• Mapping Question Megathread v3
    4,500 replies, posted
i think this may be more modelling related, but can you make alpha textures on HL1 (not source) models? would be for foliage mdls and such
[QUOTE=war_man333;38601921]CSS/HL2. It seems that especially graffity decals do not work. By work I mean they don't appear ingame.[/QUOTE] How are you placing them?
[QUOTE=Francisco;38612308]i think this may be more modelling related, but can you make alpha textures on HL1 (not source) models? would be for foliage mdls and such[/QUOTE] Why would you use models for that? A texture with SOLID render mode should probably be enough.
[QUOTE=HighdefGE;38612613]How are you placing them?[/QUOTE] i placed them too far away. thank you.
I came up with this mature problem that's blocking my project's development completely. [IMG]http://i45.tinypic.com/2sb4lk8.png[/IMG] In this night map there's occasional lightnings in the sky - a single light entity turning on and off. Then out of nowhere compile process window started complaining about too many lighting styles on these few displacements. As far as I know there's only light_environment and the light from the lightning effecting them so I can't see what's the problem. Anyone have any suggestions how to fix this? All help is welcome, I'm really getting torn up by this problem.
[QUOTE=comedown;38624593]I came up with this mature problem that's blocking my project's development completely. [IMG]http://i45.tinypic.com/2sb4lk8.png[/IMG] In this night map there's occasional lightnings in the sky - a single light entity turning on and off. Then out of nowhere compile process window started complaining about too many lighting styles on these few displacements. As far as I know there's only light_environment and the light from the lightning effecting them so I can't see what's the problem. Anyone have any suggestions how to fix this? All help is welcome, I'm really getting torn up by this problem.[/QUOTE] I think its possible with color correction, but i don't know how.
too many lighting styles Means you have too many lights that can toggle on or off. You can only have 7 different ones with different names.
[QUOTE=comedown;38624593]I came up with this mature problem that's blocking my project's development completely. [IMG]http://i45.tinypic.com/2sb4lk8.png[/IMG] In this night map there's occasional lightnings in the sky - a single light entity turning on and off. Then out of nowhere compile process window started complaining about too many lighting styles on these few displacements. As far as I know there's only light_environment and the light from the lightning effecting them so I can't see what's the problem. Anyone have any suggestions how to fix this? All help is welcome, I'm really getting torn up by this problem.[/QUOTE] If your looking to create a thunder effect, just use color correction, its much cheaper, reduces the map compile time and gives better results
[QUOTE=GoldPlatinum;38626023]If your looking to create a thunder effect, just use color correction, its much cheaper, reduces the map compile time and gives better results[/QUOTE] Very good idea. There's just this problem when being inside, the effect shouldn't be as bright as outside. And color_correction_volume doesn't seem to work when firing enable/disable inputs at 0.05 second rate...
[QUOTE=comedown;38626655]Very good idea. There's just this problem when being inside, the effect shouldn't be as bright as outside. And color_correction_volume doesn't seem to work when firing enable/disable inputs at 0.05 second rate...[/QUOTE] Do this in a clientside lua. On render screen space/think add in a trace directly upward from the player, if the trace hits skybox then set the thunder contrast/light to be big, otherwise set it to be small. Then use colormod to apply the new colorcorrection settings for a short time. So inside the lightning is invisible, outside it it really flashes. Some issues but I dont think people will notice ;)
[URL=http://imageshack.us/photo/my-images/196/sourcesdk.png/][IMG]http://img196.imageshack.us/img196/3986/sourcesdk.png[/IMG][/URL] Always kept away from curves, arches, cylinders but now the time has come to beat them Why does it have to be so awkward. Whats the best way to go about aligning these properly. I made an arch followed by the cylinder inside. Width and height line up fine, its just the other angled parts. Cant clip it because the difference is less than a unit, but christ, leaving it how it is isnt a good way to map?? Any ideas? EDIT Also, whats the best way to do the out wall as well and align it with the brick? That also has the same problem. Id prefer not to use vertex manip because every time I do I get that ripping problem.
Im trying to map for L4D2 and my sky box either goes black and pink and or this: [IMG]http://aoudevcommunity.com/wp-content/uploads/2012/11/skyboxprob.jpg[/IMG] What am I missing / doing wrong?
you're probably the skybox in the wrong place, or the vmts are fucked
[QUOTE=comedown;38626655]Very good idea. There's just this problem when being inside, the effect shouldn't be as bright as outside. And color_correction_volume doesn't seem to work when firing enable/disable inputs at 0.05 second rate...[/QUOTE] Just make it 0.2-3, as far as i remember in l4d 1, the lightning color correction effect lasts for like 0.7
[QUOTE=TCB;38627294]you're probably the skybox in the wrong place, or the vmts are fucked[/QUOTE] They are standard skyboxes from the game. I did not move any :\
Might seem obvious, but are you sure you're using the right texture for the skybox brushes? Did you put the name correctly in the map properties part.
[IMG]http://aoudevcommunity.com/wp-content/uploads/2012/11/skybocx1.jpg[/IMG] [IMG]http://aoudevcommunity.com/wp-content/uploads/2012/11/skybocx2.jpg[/IMG] It seems like it. I also tried removing the "skybox/"...got nothing.
Remove the "skybox/" part, you never need that part. Enter this and only this into that field. "sky_l4d_c1_1_hdr"
tf2 hammer crashes on me after 20 of use any ideas?
[QUOTE=Mr Uber Ostrich;38631377]Remove the "skybox/" part, you never need that part. Enter this and only this into that field. "sky_l4d_c1_1_hdr"[/QUOTE] Alright thank you. ________ Now is there a easy way to find a brush that is causing your game to crash when their is nothing in console or compile log? [B]Correction: [/B]Is there a easy way to find a brush that is causing your game to crash when you jump? their is nothing in console or compile log?
Alright, I want to create a sequence where the player sits in a car (prop_physics), and the car is blown down a hill by an explosion. How can I do that? The player should still be able to look around, but he shouldn't move. Would it be possible to parent the combine pod to the car, then hide it, so the player "sits" in the pod?
You could use a trigger_push to move it. You might want to look how valve did it in ep1 when dog threw the car into the Citadel.
Hello, I have a problem, When I try to use the HL2:ep1/2 configuration, and the portal one, the view port in hammer do really weird things like flickering, but when I open a Valve made VMF, the bug don't appear, but if I go on my work, the bug reappear.... This is really annoying and I wonder if anyone have the same problem...
[QUOTE=LtKyle2;37862600]So apparently clicking the texture tool crashes Hammer. What do?[/QUOTE] [QUOTE=LtKyle2;38180827]Reinstalling doesn't work, verifying cache files doesn't work, having Source SDK menu doesn't work, restarting steam doesn't work. What the hell do I do. Google brings up nothing related to this.[/QUOTE] I've tried deleting texture folders in every source sdk folder to remove any custom textures as well if they were doing something, didn't work. Maybe no more mapping for me. :(
So just this morning, I made a 32x32 box with the selection tool on the grid. When I clicked it, then moved the selection block, it moved to where I wanted it to move, but it also moved one unit over, and one unit up... and every time I move the selection box it keeps going up and over one. Pics of what is happening. :( [QUOTE][IMG]http://i.imgur.com/y02sR.png[/IMG] [IMG]http://i.imgur.com/juB3K.png[/IMG] [IMG]http://i.imgur.com/1GYxS.png[/IMG] [IMG]http://i.imgur.com/9iKKT.png[/IMG] [/QUOTE] Any ideas on how to fix it? =X
Are you trying to make it snap to grid? (Shift + W)
Anyone know of a way to make a decent looking waterfall splash? I tried env_splash, but it makes too much noise. Then I tried env_steam, but that just looks weird.
You could make a particle effect
[QUOTE=HighdefGE;38665341]Are you trying to make it snap to grid? (Shift + W)[/QUOTE] Yes, I have snap to grid on, but it seems hell bent on moving up and over 1 every time I move the selection. xD
[QUOTE=comet1337;38638300]tf2 hammer crashes on me after 20 of use any ideas?[/QUOTE] Try lowering the undo limit.
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