Selecting map properties will cause Hammer to select the entire map. I'm pretty sure that's normal. If you want to get rid of the circle-y stuff, try unchecking the entity box in the VisGroups panel (usually on the right side of the interface).
How do I make a shader-based skybox texture?
It allows for the skybox to be edited in game with Garry's Mod with a recent update ([url]http://garrysmod.com/post/37344597221/garrys-mod-update-153[/url])
You can change the color of the sky as well as the stars and such.
[EDIT] Found out. Import the garrysmod.fdg found in garrysmod/garrysmod, and use the env_skypaint entity
I'm working on a map and a little while ago something wierd occurred that i cant figure out how to fix.
I was creating a traitor tester for TTT and when i compile the map (full compile) all the lights are removed and everything is black. The light entities do exist still but they arent working properly. Any idea what happened and how to fix it?
[QUOTE=dumdadumdoo;38762332]How do I make a shader-based skybox texture?
It allows for the skybox to be edited in game with Garry's Mod with a recent update ([url]http://garrysmod.com/post/37344597221/garrys-mod-update-153[/url])
You can change the color of the sky as well as the stars and such.
[EDIT] Found out. Import the garrysmod.fdg found in garrysmod/garrysmod, and use the env_skypaint entity[/QUOTE]
To use env_skypaint from the mapping side, place it anywhere in your map, set the values how you would like, then in the map properties, change the skybox name to "painted".
[QUOTE=Fire639;38766003]To use env_skypaint from the mapping side, place it anywhere in your map, set the values how you would like, then in the map properties, change the skybox name to "painted".[/QUOTE]
Yeah, that's what I did. I'm having a problem though. If I try and load up my map with garrysmod.fdg loaded, it crashes. This doesn't happen with a decompiled version of flatgrass. If I make the env_skypaint entity in flatgrass then copy it, remove garrysmod.fdg, and paste it into my map, my map can't load any more. I've tried quite a few things, is there a way to get it to load without crashing it?
[QUOTE=Azzator;38761547]Selecting map properties will cause Hammer to select the entire map. I'm pretty sure that's normal. If you want to get rid of the circle-y stuff, try unchecking the entity box in the VisGroups panel (usually on the right side of the interface).[/QUOTE]
Or you can just turn off helpers... (that circle thing at the top)
Hi. Here's another beginner question: If I press the "fit" button in the texture menu, is there also a way to undo it? (other than CTRL+Z)
[QUOTE=itkuitkzhji;38769274]Hi. Here's another beginner question: If I press the "fit" button in the texture menu, is there also a way to undo it? (other than CTRL+Z)[/QUOTE]
reset your scale values to the default of .25?
Ahhh, thanks. I tried this with "1" before and wondered why it didn't work.. ^^
[QUOTE=itkuitkzhji;38769438]Ahhh, thanks. I tried this with "1" before and wondered why it didn't work.. ^^[/QUOTE]
"1" is goldsrc's default scale. (it uses a lower res so it has to scale up the textures)
[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]
[url]https://developer.valvesoftware.com/wiki/Player_speedmod[/url]
suppress hud flag maybe
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[QUOTE=Stiffy360;38752554]About how many static props can I spam before running into issues? (I need like thousands) hehe![/QUOTE]
I have counted 983 in one of my maps and it runs fine.
I think 1000 or more is no problem.
(I'm heading there myself.)
vrad shows you in the compile stats at the end how much percent you have left for each type of object and for prop_static it says [variable].
I'm pretty sure there is no actual limit for the number of prop_statics since they become part of the worldspawn entity upon compile. There might be a limit for the vertex lighting info and stuff like that though, who knows
Believe the 'non dynamic' (lights, statics etc) limit is the same as the dynamic entity limit but not absolutely sure.
If thats the case, it would be just over 2000, exact number is a page or few ago I posted earlier
EDIT: Here [url]http://www.facepunch.com/showthread.php?t=1160464&p=38712962&viewfull=1#post38712962[/url]
2048
I'm encountering an annoying bug on Hammer.
The cursors that usually indicate you're altering an object such as an entity or a brush do not change to their respective state such as a circle with an arrow to indicate rotating the object or an intersection cursor indicating moving a brush. It just stays the normal arrow cursor for all actions.
This happening to anyone else?
[QUOTE=Xieneus;38780615]I'm encountering an annoying bug on Hammer.
The cursors that usually indicate you're altering an object such as an entity or a brush do not change to their respective state such as a circle with an arrow to indicate rotating the object or an intersection cursor indicating moving a brush. It just stays the normal arrow cursor for all actions.
This happening to anyone else?[/QUOTE]
I've had that happen. Usually I just ignore it or restart hammer. no big deal.
[QUOTE=Stiffy360;38780762]I've had that happen. Usually I just ignore it or restart hammer. no big deal.[/QUOTE]
I've restarted it quite a few times. Verified the cache too.
No dice
Hello everyone... I happen to have a strange issue with my map. I've compiled and played it many times, it always works quite well. Strangely enough though after I added lots of giant displacements the map does not update.
So when I compile it, the game just takes me to the old version before I added all these displacements.
Why is my map not updating when I compile it?
[QUOTE=timmah1112;38780945]Hello everyone... I happen to have a strange issue with my map. I've compiled and played it many times, it always works quite well. Strangely enough though after I added lots of giant displacements the map does not update.
So when I compile it, the game just takes me to the old version before I added all these displacements.
Why is my map not updating when I compile it?[/QUOTE]
Post your compile log. You might have either reached the displacement limit (2048) or you have made a displacement too big.
Would I pick a point_spotlight or a light_spot for a light I can toggle, like off if something breaks?
I'm trying to implement this into L4D2.
Does anyone know how i add the screaming to all the TF2 classes like when they fall down a pit like in lakeside_event?
I'm having trouble with custom soundscapes.
In game with soundscape_debug 1 on, it shows that the env_soundscape is active with the proper name of the soundscape I made, but it doesn't actually work.
In addition, I can't use playsoundscape to get my soundscape to play. It doesn't show up on the list.
I've added a new txt file named soundscape_mymapname and added it to the soundscape manifest. Then I noticed that gmod seemed to be resetting the soundscape manifest, so I tried adding my soundscape to soundscape_garrysmod.txt. Still didn't show up in game. Then I created an addon and stuck soundscape_manifest.txt (with the only entry soundscape_mymapname.txt) and soundscape_mymapname.txt in the addon/scipts folder.
The addon works fine, but I still can't use my soundscape!
I know that it's not that the soundscape wouldn't work if it was loaded because its an exact copy of construct.outside with it's name changed.
[B]Solved:[/B] Make sure that your custom textures don't accidentally have the "$transulcent" 1 inside of the .vmt. Doesn't seem like they seal maps. :v:
Ok, something weird just happened with one of my maps that I'm working on. It seems that a good amount of my brushes decided to invert themselves. So that they don't hold all the entities in the map from the map, but everything inside [I]the brush[/I] from the void. Is there any easy way to reset the normals of the brush?
So basically instead of the normals being like the one of the left (the outside out), they are like the ones on the right (outside pointing inward).
[t]http://sadpanda.us/images/1286066-CD3T2CU.jpg[/t]
Going to recreate this, having problems finding textures though
What material would the white part of the structure be, where it says Gateway Bank? I really dont know.
If anyone has any similar textures I would be grateful. So far I havnt found anything suitable, not even for the brick part.
[img]http://mitchumproductions.files.wordpress.com/2012/05/gatway-front1.png?w=1200&h=[/img]
[QUOTE=Puni;38792470]Going to recreate this, having problems finding textures though
What material would the white part of the structure be, where it says Gateway Bank? I really dont know.
If anyone has any similar textures I would be grateful. So far I havnt found anything suitable, not even for the brick part.[/QUOTE]
I'd say that the white part might be stucco.
If you're not really into custom textures, City 17's texture art might have what you're looking for.
[QUOTE=Shirky;38781417]Post your compile log. You might have either reached the displacement limit (2048) or you have made a displacement too big.[/QUOTE]
Bad surface extents point: 2146.289063 3343.985840 130.000000
Bad surface extents point: -199.074219 3431.000000 130.000000
Bad surface extents point: -289.996094 4604.760742 130.000000
Bad surface extents point: 2055.360352 4517.770508 130.000000
Bad surface extents - surface is too big to have a lightmap
material NATURE/BLENDTOXICTOXIC002A around point (928.1 3974.4 130.0)
(dimension: 1, 130>126)
looks like this is the problem. Should I just reduce the size of the displacement?
[QUOTE=Cheshire_cat;38793503]I'd say that the white part might be stucco.
If you're not really into custom textures, City 17's texture art might have what you're looking for.[/QUOTE]
Ive open to using custom textures, most of my mapping is done with custom textures, I am just having trouble finding suitable ones. I will take a look at City 17, thanks.
Is it normal that the Hammer becomes unresponsive while compiling a map?
And how long does it take to compile a big map?
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