• Mapping Question Megathread v3
    4,500 replies, posted
[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 <3
Anyone got a good way to make one of these ramps? [t]http://image1.masterfile.com/em_w/01/11/02/700-01110279w.jpg[/t]
[QUOTE=ikermitkiller;38281581]Anyone got a good way to make one of these ramps? [t]http://image1.masterfile.com/em_w/01/11/02/700-01110279w.jpg[/t][/QUOTE] [url]http://www.worldofleveldesign.com/categories/sourcesdk-authoringtools/creating-roads-in-hammer-source-part5-curved-sloped-roads.php[/url]
[QUOTE=mdeceiver79;38281624][url]http://www.worldofleveldesign.com/categories/sourcesdk-authoringtools/creating-roads-in-hammer-source-part5-curved-sloped-roads.php[/url][/QUOTE] I'm going to be up all night doing this with the size of my curvature. Well, wish me luck.
[QUOTE=ikermitkiller;38281801]I'm going to be up all night doing this with the size of my curvature. Well, wish me luck.[/QUOTE] Go get em tiger
I appear to have gone an deleted a compile command in the normal configuration for the expert compile window. Is there any way to set it back to default?
I was introduced to the Source SDK about 6 months ago, and I'm still fairly amateur at it. Whenever I compile the game and try to launch the map, hl2.exe crashes. Here's the compile log from my latest compile. I can't see any error. (The GameData key error, and the ConVar ref error haven't crashed the game before but it could still be a problem.) [CODE] ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\retrozgamer\sourcesdk\bin\source2009\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\retrozgamer\half-life 2 episode two\ep2" "C:\Users\Josh\Desktop\Source SDK\anhedonia.vmf" Valve Software - vbsp.exe (Sep 15 2011) 2 threads materialPath: c:\program files (x86)\steam\steamapps\retrozgamer\half-life 2 episode two\ep2\materials Loading C:\Users\Josh\Desktop\Source SDK\anhedonia.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\retrozgamer\half-life 2 episode two\ep2\gameinfo.txt Patching WVT material: maps/anhedonia/stone/blendplast_stone01_wvt_patch Patching WVT material: maps/anhedonia/nature/blendgrassdirt02_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) Chop Details...done (0) Find Visible Detail Sides... Merged 12 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\Josh\Desktop\Source SDK\anhedonia.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. Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (0) (92795 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 455 texinfos to 250 Reduced 49 texdatas to 38 (1426 bytes to 1147) Writing C:\Users\Josh\Desktop\Source SDK\anhedonia.bsp 3 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\retrozgamer\sourcesdk\bin\source2009\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\retrozgamer\half-life 2 episode two\ep2" "C:\Users\Josh\Desktop\Source SDK\anhedonia" Valve Software - vvis.exe (Sep 15 2011) 2 threads reading c:\users\josh\desktop\source sdk\anhedonia.bsp reading c:\users\josh\desktop\source sdk\anhedonia.prt 347 portalclusters 1170 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (47) Optimized: 346 visible clusters (0.00%) Total clusters visible: 59297 Average clusters visible: 170 Building PAS... Average clusters audible: 326 visdatasize:31408 compressed from 33312 writing c:\users\josh\desktop\source sdk\anhedonia.bsp 47 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\retrozgamer\sourcesdk\bin\source2009\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\retrozgamer\half-life 2 episode two\ep2" "C:\Users\Josh\Desktop\Source SDK\anhedonia" Valve Software - vrad.exe SSE (Sep 15 2011) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\users\josh\desktop\source sdk\anhedonia.bsp Setting up ray-trace acceleration structure... Done (0.57 seconds) 1185 faces 245657 square feet [35374688.00 square inches] 1 Displacements 54 Square Feet [7844.37 Square Inches] 1185 patches before subdivision 9933 patches after subdivision 129 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (4) transfers 446609, max 275 transfer lists: 3.4 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(8664, 6708, 3824) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(1226, 965, 539) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(352, 280, 160) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(152, 115, 64) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(75, 54, 28) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(39, 27, 13) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(22, 14, 6) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(13, 7, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(8, 4, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(5, 2, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(3, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #12 added RGB(2, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #13 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #14 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0057 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3) FinalLightFace Done Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10 104 of 116 (89% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (7) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 9/1024 432/49152 ( 0.9%) brushes 262/8192 3144/98304 ( 3.2%) brushsides 1915/65536 15320/524288 ( 2.9%) planes 878/65536 17560/1310720 ( 1.3%) vertexes 1766/65536 21192/786432 ( 2.7%) nodes 673/65536 21536/2097152 ( 1.0%) texinfos 250/12288 18000/884736 ( 2.0%) texdata 38/2048 1216/65536 ( 1.9%) dispinfos 1/0 176/0 ( 0.0%) disp_verts 289/0 5780/0 ( 0.0%) disp_tris 512/0 1024/0 ( 0.0%) disp_lmsamples 217/0 217/0 ( 0.0%) faces 1185/65536 66360/3670016 ( 1.8%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 748/65536 41888/3670016 ( 1.1%) leaves 683/65536 21856/2097152 ( 1.0%) leaffaces 1441/65536 2882/131072 ( 2.2%) leafbrushes 593/65536 1186/131072 ( 0.9%) areas 2/256 16/2048 ( 0.8%) surfedges 8498/512000 33992/2048000 ( 1.7%) edges 4761/256000 19044/1024000 ( 1.9%) LDR worldlights 129/8192 11352/720896 ( 1.6%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 79/32768 790/327680 ( 0.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 1161/65536 2322/131072 ( 1.8%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 646988/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 31408/16777216 ( 0.2%) entdata [variable] 30561/393216 ( 7.8%) LDR ambient table 683/65536 2732/262144 ( 1.0%) HDR ambient table 683/65536 2732/262144 ( 1.0%) LDR leaf ambient 2412/65536 67536/1835008 ( 3.7%) HDR leaf ambient 683/65536 19124/1835008 ( 1.0%) 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] 1/180 ( 0.6%) dtl prp lght [variable] 1/4 (25.0%) HDR dtl prp lght [variable] 1/4 (25.0%) static props [variable] 1/3576 ( 0.0%) pakfile [variable] 215412/0 ( 0.0%) physics [variable] 92795/4194304 ( 2.2%) physics terrain [variable] 1082/1048576 ( 0.1%) Level flags = 0 Total triangle count: 3132 Writing c:\users\josh\desktop\source sdk\anhedonia.bsp 19 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Josh\Desktop\Source SDK\anhedonia.bsp" "c:\program files (x86)\steam\steamapps\retrozgamer\half-life 2 episode two\ep2\maps\anhedonia.bsp" ** Executing... ** Command: c:\program files (x86)\steam\steam.exe ** Parameters: -applaunch 420 -game "c:\program files (x86)\steam\steamapps\retrozgamer\half-life 2 episode two\ep2" +map "anhedonia" [/CODE] So what's wrong? EDIT: Also, a quick question - by "reducing the number of brush faces" in a map, does that mean by applying NODRAW to sides of a brush that don't need to be visible?
I don't see any issues, light seems to be bouncing a bit too much but if you optimize the map then that'll fix.
I have an idea for a desert-style map but I can't find any good sand textures, I know HL2 has some but I can't find them in hammer. If anyone could name a few that comes with HL2 or recommend a texture pack, that would be great.
Just search sand. The display image is grass but the texture itself is sand.
Anyone know whats going on here? when you get too far away upper chunks of my buildings tend to disapear: [img]https://dl.dropbox.com/u/17700073/gfdsg.png[/img] No vis errors in compile log, and nothing in console.
If I put L4D models into my map, will a person on my map need L4D installed to see the models?
[QUOTE=TCB;38300152]I don't see any issues, light seems to be bouncing a bit too much but if you optimize the map then that'll fix.[/QUOTE] I've got rid of a few lights, optimized it a li'l more but it still crashes. I also reduced the number of brush faced and ENSURED there are no leaks - however, Interloper's error finder found a leaked error, even though the co-ordinates were inside the skybox. EDIT: Errorfinder also found errors for a texture I'm not even using o.o
Do you have any power of 4 displacements?
how do I make a ragdoll start at a specified pose in-game?
Hm, is there any way to add particle effects into maps going onto the workshop? Attempting to sort out Skylife for going up there
[IMG]https://dl-web.dropbox.com/get/10000%20copy.jpg?w=89bb83b2[/IMG] Anyone know a way to make the road blend in more with the sand? Kind of like if some sand was blown by the wind on to the road
[QUOTE=Degtyarev;38313686][IMG]https://dl-web.dropbox.com/get/10000%20copy.jpg?w=89bb83b2[/IMG] Anyone know a way to make the road blend in more with the sand? Kind of like if some sand was blown by the wind on to the road[/QUOTE] You can use a custom made decal and make the road a blendmodulate texture to blend it on the edges, etc. [QUOTE=Azzator;38310226]how do I make a ragdoll start at a specified pose in-game?[/QUOTE] Make a prop_dynamic Go to the ' model ' tab above where you changed it to prop_dynamic Copy the pose you want Go back to the main tab and paste it into where it says ' Default Animation ' [QUOTE=Fire639;38303192]Anyone know whats going on here? when you get too far away upper chunks of my buildings tend to disapear: [img]https://dl.dropbox.com/u/17700073/gfdsg.png[/img] No vis errors in compile log, and nothing in console.[/QUOTE] Do you have any type of fog in the map whatsoever?
[QUOTE=Fire639;38303192]Anyone know whats going on here? when you get too far away upper chunks of my buildings tend to disapear: [img]https://dl.dropbox.com/u/17700073/gfdsg.png[/img] No vis errors in compile log, and nothing in console.[/QUOTE] is the error the console is reporting something involving render?
I'm trying to modify the textures on the PSW ships. I selected the hull texture and used the replace function to replace them with a custom texture. Afterward some odd things started happening. The three issues are that the grid is suddenly very very zoomed in and will not go all the way out and goes black when I look outside of a small area. Things that are selected don't show that they are selected anymore. And some textures have turned invisible. This effects all maps after applying the texture to one, reguardless of hammer or sdk reloads or new maps. It also does not stop happening even once the texture is no longer in use anywhere in any map. If the textures are not loaded into the game at all it runs fine, but once they are it does this. I'm changing the texture of about 2100 faces at once so if that makes it fail I suppose that's the issue. I've got nothing so I'm hoping you guys have fresh ideas. I've also tried it on the IGP and dedicated card in this laptop with no difference. Just removed the textures completely but problem persists.
How would I get a group of brushes (imagine a few cubes grouped together) to rotate, I've tried sticking a motor in as usual, but nothing happened unsuprisingly
func_rotating.
Thanks! I'm not exactly new to mapping, I just don't know anything V:v:V Also I don't see any particles on my TF2 map? like no rocket trails or pyro flames? what's going on..
[QUOTE=WitheredGryphon;38314040] Do you have any type of fog in the map whatsoever?[/QUOTE] I had fog, then I removed it recompiled and it still happened, eventually I cut the skybox further back away so that it wouldn't block the visibility and it stopped happening, I wouldn't have thought sky box would block vis, given that it wasn't sealed... anyway thanks but its more or less fixed now.
What's the measurement of a hammer unit in, say, inches, or centimeters?
edit- I was wrong here, read below. 1 unit = 1 Inch, the player is 72 units tall when you divide by 12 you get 6, which is about an average height person in feet. Though not everything in the engine is to scale with real life, like for instance doors are oddly tall in game, but you never really notice.
1 foot is 16 units. [url]https://developer.valvesoftware.com/wiki/Dimensions[/url]
ah, I guess my wild guess was wrong lol, never would have guessed they made the player 4 foot 6, wtf is that...
So I'm one of those people who still has the same problem mapping for Garry's Mod since the last update that apparently screwed up configurations and such or so I hear. Big (unchangeable) grid sizes and certain entities invisible, can't make new brushes. I can't seem to find any answers on how to fix it but I hear it's been fixed in this thread a few times. The catch is that I can't find the damn answer anywhere so I'd appreciate it if someone could repeat it one last time for me. I heard it was something to do with running in the wrong engine, keep in mind I'm mapping with gmod configuration. Oh god I still don't know how to resize images in a post I'm sorry don't hurt me. [IMG]http://i.imgur.com/EmC8D.jpg[/IMG]
Fourth time answering this. Is it a custom config? If so, you're running it on the wrong engine. Otherwise, it was broken by a recent update.
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