[QUOTE=ssser;38922400]Is there a clean way to stop light from going under/seeping through a prop_rotating_door?[/QUOTE]
You could try sealing the doorway with a brush textured with the 'tools/toolsblocklight' texture. More documentation on the process can be found here: [url]https://developer.valvesoftware.com/wiki/Advanced_Lighting#Shadow_creation[/url]
So, iv'e been making a map with a mod. So i would like to add a sound from ambient_generic and while i opened the RAW list of sounds it gives me this:
[img]http://i47.tinypic.com/1zmjqx5.jpg[/img]
The whole list is messed up! and i can't preview the sounds! How could this happen?
In the sound folder of the mod itself is just fine, i still have no idea why it's appearing as a long soundname? help!
I'm creating a map that's supposed to take place way above ground. What would be the best way to simulate slow-moving clouds that the player can fall into?
Is anyone having issue with VDC?
[IMG]http://puu.sh/1DHeN[/IMG]
Seems the certificate for HTTPS connection failed.
Change my mind - I'm going to take a stab at the particle editor. Is there a way to use multiple sprites?
For those with the certificate issue, the website is proven [B]safe[/B] and contains no viruses. Although connections can be tampered, take a precaution and close it when not used.
If I set the "Num. of npcs" in an npc_maker to -1, will it never be exhausted or does this only work with npc_template_makers?
[QUOTE=Legend286;38920842]Apply a hard smoothing group to all the sides of the strut brush except where you want it to be smoothed, for some reason Valve's tangent calculation completely fucks up when you have smoothing groups assigned as soft to one part of a brush without any assigned to the other parts.
Here's something I made before, no smoothing groups applied SHOULD mean that normals are all hard right? NOPE, T junctions completely break that.
[t]http://puu.sh/ACCS[/t]
and when you apply hard groups to everything, it works perfectly.
[t]http://puu.sh/ACE5[/t]
Send me the VMF and I'll show you exactly how broken the normals are.[/QUOTE]
[url]http://www.mediafire.com/?binvts60zv1ivtn[/url]
Here is the map. I have attempted to do what you have instructed without any luck. Maybe you will have better luck.
[QUOTE=samuel2213;38931222][url]http://www.mediafire.com/?binvts60zv1ivtn[/url]
Here is the map. I have attempted to do what you have instructed without any luck. Maybe you will have better luck.[/QUOTE]
Well the normals look okay on the struts but the walls which are arced have ugly normals which I'm gonna fix.
Okay well it's impossible to fix this, what the fuck... Smoothing groups have absolutely no effect on the curved walls, I think you're going to have to rethink your design.
[t]http://puu.sh/1E48o[/t]
But yeah pretty much whenever there's an error with lighting it's because of smoothing groups and VBSP butchering geometry normals.
[QUOTE=Legend286;38936727]Well the normals look okay on the struts but the walls which are arced have ugly normals which I'm gonna fix.
Okay well it's impossible to fix this, what the fuck... Smoothing groups have absolutely no effect on the curved walls, I think you're going to have to rethink your design.
[t]http://puu.sh/1E48o[/t]
But yeah pretty much whenever there's an error with lighting it's because of smoothing groups and VBSP butchering geometry normals.[/QUOTE]
Damn, well thanks for trying.
Quick question. In the Source SDK window I've selected "Source Engine 2009" and EP2, is that correct for Gmod?
I'm getting errors on some HL2 garbage props when I load the map in gmod, not sure why.
Thanks.
Edit: Also, when pressing a button and a door starts opening, how can I disable that button until the door stops? If I press it twice strange things happen.
If I were to install a skybox for use in Source SDK for HL2, I would put it in
C:\Program Files (x86)\Steam\steamapps\[username]\half-life 2\hl2\materials\skybox
correct? I'm a bit confused because I had to make a skybox folder for it.
[QUOTE=cardboardtheory;38944650]If I were to install a skybox for use in Source SDK for HL2, I would put it in
C:\Program Files (x86)\Steam\steamapps\[username]\half-life 2\hl2\materials\skybox
correct? I'm a bit confused because I had to make a skybox folder for it.[/QUOTE]
Yes that is the correct location.
All of Hl2's textures are stored in C:\Program Files (x86)\Steam\steamapps\source 2007 shared materials.gcf not C:\Program Files (x86)\Steam\steamapps\[username]\half-life 2\hl2\
(which is why you had to make a folder)
[QUOTE=oort;38943401]Quick question. In the Source SDK window I've selected "Source Engine 2009" and EP2, is that correct for Gmod?
I'm getting errors on some HL2 garbage props when I load the map in gmod.
Edit: Also, when pressing a button and a door starts opening, how can I disable that button until the door stops? If I press it twice strange things happen.[/QUOTE]
Yes, Ep2 should be correct. Did you enable ep1 in gmod, too? The ep2 config includes HL2 and ep1, maybe that's the problem.
I think you can make a trigger with
"OnActivate" -> "(Buttonname") -> "Disable" -> "[I]0.1[/I]" (delay), and
"OnActivate" -> "(Buttonname)" -> "Enable" -> "[I]2[/I]" (set this to the amount of time after which you want the button to be pressable again)
I don't know if this works, try it out, maybe the definitions are a bit different.
Just wondering if anyone has any idea of a solution to my decal problem? Sorry is I'm bumping it.
[QUOTE=Marbledemon;38946513]Yes, Ep2 should be correct. Did you enable ep1 in gmod, too? The ep2 config includes HL2 and ep1, maybe that's the problem.
I think you can make a trigger with
"OnActivate" -> "(Buttonname") -> "Disable" -> "[I]0.1[/I]" (delay), and
"OnActivate" -> "(Buttonname)" -> "Enable" -> "[I]2[/I]" (set this to the amount of time after which you want the button to be pressable again)
I don't know if this works, try it out, maybe the definitions are a bit different.[/QUOTE]
On the door I'd just put "Onopen" "Buttonname" "disable" "Onfullyopen" "Buttonname" "enable"
Don't run the map from hammer, tick the "don't run after compile" then open the game separately.
There is a habit of crashing if running straight from compile.
[QUOTE=Ereunity;38949837]On the door I'd just put "Onopen" "Buttonname" "disable" "Onfullyopen" "Buttonname" "enable"[/QUOTE]
[QUOTE=Marbledemon;38946513]Yes, Ep2 should be correct. Did you enable ep1 in gmod, too? The ep2 config includes HL2 and ep1, maybe that's the problem.
I think you can make a trigger with
"OnActivate" -> "(Buttonname") -> "Disable" -> "[I]0.1[/I]" (delay), and
"OnActivate" -> "(Buttonname)" -> "Enable" -> "[I]2[/I]" (set this to the amount of time after which you want the button to be pressable again)
I don't know if this works, try it out, maybe the definitions are a bit different.[/QUOTE]
Thanks I'll try that!
Another problem just occured. My overlays aren't showing up when the map is compiled, not even in hammer. Decals work but not Overlays.
Also some HL2 props are still errors. I tried disabling EP1/HL2 in GMod but it made no difference.
[QUOTE=Azzator;38952859]Maybe it's because you're compiling with VVIS on fast.[/QUOTE]
I have tried doing VVIS on normal but still crashes
[QUOTE=Ereunity;38954040]Don't run the map from hammer, tick the "don't run after compile" then open the game separately.
There is a habit of crashing if running straight from compile.[/QUOTE]
I tried that before and it didn't work.
Also just a note it does work in gmod for some reason. So maybe my game is corrupt.
[QUOTE=.FLAP.JACK.DAN.;38955977]I have tried doing VVIS on normal but still crashes
I tried that before and it didn't work.
Also just a note it does work in gmod for some reason. So maybe my game is corrupt.[/QUOTE]
Or you may have unsupported entities in your map that are causing the game to crash or you have compiled it with the wrong vbsp/vvis/vrad.
I thought episode two used the 2007 compilers? Your log says it used the 2009 one?
How do I add stuff to a door so it moves along with it? Like let's say, I add glass to a shop door. Now how do I group them together properly?
Name the door. In the glass entity type in the name of the door into the Parent name box.
Has anybody else experienced that you want to put a ambient_generic, and choose a soundname and suddenly there is a massive long soundname with different sounds all together as one soundname? And while checking your "sound folder" of the game and everything is just fine?
Here an example of it again:
[quote]/distant_explosion.wav/distant_explosion2.wav/distant_explosion3.wav/evillaugh.wav/evillaugh2.wav/fanloop01.wav/flagflap_01.wav/generator_01.wav/machines01.wav/machinetick01.wav/music01.wav/music02.wav/music03.wav/neonhum01.wav/neonhum02.wav/oilrigelevator.wav/pondwater_01.wav/pooterloop.wav/rain01.wav/raintinroof01.wav/rain_02.wav/servers01.wav/skylines.wav/startfight.wav/ventilator01.wav/waterleak01.wav/waterleak02.wav/windbirds01.wav/hopperland.mp3/hoppertakeoff.mp3/hot_work_i.mp3/hot_work_o.mp3/life_cuts_i.mp3/life_cuts_o.mp3/lift_mix.mp3/nt_female001.mp3/nt_female002b.mp3/nt_female006.mp3/nt_female008.mp3/nt_female009.mp3/saitama_corp_i.mp3/saitama_corp_o.mp3/shipping_area_i.mp3/shipping_area_o.mp3/thunder_dj.mp3/thunder_dj2.mp3/train_pass.mp3/warning_crane_i.mp3/warning_crane_o.mp3/warning_lvl3_i.mp3/warning_lvl3_o.mp3/wood_creak_01.mp3/wood_creak_02.mp3common/talk.wav[/quote]
This isn't normal and i have no idea why it's doing this?
I tried searching on google etc, and i've found nothing about this problem.
[QUOTE=Ereunity;38954040]Don't run the map from hammer, tick the "don't run after compile" then open the game separately.
There is a habit of crashing if running straight from compile.[/QUOTE]
I like to open the game separately and leave it open so I can just run, "map <mapname>" when I compile. That way I don't have to wait for the game to startup.
[QUOTE=wauterboi;38966253]I like to open the game separately and leave it open so I can just run, "map <mapname>" when I compile. That way I don't have to wait for the game to startup.[/QUOTE]
Remember that the game won't properly recache maps if you do it that way.
[QUOTE=Ereunity;38967624]Remember that the game won't properly recache maps if you do it that way.[/QUOTE]
Yes it does. Put developer 3 into console an you will see When you start typing map
[QUOTE=Firegod522;38968413]Yes it does. Put developer 3 into console an you will see When you start typing map[/QUOTE]
I've had trouble with materials, models, scripts, navigation meshes (Which have to be manually deleted and reupdated), sounds and cubemaps not updating properly when compiling leaving the game running.
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