• Mapping Question Megathread v3
    4,500 replies, posted
[QUOTE=pinecleandog;38711977]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.[/QUOTE] ive nodrawed the outside of the skybox and tried ConVar but no dice. I also noticed while doing some tests de_dust2 does it aswell [edit] did another test made a square map 1024 by 1024 nothing special only visible faces textured etc and same issue must be something with my pc or graphics settings ... or cs go i dunno [editline]6th December 2012[/editline] [QUOTE=Creeper;38723117]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.[/QUOTE] whats your compile settings . actualy post your log i havent seen shadows like that before.
[QUOTE=teshok;38723269] whats your compile settings . actualy post your log i havent seen shadows like that before.[/QUOTE] Is this what you're after? [url]http://pastebin.com/msnkBKWH[/url]
[QUOTE=Creeper;38723325]Is this what you're after? [url]http://pastebin.com/msnkBKWH[/url][/QUOTE] you have a leak go map load pointfile and follow the red line to where it leads out of the map
[QUOTE=teshok;38723327]you have a leak go map load pointfile and follow the red line to where it leads out of the map[/QUOTE] Ah, thanks for that. I managed to fix it. Thought it might have something to do with my utterly retarded skybox placement.
[QUOTE=Stiffy360;38713641]Make sure you don't spawn with item_suit then. All you shall have is the crosshair then.[/QUOTE] I still need the flashlight, haha
[QUOTE=teshok;38723269]ive nodrawed the outside of the skybox and tried ConVar but no dice. I also noticed while doing some tests de_dust2 does it aswell [edit] did another test made a square map 1024 by 1024 nothing special only visible faces textured etc and same issue must be something with my pc or graphics settings ... or cs go i dunno can someone do me a mad favor and load up my map in csgo and tell me if they can still see the map when they no clip or spectate or cl_leveloverview out of the map [url]http://gamebanana.com/csgo/maps/170593[/url]
[QUOTE=comedown;38723753]I still need the flashlight, haha[/QUOTE] parent an ev_projectedtexture to !player then and see how that works haha
[QUOTE=Stiffy360;38724618]parent an ev_projectedtexture to !player then and see how that works haha[/QUOTE] Urgh
[T]http://puu.sh/1xPiz[/T] Any idea on how to fix the spray going to areas other then the one I want to? [T]http://puu.sh/1xPit[/T] What about this cable? Is it the wrong texture I'm using? (cable\cable2)
Move the decal up a bit? That's what I've always done, or just lower the displacement until they don't touch.
[QUOTE=dreukrag;38727626][T]http://puu.sh/1xPiz[/T] Any idea on how to fix the spray going to ares other then the ittended one?[/QUOTE] Try using an overlay instead (info_overlay) [QUOTE=dreukrag;38727626][T]http://puu.sh/1xPit[/T] What about this cable? Is it the wrong texture I'm using? (cable\cable2)[/QUOTE] It's using "unlitgeneric" in the vmt parameters. copy/paste/rename the vmt and edit the "unlitgeneric" to become "lightmappedgeneric" or "decal" (I think decal is bugged though not sure...)
[QUOTE=Puni;38721777] 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)[/QUOTE] Hmm very interesting. Thanks for the info. I can think of a lot of cool ideas for this...
Hi. Beginner question here. Is it possible to set own walk/run/jump sounds for custom textures?
[QUOTE=itkuitkzhji;38731174]Hi. Beginner question here. Is it possible to set own walk/run/jump sounds for custom textures?[/QUOTE] Hehe, this is gonna be hard to explain. Okay, first what you wanna do is open up source 2007 binaries.gcf once in open hl2/scripts/surfaceproperties.txt Okay, find a spot and add a line such as this. (you may need to copy the txt to your yourmod/yourmodname/scripts) [CODE]"awesomematerial" { //not sure what this is, leave it be for now or try to pick the one that is closest to your texture "base" "metal" "thickness" "0.1" "stepleft" "awesomematerial.StepLeft" "stepright" "awesomematerial.StepRight" "bulletimpact" "awesomematerial.BulletImpact" "scraperough" "awesomematerial.ScrapeRough" "scrapesmooth" "awesomematerial.ScrapeSmooth" "impacthard" "awesomematerial.ImpactHard" "impactsoft" "awesomematerial.ImpactSoft" "break" "awesomematerial.Break" // "strain" "awesomematerial.Strain" }[/CODE] Next what you wanna do is create your own txt in the scripts folder (or edit it but this is cleaner) and add this [CODE]"awesomematerial.stepleft" { "channel" "PITCH_NORM" "volume" "1" "soundlevel" "SNDLVL_75dB" "wave" "awesometexture/awesomematerial.wav" } [/CODE] Repeat with awesomematerial.StepRight, awesomematerial.BulletImpact, etc. (or if you are using a default sound then just specify that instead) Save, and finally add [CODE] "precache_file" "scripts/awesomematerial.txt"[/CODE] to game_sounds_manifest.txt Enjoy
Thanks for your detailed explanation. I'll try that. :D
[QUOTE=itkuitkzhji;38732472]Thanks for your detailed explanation. I'll try that. :D[/QUOTE] Oh i forgot to tell you, [CODE]$surfaceprop "awesomematerial"[/CODE]
What would be the most efficient method of making logic gates? (AND OR NOT XOR, ect.) I'm thinking of button combinations for unlocking/sending outputs out. Other question is I've been having problems with making func_physboxes and prop_physics that are propelled by a phys_thruster. They always seem to turn to the left or right even though I have the phys_thruster on grid in alignment with the physbox orgin. Ive even tried "ignore POS" flag and it still moves forwards and curves to the left.
[QUOTE=teshok;38723819][QUOTE=teshok;38723269]ive nodrawed the outside of the skybox and tried ConVar but no dice. I also noticed while doing some tests de_dust2 does it aswell [edit] did another test made a square map 1024 by 1024 nothing special only visible faces textured etc and same issue must be something with my pc or graphics settings ... or cs go i dunno can someone do me a mad favor and load up my map in csgo and tell me if they can still see the map when they no clip or spectate or cl_leveloverview out of the map [url]http://gamebanana.com/csgo/maps/170593[/url][/QUOTE] i cheated and i feel dirty. ended up creating a giant skybox tall enough so i could capture the whole map without leaving it
About how many static props can I spam before running into issues? (I need like thousands) hehe!
Can someone help me make an elevator please? I've made the brushes for it and have used a path_track to make it go up and down. The Elevator itself works, but what i want is for a door to open when the elevator is called and reaches that floor (not a door on the elevator itself). I tried following a tutorial but i couldn't figure it out.
[QUOTE=Zoshi235;38721968]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] Well, since this was posted, A friend of a friend named randomteddybear found the solution by chance. Apparently my VTFs needed part of themselves compiled as a thumbnail, which Source uses for color data with impact effects, among other things. No thanks to you guys. Oh well. Shoutout to randomteddybear, who can port 16x16 minecraft textures, leave them at the native resolution, and not make them blurry ingame.
Isn't it normal if I lag in Hammer when I explore by using the camera on maps such as cp_foundry in TF2? Is there a way to improve it so I won't lag? I'm really new to mapping and such, so yeah.
theres optiomns to change the draw distance and model fade in/out tools>options>3dviews
What would I need to make a never ending staircase? Would it be possible if two or more players were to ascend one behind the other without breaking line of sight?
[QUOTE=l33tkill;38759454]What would I need to make a never ending staircase? Would it be possible if two or more players were to ascend one behind the other without breaking line of sight?[/QUOTE] In portal 2 it's just a matter of placing world portals... [url]https://developer.valvesoftware.com/wiki/Linked_portal_door[/url] In garrysmod I think it's impossible...
Model viewer keeps freezing for me for some reason. Any advice?
When I click Map > Map Properties, the map suddenly becomes hay-like wires. [t]http://i.imgur.com/HTxV9.png[/t] What happened? What's wrong?
[QUOTE=Sync.;38760940]When I click Map > Map Properties, the map suddenly becomes hay-like wires. [t]http://i.imgur.com/HTxV9.png[/t] What happened? What's wrong?[/QUOTE] Looks like you have a lot of entities with varying diameters. Maybe a lot of ambient_generics?
[QUOTE=Sync.;38760940]When I click Map > Map Properties, the map suddenly becomes hay-like wires. [t]http://i.imgur.com/HTxV9.png[/t] What happened? What's wrong?[/QUOTE] jesus thats alotta ranged entities
[QUOTE=Cheshire_cat;38761085]Looks like you have a lot of entities with varying diameters. Maybe a lot of ambient_generics?[/QUOTE] I downloaded the decompiled maps from TF2Maps.net I just wanna try to change the skybox of that map as a test, but suddenly these weird things appears which I don't know what happened exactly. I know nothing about mapping yet, I'm still new to mapping.
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