• Mapping Question Megathread v3
    4,500 replies, posted
Try a different Texture?
[IMG]http://i47.tinypic.com/dh38g4.png[/IMG] This ain't good optimization I can tell. Any suggestions/tips how to make thing better? The house has shit load of props in it, so I don't thing func_detailing is a good idea...
i've got a few func_precipitations on a map i'm working on and they're all set to snow and 100 density; but they continue to come down as rain and not snow. i've checked and double checked and in hammer it says they're all set as snow at 100 density but i get rain when i run the map.
[QUOTE=The Jack;38525788]Try a different Texture?[/QUOTE] I tried, but no result. I want to continue to use light_spots for this hallways, and not light entities. They wouldn't even make sense to be used for those light fixtures anyway I've never had an issue with a light setup like this. Maybe I should try and have all the lights on a full 90 degree angle, and maybe then it would properly? Dunno if it would look good, but it's worth a shot.
[del]Hi, I'm pretty new to mapping, so sorry if this is a dumb question. [noparse][img]http://i.imgur.com/qm94j.png[/img][/noparse] So, I've got this func_door. What I want it to do is slide behind the info_player_teamspawn. But I don't know what settings I need to enter to do so. No matter what Pitch/Yaw/Roll I set it to, it always ends up either shifting forwards/backwards slightly, sliding into the floor, or rotating 90 degrees (wtf?) and moving in the intended direction. What are the correct settings?[/del] EDIT: Scratch that, figured it out.[SUP] (For any theoretical future noobs who might stumble upon this thread in desperate search of a remedy to this same dumb question, it's 0 -90 0. :I)[/SUP]
Is there any way to make the detail sprites sway on Source engine 2009?
Does the compile process utilize hyperthreading?
[QUOTE=fanerddu;38530898]i've got a few func_precipitations on a map i'm working on and they're all set to snow and 100 density; but they continue to come down as rain and not snow. i've checked and double checked and in hammer it says they're all set as snow at 100 density but i get rain when i run the map.[/QUOTE] Change it to "Snowfall"
[QUOTE=Barbarian887;38537388]Does the compile process utilize hyperthreading?[/QUOTE] Yes.
[QUOTE=comedown;38537668]Change it to "Snowfall"[/QUOTE] thanks man, i should've remembered that. also, anybody know what texture to use on a brush in order to *block* precipitation from happening in that area?
I'm not sure if this would be better suited for the modelling section but I'll try here. [t]https://dl.dropbox.com/u/69582724/baww.jpg[/t] Thats an image of a rock model but no matter what lighting I put it in it won't light up. If I fire the gun near it it lights up but its not being affected by the static lighting in map. Anybody know a fix? info_lighting doesn't seem to help either. Neither does -StaticPropPolys -StaticPropLighting Torch doesnt light it up either. Edit: well now torch lights up some but not others. It seems totally random. EDIT: Ah fixed. Noobish mistake, if anybody gets anything similar try to redo the smoothing groups and normals. Fixed it for me.
Hey guys, I just recently started on a small project. It's the forest temple but before I continue there is one key element I want to implement into it. [thumb]http://i.cubeupload.com/2EEDg1.jpg[/thumb] [thumb]http://images3.wikia.nocookie.net/__cb20100426192217/zelda/images/a/a3/Forest_Temple_Entrance_Hall_(Ocarina_of_Time).png[/thumb] [video=youtube;J0wB3vuOKOA]http://www.youtube.com/watch?v=J0wB3vuOKOA[/video] See all the floating lights? They hover around and disappear, they're all different colors (orangish/bluish) How would I be able to do this? I do not want to continue with this project unless I can accomplish this theme because it would be a great feature to the map.
Some guy did something pretty neat with the Forest Temple, I remember: [video=youtube;DQP_UfyjszE]http://www.youtube.com/watch?v=DQP_UfyjszE[/video] I still want to know what he did to get those portals to work like that.
[QUOTE=wauterboi;38546622]Some guy did something pretty neat with the Forest Temple, I remember: [video=youtube;DQP_UfyjszE]http://www.youtube.com/watch?v=DQP_UfyjszE[/video] I still want to know what he did to get those portals to work like that.[/QUOTE] BlackOps is a fucking legend. That's how.
[QUOTE=KnightVista;38546271] How would I be able to do this? I do not want to continue with this project unless I can accomplish this theme because it would be a great feature to the map.[/QUOTE] A func_dustmote might get what you want, I'm not sure if it's the best to use though.
Just a small question, I'm looking for GM_construct and i cannot locate the map in the mapping folder.
I've got a question about rp_evocity_v33x, since the thread is dead and I don't think anyone will reply to me there (yes, I've posted there too). Does anyone know how to solve these errors? [url]http://puu.sh/1t0S2[/url] [url]http://puu.sh/1t0Wj[/url] Never had this problem on GMod 12, so I suggest is has something to do with models which have to be recompiled? I have EvoCity2 content and the full content of this pack. [editline]22nd November 2012[/editline] [QUOTE=Sims_doc;38550259]Just a small question, I'm looking for GM_construct and i cannot locate the map in the mapping folder.[/QUOTE] I believe it's in Garry's Mod's GCF.
[QUOTE=GoldPlatinum;38536895]Is there any way to make the detail sprites sway on Source engine 2009?[/QUOTE]
[QUOTE=GoldPlatinum;38550584][/QUOTE] I couldn't imagine how, unless you had some script of some kind. [editline]23rd November 2012[/editline] [QUOTE=Cyberuben;38550342]I've got a question about rp_evocity_v33x, since the thread is dead and I don't think anyone will reply to me there (yes, I've posted there too). Does anyone know how to solve these errors? [url]http://puu.sh/1t0S2[/url] [url]http://puu.sh/1t0Wj[/url] Never had this problem on GMod 12, so I suggest is has something to do with models which have to be recompiled? I have EvoCity2 content and the full content of this pack.[/QUOTE] It's hard to say. Did you check and make sure you had all of your games mounted? Sadly this isn't really a mapping error. I would start with checking your game mounts. Go through and launch each game you have mounted.
[QUOTE=GoldPlatinum;38550584][/QUOTE] Not without editing the source code I think. If your sheet contained just 1 grass then you could use proxies, but I know it doesn't. You could get by that by using models in ur vbsp with proxies on them. This is a little more expensive and more annoyingly causes weird lighting glitches sometimes. If you are on a flat plane like your map it might just work though.
Is there any way to quickly remove all displacements/displaced brushes from a map? edit: I don't even have any func_detail entities, and it is saying Error: displacement found on a(n) func_detail entity - not supported (entity 1757, brush 0)
[QUOTE=OneFourth;38565706]Is there any way to quickly remove all displacements/displaced brushes from a map? edit: I don't even have any func_detail entities, and it is saying Error: displacement found on a(n) func_detail entity - not supported (entity 1757, brush 0)[/QUOTE] On the right there is a tab saying visgroup, you can select displacements and then "mark" to select them all. Then delete them if you wish. You can also untick to disable them all. There is also brush entities and func_Detail on the visgroups tab. You are best off using cordon to compile different areas and hunt down the offending displacement
[QUOTE=paulisdead18;38534617]I tried, but no result. I want to continue to use light_spots for this hallways, and not light entities. They wouldn't even make sense to be used for those light fixtures anyway I've never had an issue with a light setup like this. Maybe I should try and have all the lights on a full 90 degree angle, and maybe then it would properly? Dunno if it would look good, but it's worth a shot.[/QUOTE] Yeah, didn't work. Same thing is happening. Guess I'll have to change the lighting up...
[QUOTE=paulisdead18;38569776]Yeah, didn't work. Same thing is happening. Guess I'll have to change the lighting up...[/QUOTE] Try checking for leaks, and maybe try greatly reducing the number of lights. Seems like you have way too many on one brush.
[QUOTE=quacles;38572182]Try checking for leaks, and maybe try greatly reducing the number of lights. Seems like you have way too many on one brush.[/QUOTE] That's probably it. There are no leaks though. Every other light works fine and looks fine, except for that. I'll halve the amount of lights in there and see if it does anything.
Hello Facepunch! I just started up Hammer after about a year haitus, and immediately things are beginning to derp. -.- So I was making a basic map to review some basics like lighting, but when I went to place a Light Entity, instead of showing the lightbulb icon, it came up as a small grey cube instead. This has happened once of twice before, and so I simply changed it to a different entity and back to a Light which normally fixes it, but it did not. =/ So I reinstalled Source SDK completely just to clear up any corrupted files I might have had. When I started it back up, the light entity came back up as a box once again, but after changing it to a different entity and back it showed the icon and the light ranges. It's making me do this every time I place a new light entity. =/ Any idea on how to fix that?
Yes you can use CS:S for Garry's Mod. The point entity icon won't make a difference, check to see if lights work in-game despite the boxes.
Thank ya. :D Also, I'm embarrassed to even ask, but I when mapping for EP2, where do custom textures go...? =X I thought they went in the Half-life Episode 2 > HL2 > Materials folder, but when I use custom textures from there they appear full bright and the compile says the textures are missing. I know it's not the textures that are broken either, because I ran the map in CSS instead and the lighting was correct. So... I'm just being dumb in other words.
ep2\ep2\materials, the same way garry's mod is gmod\gmod\materials [editline]24th November 2012[/editline] there's no need to be embarrassed. we're here to help, 80% of the people who regularly answer questions in this thread won't judge you for making a mistake unless it's something like "how do i make all the black void stuff a different colour" or something
Aww dang, that was my next question! :p I missed the part about seeing if the boxes work in game the first time, but I went back and tried it and they do not work. :(
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