• Mapping Question Megathread v3
    4,500 replies, posted
[QUOTE=Satane;38315702]well your perspective is from the top of the head and v_model hands are at shoulder height[/QUOTE] Swear player perspective is from 64 units rather than 72, at least on CSS
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[QUOTE=TCB;38315805]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.[/QUOTE] I've heard this answer a few times but I still can't FIX my problem. I know 'I'm running the wrong engine' but how do I change this? When I launch SDK and switch around the engine versions and configs the problem persists exactly the same. Or do you mean to say it can't be fixed and it's just broken at the moment? edit: I understand your frustration with derps like me but spoonfeed me please.
[quote]Otherwise, it was broken by a recent update.[/quote]
I can't figure this out, When i run my map some props don't spawn, I know this is because of the physic/static/dynamic rules. If there is a prop with the info boxes of Physics and static checked and I make that prop prop_static, it won't spawn. Why is that? It has static checked, Example of this is a "models/props/de_inferno/potted_plant1_p1.mdl"
If it says physics but can be anything else, you set it to physics. It might say it can be static, but it'll only work as a prop_physics. Use the Motion Disabled flag to make it act static.
Do any of you think that making our own map editor would be feasible? I always wanted to see something happen, since it takes to long for Valve to do much.
It'd take a lot of effort and I doubt anybody would bother, but Microbrush did it, didn't they?
[QUOTE=NowWeWin;38317945]Do any of you think that making our own map editor would be feasible? I always wanted to see something happen, since it takes to long for Valve to do much.[/QUOTE] Any generic editor that can output .map files will work. Such as torque engine's constructor. You can then import those into hammer.
[QUOTE=TC Dominic;38316575]I can't figure this out, When i run my map some props don't spawn, I know this is because of the physic/static/dynamic rules. If there is a prop with the info boxes of Physics and static checked and I make that prop prop_static, it won't spawn. Why is that? It has static checked, Example of this is a "models/props/de_inferno/potted_plant1_p1.mdl"[/QUOTE] Grab studio compiler. Decompile model. Edit qc to remove physics properties and ass $staticprop recompile Its nicer than using prop_physics/prop_dynamic_override
...Which is pointlessly complicated as opposed to the normal method.
I just watched this video on how to Add custom soundscapes [url]http://www.youtube.com/watch?v=CxVxeGYh618[/url] and when I try to preview the sound it won't preview (1:30 Mp3 file). I placed it in the CustomSound folder I made C:\Program Files\Steam\steamapps\X\counter-strike source\cstrike\sound\CustomSound I am using an Ambient_generic
[QUOTE=NowWeWin;38317945]Do any of you think that making our own map editor would be feasible? I always wanted to see something happen, since it takes to long for Valve to do much.[/QUOTE] You can find documentation on the various formats Valve use so yeah, you could with a little programming know-how.
[QUOTE=NowWeWin;38317945]Do any of you think that making our own map editor would be feasible? I always wanted to see something happen, since it takes to long for Valve to do much.[/QUOTE] It's been on my mind for a while. If I was to, I'd just do the front-end and just run the vmf through their binaries. A complete standalone editor is more impressive but much more work. Is Hammer really that bad? Has someone compiled a wish-list for features and improvements?
[QUOTE=OMGWorms;38315730]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][/QUOTE] For those wondering how to fix this its pretty simple. This for Gmod 13, but will also work with Gmod 10. [B]=== Extracting SDK Shaders + Resources ===[/B] Open '''%STEAM%\SteamApps\source 2007 binaries.gcf''' Extract the contents of '''hl2\shaders''' into '''garry's mod beta\garrysmodbeta\shaders\''' Extract the contents of '''platform\Resource''' into '''garry's mod beta\garrysmodbeta\Resource\''' [B]=== Extracting SDK Materials ===[/B] The new update is missing a material that hammer needs. Open '''%STEAM%\SteamApps\source 2007 shared materials.gcf''' Extract '''hl2\materials\Editor\flatnocull.vmt''' into '''garry's mod beta\garrysmodbeta\materials\Editor\'''
So, I got this in my compile log. [QUOTE]entdata [variable] 373528/393216 (95.0%) VERY FULL![/QUOTE] Should I worry about this?
[QUOTE=relinquish;38325297]So, I got this in my compile log. Should I worry about this?[/QUOTE] No, it's more like a guideline anyway and doesn't restrict you from going over it. If you get really far over you might start having problems though.
A true VMF Editor is a planned feature of VIDE, and is currently under way. [t]http://www.riintouge.com/temp/vmf1.jpg[/t] [t]http://www.riintouge.com/temp/vmf2.jpg[/t] [t]http://www.riintouge.com/temp/vmf3.jpg[/t]
Okay question about propper, I go to make two props, two fences, one large and one that's just a smaller version, same textures and all that, now for some reason, propper only creates the materials for one of the two models, it never even makes a folder for the other. I have had this happens number of times, its a 50-50 shot weather propper creates materials at all for models even when they have nothing in common with any other models. [img]https://dl.dropbox.com/u/17700073/wtf.jpg[/img]
I recently reformatted my hard drive and re-installed CSGO Source SDK and such. When I attempt to compile my map (that I had backed up the .vmf for before reformatting) the compiler doesn't even compile. It simply appears and disappears. I had this issue in the past and I figured it out -- I believe it had something to do with where I was saving my .vmf file. But now i'm saving my files in the exact same places as I did when it was working (before reformat) and it's doing this to me. So I have absolutely no idea what to do/where to start figuring out what's wrong. Help? edit: ah, and the place i have my .vmf saved is: C:\Program Files\Steam\steamapps\common\Counter-Strike Global Offensive\sdk_content\maps
Why are my blend textures inverted in-engine? [img]http://i.imgur.com/PGGmC.png[/img] [img]http://i.imgur.com/LRd4W.png[/img]
The texture is Lightmappedgeneric when it should be WorldVertexTransition
How does one use glowing textures? I have lights/white001 or something assigned to an invisible func_brush, but it doesn't produce light. The reason I'm using such an old method is because I want a square emittion of light from a window texture. Thanks.
[QUOTE=MaxOfS2D;38336687]Why are my blend textures inverted in-engine? [img]http://i.imgur.com/PGGmC.png[/img] [img]http://i.imgur.com/LRd4W.png[/img][/QUOTE] Revert It in hammer, so it will be normal in game
What's the general opinion of Google Sketchup? Both as a mapping and modeling program.
I was asked by my brothers after school gaming club to come in and teach the basics of Hammer So far I have made up a little map that I plan to show them in HL2 and then re create. So far I have some basic brushwork, water, static models, some weapons and items and a buggy. I also threw a basic skybox in there (using the skybox tool) Anything else? I'm guessing I'll have about 20 to 30 minutes to give my little speech.
[QUOTE=Zombie Strider;38337958]How does one use glowing textures? I have lights/white001 or something assigned to an invisible func_brush, but it doesn't produce light. The reason I'm using such an old method is because I want a square emittion of light from a window texture. Thanks.[/QUOTE] Setting light source brushes to func_* I seem to remember does wierd stuff. Try it without, see what happens!
Anyone knows why this is happening? [img]http://i49.tinypic.com/dmaf87.jpg[/img] I compile it and it.......stops. it doesn't go further. any help?
Hi everyone. Quick question about displacements. Is it better to use few large displacements or many smaller displacements in terms of performance and stability? Talking about quite an open area full of displaced terrain. Optimization isn't a key thing I'm aiming for, its a uni art & media project.
[QUOTE=MisterM;38346498]Hi everyone. Quick question about displacements. Is it better to use few large displacements or many smaller displacements in terms of performance and stability? Talking about quite an open area full of displaced terrain. Optimization isn't a key thing I'm aiming for, its a uni art & media project.[/QUOTE] Lots of small ones let you have more detail in terms of triangles. Also lots of small ones lets you have a higher resolution shadow map, so you get better shadows.
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