• Mapping Question Megathread v3
    4,500 replies, posted
[QUOTE=Sync.;38826633]Is it normal that the Hammer becomes unresponsive while compiling a map? And how long does it take to compile a big map?[/QUOTE] Yes, hammer becomes unresponsive during a compile. You can use VBCT [url]http://forums.tf2maps.net/showthread.php?t=4814[/url] Which compiles in real time if you so wish. Compiling length depends on the map, and how well you have optimized it.
[QUOTE=Stiffy360;38826762]Yes, hammer becomes unresponsive during a compile. You can use VBCT [url]http://forums.tf2maps.net/showthread.php?t=4814[/url] Which compiles in real time if you so wish. Compiling length depends on the map, and how well you have optimized it.[/QUOTE] Just curious to know, what's the longest compiling time so far? Isn't it 30 minutes? Or more?
[QUOTE=Sync.;38827541]Just curious to know, what's the longest compiling time so far? Isn't it 30 minutes? Or more?[/QUOTE] Normal or fast about 5-10minutes Final with HDR/LDR about 20-30min You can decrease the compile time with optimizing. [URL="http://www.optimization.interlopers.net/"]http://www.optimization.interlopers.net/[/URL]
How do I get my cliffs to look more authentic? At the moment, they're just very blocky/ huge blocks
[QUOTE=Fillmore;38828194]How do I get my cliffs to look more authentic? At the moment, they're just very blocky/ huge blocks[/QUOTE] Play around with displacements more.
Also, try Nem's Terrain generator, it's really nice to create larger scale environments, and it looks wonderful once you played around with it a bit.
[QUOTE=Fillmore;38828194]How do I get my cliffs to look more authentic? At the moment, they're just very blocky/ huge blocks[/QUOTE] first, I'd make the shape as close as possible with brushes, then I'd subdivide. After that I would manipulate large bits at a time to remove blockyness. After that I'd create some small valleys to mimic erosion. Then the final touch would be adding noise to make it seem more rough. Remember, it doesn't matter how much you manipulate a displacement as long as it doesn't look bad, you can even make stair shapes with displacements if you want.
is there any way to make light come out a brush, instead of just 1 small spot where i put my light entity
[QUOTE=vladnag;38830551]is there any way to make light come out a brush, instead of just 1 small spot where i put my light entity[/QUOTE] Texture lights. Open steam/steamapps/yoursteamname/yourmodname/yourmoddirectory/lights.rad with any text editor. add in custom/yourtexture 100 0 0 0 (assumes it's in materials, brightness RGB)
[QUOTE=Stiffy360;38830620]Texture lights. Open steam/steamapps/yoursteamname/yourmodname/yourmoddirectory/lights.rad with any text editor. add in custom/yourtexture 100 0 0 0 (assumes it's in materials, brightness RGB)[/QUOTE] i've never really done anything like that, will it work if i'm just making a map?
How exactly I exclude ALL CSS/HL2 whatever else textures from hammer? I make my own textures and having another 1000 in Texture Browser ain't help. (Except Tool Textures)
[QUOTE=vladnag;38830737]i've never really done anything like that, will it work if i'm just making a map?[/QUOTE] Yes, the client doesn't need lights.rad, it's used ONLY in compiling. You can make ANY texture give off light with it, by specifying it.
[QUOTE=snp;38831538]How exactly I exclude ALL CSS/HL2 whatever else textures from hammer? I make my own textures and having another 1000 in Texture Browser ain't help. (Except Tool Textures)[/QUOTE] do you have a problem with filters?
Anyone have any tips for mapping for CS:GO? Is it essentially the same as CS:S or are there additional parameters and entities etc that I need to be aware of?
So... I still have my problem, every time I create/move something, all the view ports glitch... [quote][img]http://puu.sh/1B1is[/img][/quote] This is what happen when I create something, note that this is supposed to be the default hammer views.. (Source 9009 sdk)
Is anyone else getting "mountfilesystem(317)failed:" error when launching hammer for ep2? at the bottom of the window with that message it says cache needs repair. Verifying game cache works, but only temporarily. It seems that I have to do this every time I reboot my computer. This also started happening just after the controller and big-picture update for all the half-life games. Anyone know of a permanent fix?
Can anyone give me an overview of visdata and how I can make the percentage I'm using lower? I'm on 99.9% used.
[QUOTE=TCB;38834912]do you have a problem with filters?[/QUOTE] Edit Later: So far works ok.
I'm trying to make a HL2DM map, but I only have the HL2 entities for some reason. edit: fixed that, but I've run into another problem. Is there any way to disable weapon respawning? I want to make a weapon dispenser, but I want the weapons to only drop once.
[QUOTE=snp;38831538]How exactly I exclude ALL CSS/HL2 whatever else textures from hammer? I make my own textures and having another 1000 in Texture Browser ain't help. (Except Tool Textures)[/QUOTE] Late, but make your custom textures use keywords Add this to the vmt. "%keywords" "custom" replace custom with whatever.
I'm playing around with inputs/outputs and I am trying to pull this off: I have a vending machine i'd like to turn into an ammo dispenser. I'd ideally like to be able to simply walk up to the vending machine, press 'e' and all of my currently equipped weapons' ammo will be replenished. No team distinction, no ammo distinction -- just straight ammo replenishment. Any idea as to how I can do this, or if it's even possible? (I'm mapping for CS:S.)
[QUOTE=fanerddu;38844979]I'm playing around with inputs/outputs and I am trying to pull this off: I have a vending machine i'd like to turn into an ammo dispenser. I'd ideally like to be able to simply walk up to the vending machine, press 'e' and all of my currently equipped weapons' ammo will be replenished. No team distinction, no ammo distinction -- just straight ammo replenishment. Any idea as to how I can do this, or if it's even possible? (I'm mapping for CS:S.)[/QUOTE] You could try using point_servercommand and use the command "givecurrentammo" [editline]16th December 2012[/editline] [QUOTE=timmah1112;38795189]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] You can split the displacement up into 4 sections. That should fix the problem.
[QUOTE=Shirky;38846344]You could try using point_servercommand and use the command "givecurrentammo" [/QUOTE] where do i actually specify that command in hammer?
[QUOTE=fanerddu;38846495]where do i actually specify that command in hammer?[/QUOTE] Anywhere. The command is being issued widely so there's no problem. I recommend near the machine so if anything goes wrong, you know where to find it.
[QUOTE=Swog;38846825]Anywhere. The command is being issued widely so there's no problem. I recommend near the machine so if anything goes wrong, you know where to find it.[/QUOTE] i'm new to this input/output stuff and i'm trying to figure out which part i should be editing in this. should i be editing the vending machine itself (currently a prop_dynamic) and changing it's I/O? or the point_servercommand? and do i have to name my point_servercommand to simply "givecurrentammo" or is that not how it works? like i said, i'm completely new to this bit of mapping.
Is anyone else having problems with Vrad just silently crashing during compile? [code]Valve Software - vrad.exe SSE (Sep 15 2011) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\nope\sourcesdk_content\my maps\miningship\reddwarf.bsp Setting up ray-trace acceleration structure... Done (7.65 seconds) 52033 faces 1 degenerate faces 47339563 square feet [6816897024.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 52032 patches before subdivision zero area child patch zero area child patch[/code] It keeps dying before it does anything and I can't find the cause of it. The 'zero area child patch' from what I know is mostly benign, but I've never had it just kill vrad like that.
[QUOTE=fanerddu;38846966]i'm new to this input/output stuff and i'm trying to figure out which part i should be editing in this. should i be editing the vending machine itself (currently a prop_dynamic) and changing it's I/O? or the point_servercommand? and do i have to name my point_servercommand to simply "givecurrentammo" or is that not how it works? like i said, i'm completely new to this bit of mapping.[/QUOTE] Just place the point_servercommand and give it a name. Now in the place you want to trigger it, just go to IO tab and add into these: OnTrigger point_command (the name) Command <command>
Your map looks big, that might be an issue
[QUOTE=pinecleandog;38848296]Your map looks big, that might be an issue[/QUOTE] I've compiled maps that filled the entire grid top to bottom (mostly empty space though) and never had that issue. only light entities I have are a light_environment and a single light (it's a test compile). I figured out what was causing the 'zero area child patch' but Vrad still dies before doing any lighting. It's like it's just ignoring any light entities I have and compiling without lighting. [code] Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\nope\sourcesdk_content\my maps\miningship\reddwarf.bsp Setting up ray-trace acceleration structure... Done (7.26 seconds) 49022 faces 15 degenerate faces 24494448 square feet [3527200512.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 49007 patches before subdivision[/code]
What type of map is it? is there big buildings made of brushes?
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