.exe SSE (Oct 6 2011) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Loading c:\users\test\desktop\kampanj shit\backup\fairfieldflu2.bsp Setting up ray-trace acceleration structure... Done (3.25 seconds) 4117 faces 1374717 square feet [197959312.00 square inches] 7 Displacements 15252 Square Feet [2196363.25 Square Inches] 4117 patches before subdivision 56169 patches after subdivision sun extent from map=0.000000 64 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (9) transfers 4328831, max 705 transfer lists: 33.0 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(13723, 14109, 14169) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(2809, 2660, 2404) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(627, 554, 448) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(169, 141, 99) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(54, 43, 25) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(21, 16, 8) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(9, 6, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(4, 3, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(2, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(1, 1, 0) Build Patch/Sample Hash Table(s).....Done<0.0187 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (6) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 14/1024 672/49152 ( 1.4%) brushes 774/8192 9288/98304 ( 9.4%) brushsides 5552/65536 44416/524288 ( 8.5%) planes 3978/65536 79560/1310720 ( 6.1%) vertexes 7743/65536 92916/786432 (11.8%) nodes 3199/65536 102368/2097152 ( 4.9%) texinfos 1288/12288 92736/884736 (10.5%) texdata 185/2048 5920/65536 ( 9.0%) dispinfos 7/0 1232/0 ( 0.0%) disp_verts 1399/0 27980/0 ( 0.0%) disp_tris 2432/0 4864/0 ( 0.0%) disp_lmsamples 39109/0 39109/0 ( 0.0%) faces 4117/65536 230552/3670016 ( 6.3%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 2072/65536 116032/3670016 ( 3.2%) leaves 3214/65536 102848/2097152 ( 4.9%) leaffaces 5124/65536 10248/131072 ( 7.8%) leafbrushes 2249/65536 4498/131072 ( 3.4%) areas 2/256 16/2048 ( 0.8%) surfedges 28170/512000 112680/2048000 ( 5.5%) edges 16856/256000 67424/1024000 ( 6.6%) LDR worldlights 63/8192 6300/819200 ( 0.8%) HDR worldlights 0/8192 0/819200 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 498/32768 4980/327680 ( 1.5%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 9060/65536 18120/131072 (13.8%) cubemapsamples 4/1024 64/16384 ( 0.4%) overlays 164/512 57728/180224 (32.0%) LDR lightdata [variable] 3091536/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 703902/16777216 ( 4.2%) entdata [variable] 197202/393216 (50.2%) LDR ambient table 3214/65536 12856/262144 ( 4.9%) HDR ambient table 3214/65536 12856/262144 ( 4.9%) LDR leaf ambient 13596/65536 380688/1835008 (20.7%) HDR leaf ambient 3214/65536 89992/1835008 ( 4.9%) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) detail props [variable] 1/12 ( 8.3%) static props [variable] 1/49130 ( 0.0%) pakfile [variable] 448405/0 ( 0.0%) physics [variable] 304321/4194304 ( 7.3%) physics terrain [variable] 3249/1048576 ( 0.3%) Level flags = 0 Total triangle count: 11666 Writing c:\users\test\desktop\kampanj shit\backup\fairfieldflu2.bsp 24 seconds elapsed Valve Software - vrad.exe SSE (Oct 6 2011) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Loading c:\users\test\desktop\kampanj shit\backup\fairfieldflu2.bsp Setting up ray-trace acceleration structure... Done (3.31 seconds) 4117 faces 1374717 square feet [197959312.00 square inches] 7 Displacements 15252 Square Feet [2196363.25 Square Inches] 4117 patches before subdivision 56169 patches after subdivision sun extent from map=0.000000 64 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...Compact released 589824 bytes to the backing store 9...10 (9) transfers 4328831, max 705 transfer lists: 33.0 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(8333, 9416, 9847) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(1669, 1715, 1607) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(361, 343, 290) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(94, 83, 61) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(29, 24, 15) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(11, 8, 4) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(5, 3, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(2, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(1, 1, 0) Build Patch/Sample Hash Table(s).....Done<0.1177 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (6) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 14/1024 672/49152 ( 1.4%) brushes 774/8192 9288/98304 ( 9.4%) brushsides 5552/65536 44416/524288 ( 8.5%) planes 3978/65536 79560/1310720 ( 6.1%) vertexes 7743/65536 92916/786432 (11.8%) nodes 3199/65536 102368/2097152 ( 4.9%) texinfos 1288/12288 92736/884736 (10.5%) texdata 185/2048 5920/65536 ( 9.0%) dispinfos 7/0 1232/0 ( 0.0%) disp_verts 1399/0 27980/0 ( 0.0%) disp_tris 2432/0 4864/0 ( 0.0%) disp_lmsamples 39109/0 39109/0 ( 0.0%) faces 4117/65536 230552/3670016 ( 6.3%) hdr faces 4117/65536 230552/3670016 ( 6.3%) origfaces 2072/65536 116032/3670016 ( 3.2%) leaves 3214/65536 102848/2097152 ( 4.9%) leaffaces 5124/65536 10248/131072 ( 7.8%) leafbrushes 2249/65536 4498/131072 ( 3.4%) areas 2/256 16/2048 ( 0.8%) surfedges 28170/512000 112680/2048000 ( 5.5%) edges 16856/256000 67424/1024000 ( 6.6%) LDR worldlights 63/8192 6300/819200 ( 0.8%) HDR worldlights 63/8192 6300/819200 ( 0.8%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 498/32768 4980/327680 ( 1.5%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 9060/65536 18120/131072 (13.8%) cubemapsamples 4/1024 64/16384 ( 0.4%) overlays 164/512 57728/180224 (32.0%) LDR lightdata [variable] 3091536/0 ( 0.0%) HDR lightdata [variable] 3091536/0 ( 0.0%) visdata [variable] 703902/16777216 ( 4.2%) entdata [variable] 197202/393216 (50.2%) LDR ambient table 3214/65536 12856/262144 ( 4.9%) HDR ambient table 3214/65536 12856/262144 ( 4.9%) LDR leaf ambient 13596/65536 380688/1835008 (20.7%) HDR leaf ambient 12982/65536 363496/1835008 (19.8%) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) detail props [variable] 1/12 ( 8.3%) static props [variable] 1/49130 ( 0.0%) pakfile [variable] 448405/0 ( 0.0%) physics [variable] 304321/4194304 ( 7.3%) physics terrain [variable] 3249/1048576 ( 0.3%) Level flags = 0 Total triangle count: 11666 Writing c:\users\test\desktop\kampanj shit\backup\fairfieldflu2.bsp 24 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Test\Desktop\kampanj shit\backup\fairfieldflu2.bsp" "c:\program files (x86)\steam\steamapps\common\left 4 dead\left4dead\maps\fairfieldflu2.bsp" [/code]
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.
Sorry, you need to Log In to post a reply to this thread.