[QUOTE=mdeceiver79;38346774]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.[/QUOTE]
Awesome, thanks for that!
not directly to do with the actual mapping but where do people find there inspiration, with regards to building interiors/exteriors. I have trouble when it comes to variety
Hello everyone. I did fix my issue which was quite similar to OMGworms'. I started mapping on the 2009 engine instead of MP and used Half Life 2: Episode 2 as the configuration. So as I progress on my map I compile it and then play it, everything is fine.
Fast forward a few days later after I've added a whole new room and suddenly my map won't compile. All it says while I'm compiling is:
"The command failed. Windows reported the error: 'The system cannot find the file specified.'"
Then it opens Garrysmod/episode 2 depending on the config, previously I compiled it fine in both, and then once the game is open it does nothing. I check maps in Garrysmod and the name of my map is not there.
Anybody know how to approach this situation?
[QUOTE=timmah1112;38349135]Hello everyone. I did fix my issue which was quite similar to OMGworms'. I started mapping on the 2009 engine instead of MP and used Half Life 2: Episode 2 as the configuration. So as I progress on my map I compile it and then play it, everything is fine.
Fast forward a few days later after I've added a whole new room and suddenly my map won't compile. All it says while I'm compiling is:
"The command failed. Windows reported the error: 'The system cannot find the file specified.'"
Then it opens Garrysmod/episode 2 depending on the config, previously I compiled it fine in both, and then once the game is open it does nothing. I check maps in Garrysmod and the name of my map is not there.
Anybody know how to approach this situation?[/QUOTE]
Where ever you saved your vmf, a copy of the bsp will be located there.
[QUOTE=Shirky;38349162]Where ever you saved your vmf, a copy of the bsp will be located there.[/QUOTE]
Alright so I found the bsp. Interestingly enough I had to search for it under the start button, but I found it, located in the same folder as the vmf but the thing is it doesn't appear in the folder with the vmf, it only appears when I search for it. So anyway I have no idea what to do with the bsp so I try and open it with hammer.
I rename the file extension to vmf and then it says "loading chunks" and freezes at 5%.
Obviously that is not what I should do so then... What should I do with the bsp?
[QUOTE=timmah1112;38349390]Alright so I found the bsp. Interestingly enough I had to search for it under the start button, but I found it, located in the same folder as the vmf but the thing is it doesn't appear in the folder with the vmf, it only appears when I search for it. So anyway I have no idea what to do with the bsp so I try and open it with hammer.
I rename the file extension to vmf and then it says "loading chunks" and freezes at 5%.
Obviously that is not what I should do so then... What should I do with the bsp?[/QUOTE]
A BSP is a compiled .vmf, it is the level that the engine loads. Place the bsp in your maps folder for whatever game you are mapping for.
[QUOTE=Shirky;38350527]A BSP is a compiled .vmf, it is the level that the engine loads. Place the bsp in your maps folder for whatever game you are mapping for.[/QUOTE]
Ah, ok, thanks!
Could somebody explain to me how to pack particles into a bsp. I thought it would be the same as textures and models but I cant get it working.
Make sure you distribute your particle_manifest file too. If that doesnt work you might just have to pack it all in the same folder?
Hey, I am in the near future going to post a thread to hire a mapper for a RP map project to go hand in hand with a gamemode im working on ( [url]http://facepunch.com/showthread.php?t=1168647[/url] ). And I am not sure on how much money i should offer so i was wondering if you could give some feedback on the price range you think it would be to make a map of this size. it covers the entire editor, the design of the map is not set in stone but the size will be about the same. Possible also say what the price range would be depending on the different skill of the mapper. Thank you!
[img]http://carlrp.com/showimages/mapping/Map_Overview_New.png[/img]
Excuse me, but I'm trying to get started with mapping, but I've encountered a problem.
[img]http://puu.sh/1nCcR[/img]
The grid for brushwork isn't appearing, despite all settings being set correctly, to my knowledge. Anyone?
[QUOTE=NateDude;38361001]Excuse me, but I'm trying to get started with mapping, but I've encountered a problem.
[img]http://puu.sh/1nCcR[/img]
The grid for brushwork isn't appearing, despite all settings being set correctly, to my knowledge. Anyone?[/QUOTE]
Probaby the wrong engine version? And which game are you going to do it?
Anway, i've encountered a new problem while compiling in hammer editor. It gives me this:
[img]http://i46.tinypic.com/dqlj49.jpg[/img]
Uh what now?
[QUOTE=fanerddu;38335192]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[/QUOTE]
Anyone else ever have this issue? any solutions? still having this issue, don't want it to get lost in the thread.
[QUOTE=snijboer;38361124]Probaby the wrong engine version? And which game are you going to do it?
Anway, i've encountered a new problem while compiling in hammer editor. It gives me this:
[img]http://i46.tinypic.com/dqlj49.jpg[/img]
Uh what now?[/QUOTE]
Try to restart steam. Happens from time to time.
[QUOTE=Puni;38347772]not directly to do with the actual mapping but where do people find there inspiration, with regards to building interiors/exteriors. I have trouble when it comes to variety[/QUOTE]
Typically what I do, and what I have seen a lot of, is google the type of building your interested in creating, and scroll through the images till you find one that stands out to you.
[QUOTE=NateDude;38361001]The grid for brushwork isn't appearing, despite all settings being set correctly, to my knowledge. Anyone?[/QUOTE]
Some engines are broken, try to avoid using engine version 2007 I think it is since it has this problem too.
[QUOTE=snijboer;38361124]Probaby the wrong engine version? And which game are you going to do it?[/QUOTE]
Restarting solved it :v:
Is there any way to import a heightmap easily (through external programs of course), I'm planning to paint my map out in one and then load it up in hammer and fix it up
Hey. I'm encountering weird problems. Some models show up in hammer, but not in-game. Any idea why?
[img]http://puu.sh/1nVx2[/img]
Pictured missing: Television, Door Prop, Wooden Board (Difficult to see next to door).
Anyone know why?
Also: How does one make a Safe Room Door in Left4Dead2, all tutorials I've found just make a simple door that slides open, but none are functional like normal Safe-Rooms!
[B]Figured out how to make a Safe Room Door, still don't know why Models are vanishing.[/B]
Check the info section in the model browser. If it's a physics prop (and anything else, such as static) make it a prop_physics. If it's anything else, set it to that type.
That worked, thanks!
Is there a way to get the point_spotlight beam without the glow? Or having the glow fade when you get closer to it, kinda like how the beam fades the more parallel your view is to it?
[QUOTE=HighdefGE;38362735]Try to restart steam. Happens from time to time.[/QUOTE]
Well, actually it gives me this everytime whenever i compile my map. Tried restarting steam, still didn't work.
[QUOTE=MaxOfS2D;38374373]Is there a way to get the point_spotlight beam without the glow? Or having the glow fade when you get closer to it, kinda like how the beam fades the more parallel your view is to it?[/QUOTE]
Point_Spotlight is simply there just for the beam effect. It serves no other purpose and produces no light. You could have it triggered on and off though, for the fade effect. Just hook up a trigger_whatever to it, and set the outputs to "TurnOff" (I think it's TurnOff).
[QUOTE=Rory;38378081]Point_Spotlight is simply there just for the beam effect. It serves no other purpose and produces no light. You could have it triggered on and off though, for the fade effect. Just hook up a trigger_whatever to it, and set the outputs to "TurnOff" (I think it's TurnOff).[/QUOTE]
It casts dynamic lighting unless you check "no dynamic light" in flags... (In other words yes it does provide lighting)
1. How does one put fire in their map? I'm trying to light up a fireplace, but env_fire refuses to function, and that's probably not the proper entity anyway, I just can't find any other "fire" entities.
and 2, How does one change the Skybox's texture?
env_fire needs an env_firesource in later engines. If you're mapping for your own mod, it might be because of a gameinfo.txt error that I can explain a bit if you want.
At the top click Map > Map Properties. There is a text box for the skybox name.
[QUOTE=NateDude;38383622]1. How does one put fire in their map? I'm trying to light up a fireplace, but env_fire refuses to function, and that's probably not the proper entity anyway, I just can't find any other "fire" entities.
and 2, How does one change the Skybox's texture?[/QUOTE]
I believe for fire, you need to do an logic_auto so you can set it to enable and fire, otherwise it sits idle until triggered. I used a lot of env_fire on one of my firefighter maps, and this is what I remember doing. It could have been changed, as TCB says about "later engines".
As for the skybox, do what TCB said but know your skybox ahead of time. Browse your textures, type in "skybox" and find the one you like. Remember to remove "_lf" "_up" from the name so you're just using "sky_day01_01" for example. Do not put "skybox\sky_day01_01". Just what I said earlier.
I'm setting up propper again on my new computer, old one exploded. >.>
Got it working before multiple times but this new computer does not seem to like it, here's my error message:
[CODE]** Executing...
** Command: propper
** Parameters: -game "d:\steam\steamapps\bangramen\counter-strike source\cstrike" "d:\steam\steamapps\bangramen\sourcesdk_content\cstrike\mapsrc\rpproject\propper_compiler"
* Could not execute the command:
propper -game "d:\steam\steamapps\bangramen\counter-strike source\cstrike" "d:\steam\steamapps\bangramen\sourcesdk_content\cstrike\mapsrc\rpproject\propper_compiler"
* Windows gave the error message:
"Access is denied."[/CODE]
Sorry, you need to Log In to post a reply to this thread.