[QUOTE=phantompain5;34863734]I'm a dumb ass, all I had to do was enable texture lock to fix that overlay problem..[/QUOTE]
Well you could never had known because the fact uvs are clamped makes it difficult to tell whether it's your fault, or just overlays being clamped themselves.
Does anyone have any idea how I can complete this without models?
[Img]http://puu.sh/ip6B[/Img]
Extend them both, then clip them at a 45 degrees angle. Unless you want a dome, which there isn't a good way of doing it without a model.
[QUOTE=Firegod522;34872841]Extend them both, then clip them at a 45 degrees angle. Unless you want a dome, which there isn't a good way of doing it without a model.[/QUOTE]
Well that sucks. Looks like I'll have to come back to this project in a couple of months when I learn how to model.
Hey guys, I made a custom texture, but when I place an env_cubemap it goes checkerboard missing.
Here's the VMT;
[code]"LightmappedGeneric"
{
"$basetexture" "halo_floor"
"$bumpmap" "halo_floor_bump"
"$surfaceprop" "Metal"
"$envmap" "env_cubemap"
"$envmaptint" "[ .3 .3 .3]"
}
[/code]
Hey guys how would I make a screen for that combine model of the little monitor that you can stick on walls, rather, what's the best way I can make it look "on"
Also how do I make combine walls?
[QUOTE=zach1193;34877887]Hey guys how would I make a screen for that combine model of the little monitor that you can stick on walls, rather, what's the best way I can make it look "on"
Also how do I make combine walls?[/QUOTE]
For the screen, a nodraw brush made to fit with a combine screen texture on the front face.
[QUOTE=mac338;34877156]Hey guys, I made a custom texture, but when I place an env_cubemap it goes checkerboard missing.
Here's the VMT;
[code]"LightmappedGeneric"
{
"$basetexture" "halo_floor"
"$bumpmap" "halo_floor_bump"
"$surfaceprop" "Metal"
"$envmap" "env_cubemap"
"$envmaptint" "[ .3 .3 .3]"
}
[/code][/QUOTE]
What goes missing the texture itself or the reflections?
If its the reflections you need to do mat_specular 0 buildcubemaps mat_specular 1
It was the texture, but I solved it by moving it all into a subfolder.
Apparently Hammer dislikes anything in the /materials/ folder that isn't in a subfolder.
[QUOTE=IronPhoenix;34878218]For the screen, a nodraw brush made to fit with a combine screen texture on the front face.[/QUOTE]
Thanks, though I figured that part out in the mean time, uhh what about combine walls?
I can't seem to get func_instances to work on the Episode Two config. They show up fine in the editor, but vbsp crashes as soon as I try to compile the map. Collapsing the instances doesn't help. Am I doing something wrong, or do they just not work with this config?
[QUOTE=DarKSunrise;34878568]I can't seem to get func_instances to work on the Episode Two config. They show up fine in the editor, but vbsp crashes as soon as I try to compile the map. Collapsing the instances doesn't help. Am I doing something wrong, or do they just not work with this config?[/QUOTE]
they don't work.
[QUOTE=zach1193;34878428]Thanks, though I figured that part out in the mean time, uhh what about combine walls?[/QUOTE]
I assume you mean the force field like walls they use to block off areas, hammer comes with a prefab for that, I'd make one then see how they did it.
[QUOTE=limulus54;34878784]I assume you mean the force field like walls they use to block off areas, hammer comes with a prefab for that, I'd make one then see how they did it.[/QUOTE]
They do? awesome, thanks
[url]http://steamcommunity.com/profiles/76561198012914348/screenshot/450596539002229618?tab=public[/url]
the mountain to the left of the barrier is all in the 3d skybox. all of those black outlines are another part of the map. anyone know how to get rid of this?
[QUOTE=mcilona;34885530][url]http://steamcommunity.com/profiles/76561198012914348/screenshot/450596539002229618?tab=public[/url]
the mountain to the left of the barrier is all in the 3d skybox. all of those black outlines are another part of the map. anyone know how to get rid of this?[/QUOTE]
area portals
[QUOTE=zach1193;34888161]area portals[/QUOTE] ahh didn't think of that. thanks.
Anyone know the cause of this?
[Img]http://puu.sh/iz7R[/Img]
[Img]http://puu.sh/iz8T[/Img]
[QUOTE=vexx21322;34889430]Anyone know the cause of this?
[Img]http://puu.sh/iz7R[/Img]
[Img]http://puu.sh/iz8T[/Img][/QUOTE]
Well the second image is mis-aligned textures and the first pic is a leak?
To fix the misaligned textures just select them all together with the texture tool and then click either "world" or "face" and they will all align.
[QUOTE=zach1193;34893917]Well the second image is mis-aligned textures and the first pic is a leak?
To fix the misaligned textures just select them all together with the texture tool and then click either "world" or "face" and they will all align.[/QUOTE]
No no, the first is in game, the second is the same spot in hammer.
[QUOTE=vexx21322;34894858]No no, the first is in game, the second is the same spot in hammer.[/QUOTE]
Does the compile log have errors in it? Could you post the log?
And also, is it all on-grid? I don't know if this could be caused by off-grid vertices but I guess that's something that might plausibly cause this(???)
[B][/B][QUOTE=Miigga;34895071]Does the compile log have errors in it? Could you post the log?
And also, is it all on-grid? I don't know if this could be caused by off-grid vertices but I guess that's something that might plausibly cause this(???)[/QUOTE]
Everything is on grid; I manually had to place the vertices.
Going through the log, I found this:
2 degenerate faces
[del]I think that's it.[/del]
The fuck, hammer?
I used the arch too to make a beam across the top of the ramp and now one of the faces on the arch is fucked, but the ramp now isn't.
Anyone know how to get Propper to work, trying to convert some rails into models in Team Fortress 2 but when I compile it stops with "Access is denied"
[QUOTE=Dantai;34923919]Anyone know how to get Propper to work, trying to convert some rails into models in Team Fortress 2 but when I compile it stops with "Access is denied"[/QUOTE]
What's the location on your vmf? I think that Windows has a problem if you try to compile into a protected directory (such as Program Files).
[URL="http://steamcommunity.com/profiles/76561198012914348/screenshot/468611248477256172?tab=public"]pic[/URL]
[URL="http://steamcommunity.com/profiles/76561198012914348/screenshot/468611248477259438/?tab=public"]pic[/URL]
[URL="http://steamcommunity.com/profiles/76561198012914348/screenshot/468611248477257549/?tab=public"]pic[/URL]
anyone know why part of my 3d skybox isnt compiling? im about ready to finish my map and this is the only thing i've really gotta fix.
[QUOTE=mcilona;34925063][URL="http://steamcommunity.com/profiles/76561198012914348/screenshot/468611248477256172?tab=public"]pic[/URL]
[URL="http://steamcommunity.com/profiles/76561198012914348/screenshot/468611248477259438/?tab=public"]pic[/URL]
[URL="http://steamcommunity.com/profiles/76561198012914348/screenshot/468611248477257549/?tab=public"]pic[/URL]
anyone know why part of my 3d skybox isnt compiling? im about ready to finish my map and this is the only thing i've really gotta fix.[/QUOTE]
Hammer shot and compile log?
[QUOTE=vexx21322;34925253]Hammer shot and compile log?[/QUOTE] uhm, can't right now i'm at my school. will post when i get home.
[QUOTE=mcilona;34925340]uhm, can't right now i'm at my school. will post when i get home.[/QUOTE]
I'm thinking if the rest are displacements that you might have func_detailed them.
[QUOTE=vexx21322;34925369]I'm thinking if the rest are displacements that you might have func_detailed them.[/QUOTE]
The ones that aren't showing up are world brushes.
[QUOTE=mcilona;34925902]The ones that aren't showing up are world brushes.[/QUOTE]
Alright, then I can't think of what would cause it at the top of my head.
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