• Mapping Question Megathread v3
    4,500 replies, posted
Any possible way to have snow falling outside of a window -- and then have it fall inside the windowframe if the window is broken? edit: also, [URL="http://gamebanana.com/wips/41440"]here's a link[/URL] to the map i've been working on. Included a thank you to you guys here on facepunch for the help you've given me.
[QUOTE=fanerddu;38701156]Any possible way to have snow falling outside of a window -- and then have it fall inside the windowframe if the window is broken? edit: also, [URL="http://gamebanana.com/wips/41440"]here's a link[/URL] to the map i've been working on. Included a thank you to you guys here on facepunch for the help you've given me.[/QUOTE] This is a bit tricky, since there's no input for func_precipitation that starts/stops snow. If you are using particle systems, this is more of an option. I assume you are using a func_precipitation entity? But what I would of done is set a value to start the snow on the OnBreak output of the window.
[QUOTE=pinecleandog;38707009]This is a bit tricky, since there's no input for func_precipitation that starts/stops snow. If you are using particle systems, this is more of an option. I assume you are using a func_precipitation entity? But what I would of done is set a value to start the snow on the OnBreak output of the window.[/QUOTE] I think you could have a func_brush the height of the building and the length of how far you want the snow to fall. Slice the bottom half (diagonal from the top of the window) and make a trigger for when the window breaks to kill the func_brush. I doubt it would work but worth a shot.
From what I can remember, fucn_precipitation goes through brushes
I have a problem with trying to create an overview for my csgo map when i get to the cl_leveloverview "x" part the map goes black. Actualy whenever i leave the skybox either using noclip or with the overview method this happens. Tried doing an overview with one of the default maps and everything went fine.
[QUOTE=teshok;38711236]I have a problem with trying to create an overview for my csgo map when i get to the cl_leveloverview "x" part the map goes black. Actualy whenever i leave the skybox either using noclip or with the overview method this happens. Tried doing an overview with one of the default maps and everything went fine.[/QUOTE] First of all, are there any leaks? If not, is the outside of the skybox brush nodraw? I suggest doing so. Another thing to try is changing the ConVar "r_farz" to the value of 40,000 . Slightly larger than the maximum map size. Please let me know how this works out.
Does anyone know some pine tree models, which are free to use? (Please dont post the moroes one, ill saw that but the texture isnt that good.)
[QUOTE=MarcoPixel;38712289]Does anyone know some pine tree models, which are free to use? (Please dont post the moroes one, ill saw that but the texture isnt that good.)[/QUOTE] I don't know what kind of style you are looking for, but here's a few options. [URL="http://www.gaming-models.de/index.php/product/407"]http://www.gaming-models.de/index.php/product/407[/URL] [URL="http://www.gaming-models.de/index.php/product/152"]http://www.gaming-models.de/index.php/product/152[/URL] [URL="http://www.gaming-models.de/index.php/product/110"]http://www.gaming-models.de/index.php/product/110[/URL] Hope these suite your needs.
What's the entity limit for a map before it starts to "act up"? I'm at 109.5% but it seems to be working just fine.
Any idea how to get rid of these? [IMG]http://i50.tinypic.com/2qi76o4.jpg[/IMG] ps. A bit unrelated to mapping, sorry.
[QUOTE=comedown;38712840]Any idea how to get rid of these? ps. A bit unrelated to mapping, sorry.[/QUOTE] cl_drawhud 0 (needs sv_cheats I think)
[QUOTE=l33tkill;38712451]What's the entity limit for a map before it starts to "act up"? I'm at 109.5% but it seems to be working just fine.[/QUOTE] I have friends who have gone right upto around the 160-170% mark without problems. I myself have gone over the 120% mark. Its all about how you manage active and inactive entities ingame. (If you dont need it, kill it - If you dont need it straight away, dont spawn it straight away - etc etc) ===== As I understand it, the percentage is nothing more than a guideline. Feel free to hit me down if I am wrong though guys. These figures apply to CSS, may be slightly different in what you are mapping for. - Map will crash if you reach the limit of 2048 “dynamic” entities (This does not include entities such as prop_static and light, although light WILL be a dynamic entity if you name it and add inputs/outputs) - As long as you are not hitting the set-in-stone limit above, then your other worry is IN, the data being sent in regards to these entities. [b]Dynamic Entity Limit Tips[/b] Bones - These apply to humans and props with physic models. Each bone_follower counts as an entity. One human is made up of 15 bone followers + 1 prop_dynamic. Totaling 16 entities for each person! [b]IN Tips[/b] Tests with same model - prop_dynamic (without animation): no IN - prop_dynamic (animated): from 200 to 300 of IN! (Varies with the model) - prop_dynamic (without animation but parented to something that can move): from 200 to 300 IN again! You can reduce both the IN and Entity Limit from prop by deleting the .phy My mates learnt all this themselves, they have shared it all on there blog. [url]http://rafuron.wordpress.com/2011/03/11/good-news-everyone/[/url] [url]http://rafuron.wordpress.com/category/mapping-tricks/[/url] These are 2 useful articles
When I try to undo something in Hammer with ctrl+z, I have to press it about 50 times before it registers it as ctrl+z instead of just z to move the camera - I don't think it's my keyboard because I haven't had this problem anywhere else, so has anyone else had this problem in Hammer, or know how to fix it?
[QUOTE=Stiffy360;38712891]cl_drawhud 0 (needs sv_cheats I think)[/QUOTE] I'm using game_texts and crosshair so it has to be done some other way. Maybe edit some script files?
[QUOTE=comedown;38713242]I'm using game_texts and crosshair so it has to be done some other way. Maybe edit some script files?[/QUOTE] Make sure you don't spawn with item_suit then. All you shall have is the crosshair then.
[QUOTE=Puni;38712962]I have friends who have gone right upto around the 160-170% mark without problems. I myself have gone over the 120% mark. Its all about how you manage active and inactive entities ingame. (If you dont need it, kill it - If you dont need it straight away, dont spawn it straight away - etc etc) ===== As I understand it, the percentage is nothing more than a guideline. Feel free to hit me down if I am wrong though guys. These figures apply to CSS, may be slightly different in what you are mapping for. - Map will crash if you reach the limit of 2048 “dynamic” entities (This does not include entities such as prop_static and light, although light WILL be a dynamic entity if you name it and add inputs/outputs) - As long as you are not hitting the set-in-stone limit above, then your other worry is IN, the data being sent in regards to these entities. [b]Dynamic Entity Limit Tips[/b] Bones - These apply to humans and props with physic models. Each bone_follower counts as an entity. One human is made up of 15 bone followers + 1 prop_dynamic. Totaling 16 entities for each person! [b]IN Tips[/b] Tests with same model - prop_dynamic (without animation): no IN - prop_dynamic (animated): from 200 to 300 of IN! (Varies with the model) - prop_dynamic (without animation but parented to something that can move): from 200 to 300 IN again! You can reduce both the IN and Entity Limit from prop by deleting the .phy My mates learnt all this themselves, they have shared it all on there blog. [url]http://rafuron.wordpress.com/2011/03/11/good-news-everyone/[/url] [url]http://rafuron.wordpress.com/category/mapping-tricks/[/url] These are 2 useful articles[/QUOTE] Wow thank you! That's a lot more in-depth than I thought.
can anyone help me make Light_Enviroment brighter? everything looks kind of dark, like it's sun down, i want more of a bright day feeling
The fourth value is the brightness. Turn it up.
[QUOTE=TCB;38716956]The fourth value is the brightness. Turn it up.[/QUOTE] turn it up? it's asking me to choose a colour
[sub]u callin me a hustla u cheeky cunt m8[/sub] Make the fourth value higher. So if it is currently 50, you make it 100. Don't click select colour or anything, manually type it.
[QUOTE=TCB;38717055][sub]u callin me a hustla u cheeky cunt m8[/sub] Make the fourth value higher. So if it is currently 50, you make it 100. Don't click select colour or anything, manually type it.[/QUOTE] ooh okay, thanks!
[QUOTE=vladnag;38717010]turn it up? it's asking me to choose a colour[/QUOTE] 0 0 0-100 RGB-brightness
Why? Why these prop_physics barrels and oil drum is appearing as fullbright? And only in those specific positions, does anyone know how to fix? I tried to use prop_dynamic_override and info_light, but it didn't help. :l [T]https://dl.dropbox.com/u/6027747/shit/2012-12-06_00003.jpg[/T]
[QUOTE=NotExactly;38713169]When I try to undo something in Hammer with ctrl+z, I have to press it about 50 times before it registers it as ctrl+z instead of just z to move the camera - I don't think it's my keyboard because I haven't had this problem anywhere else, so has anyone else had this problem in Hammer, or know how to fix it?[/QUOTE] I get it all the time as well, no idea why though.
If I wanted to not have a prop or wall not be cubed mapped what would i do? For example and L4D2 Cop car is shiny and I dont want that.
Is there a way for the I/O system to recognize steam IDs or names? This would be useful for easter eggs... :v:
[QUOTE=Silentwisher;38720718]If I wanted to not have a prop or wall not be cubed mapped what would i do? For example and L4D2 Cop car is shiny and I dont want that.[/QUOTE] You could set up another cubemap somewhere else and then use the pointer (in the cubemaps options) to direct it to that one instead. Technically doesnt do want you want but it at least stop it linking with the cubemap closest. You can just put the new cubemap in an empty skybox cube and link it. [editline]6th December 2012[/editline] [QUOTE=Matt2468rv;38721113]Is there a way for the I/O system to recognize steam IDs or names? This would be useful for easter eggs... :v:[/QUOTE] No it cannot recognize Steam IDs or Steam Names. It can differentiate between players on the server at any one time though. Trigger_Multiple OnStartTouch !activator AddOutput targetname player1 The player now becomes an entity known as player1 and you can use filters to give access to certain things. I have used this method combined with a Steam ID sourcemod plugin to give donators access to limited areas (trigger_push + filter)
Strange one: All my custom textures are spewing white, blue, cyan, and purple particles when struck. [thumb]http://cloud-2.steampowered.com/ugc/578974893192940613/28616F00E2E6F4FBD65B58AA6AD8EBE03886E227/[/thumb] Even stranger, the colors are different depending on which side of the 0,0 lines I'm on. One corner spews cyan and white, one corner spews just purple, etc. My VMTs all say: "LightmappedGeneric" { "$basetexture" "location/texturename" "$bumpmap" "location/bumpmapname" "$surfaceprop" "concrete" } They didn't have a surfaceprop, adding one changed the hit sound but didn't help the colors. The heck, Source?
[QUOTE=Puni;38721777]You could set up another cubemap somewhere else and then use the pointer (in the cubemaps options) to direct it to that one instead. Technically doesnt do want you want but it at least stop it linking with the cubemap closest. You can just put the new cubemap in an empty skybox cube and link it. [/QUOTE] Tried this and still ended up with the same thing: [IMG]http://aoudevcommunity.com/wp-content/uploads/2012/12/shinycar.gif[/IMG]
Started my first map, just learning how to use Hammer. Anyway, probably a stupid question, but whats causing the odd looking shadows, and those artifact-y looking lines on the floor. [IMG_thumb]http://i.imgur.com/6vLsn.jpg[/IMG_thumb] Quick edit: Guessing the shadows looking that way are just from my poor choice of placeholder textures.
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