[QUOTE=Ereunity;39087927]Open it in a text editor, go to line 73008.[/QUOTE]
Do you know of a text editor that could be used? I have it in notepad, but when I click on "go to" and put 73008 it says that the number exceeds the max amount of lines....
[QUOTE=timmah1112;39100448]Do you know of a text editor that could be used? I have it in notepad, but when I click on "go to" and put 73008 it says that the number exceeds the max amount of lines....[/QUOTE]
Try PSPad, it's free and also doesn't break syntax so you can also use it for .lua editing and stuff.
Alternatively you can try loading up an autosave.
If you really want to fix your .vmf you're going to have to hunt for the " quotation marks though, even if you have to trawl through it line by line.
I'm having a problem with compiling my map. It's been happening for a little while but I just ignored it up until now. Pretty much what happens is when I try to compile my map the compile window thing opens and then closes pretty much instantaneously, not giving me a chance to read anything on it or anything.
I don't think this problem is related to the map, because to test I quickly just made a small map with 2 spawns and what not, and even that had the same problem, so it's probably hammer or some setting I've got on or something.
Any help would be appreciated.
Delete hammer in regedit. Reinstall, reset game configs.
[url]http://www.superkipje.com/images/56652162317045654237.png[/url]
Ive got a little problem I want to fix. See how the end of the actual map disappears as you go to the other end of it, but the skybox remains perfectly normal ? How would I go about disabling that so that you can view the entire map. I dont see why the corner of it would start to disappear as you go further away from it, the skybox is 3 times the size of the map but that doesnt disappear on any of the sides .. ?
I'm having a problem with my cubemaps. When I build my cubemaps the windows for buildings are shiny as shit and have the color of the light environment.
[QUOTE=.FLAP.JACK.DAN.;39107829]I'm having a problem with my cubemaps. When I build my cubemaps the windows for buildings are shiny as shit and have the color of the light environment.[/QUOTE]
Did you place an env_cubemap entity in front of the windows and specify their brushfaces in the entity?
How do I get my "painted geometry" smooth? It always gets all polygony and triangular..
[QUOTE=Lonke;39109265]How do I get my "painted geometry" smooth? It always gets all polygony and triangular..[/QUOTE]
By using smooth groups [url]https://developer.valvesoftware.com/wiki/Hammer_Smoothing_Groups_Dialog[/url]
Okay, I can't find a definite answer for this, one site says to do it, another says not to.
Do I make a new game configuration in source sdk for gmod to map for gmod? or do I use another game instead?
How do you make water look infinite in the skybox?
[QUOTE=Lonke;39110947]How do you make water look infinite in the skybox?[/QUOTE]
Make it go out really far in the 3d skybox then fade it into fog on the horizon?
Any idea how can I get gsky to work with my map ?
Nevermind, found this: [url]http://facepunch.com/showthread.php?t=1228891[/url]
[QUOTE=hogofwar;39109648]Okay, I can't find a definite answer for this, one site says to do it, another says not to.
Do I make a new game configuration in source sdk for gmod to map for gmod? or do I use another game instead?[/QUOTE]
Episode 2 configuration should work fine, just be aware of all the ep2 specific assets you might use if you want people with just sdk content to have no missing content and such.
Call me stupid, but I was thinking about the AO in CS:GO and how it's done in vrad.exe, and I was wondering if that specific CS:GO copy of vrad could be used to compile maps for other mods? I don't mean to have dynamic lighting in a Garry's Mod map - I just think the AO would be nice.
[QUOTE=wauterboi;39115348]Call me stupid, but I was thinking about the AO in CS:GO and how it's done in vrad.exe, and I was wondering if that specific CS:GO copy of vrad could be used to compile maps for other mods? I don't mean to have dynamic lighting in a Garry's Mod map - I just think the AO would be nice.[/QUOTE]
It reads a different .bsp version I'm pretty sure (I know for a fact .vbsp generates a different .bsp version) so swapping between one lower level .bsp version then compiling on one expecting a higher level .bsp wouldn't work I don't believe.
how do i avoid glitched lighting on props when using named lights
[url]http://i.imgur.com/9zYm6.jpg[/url]
not naming them isnt an option
right now iam reducing the amount of named lights to see if it helps
Does anybody know if it is possible to tell source to just render everything in the map, ignoring this "overflowed cclientrenderableslist group 7" bullshit?
I've hit the ceiling with detailsprites and particles and when I get this errormessage, source decides to render only a small quadratic section of the particles and detailsprites in the map.
My computer can handle it but source don't allow
How do I make it so if a player isn't on the train when it gets moving (which has a trigger on it to make it move) the game will restart?
[QUOTE=Hellsten;39118053]Does anybody know if it is possible to tell source to just render everything in the map, ignoring this "overflowed cclientrenderableslist group 7" bullshit?
I've hit the ceiling with detailsprites and particles and when I get this errormessage, source decides to render only a small quadratic section of the particles and detailsprites in the map.
My computer can handle it but source don't allow[/QUOTE]
I think by default the game only renders a certain radius. Maybe try cl_detaildist #?
Also, is anyone having troubles with momentary_rot_button in GMod? In the map I'm working on right now, I have spinnable valves parented to them to open doors. In Ep2 they work like a charm but they just break completely in GMod. For example, you turn the wheel forever and it does nothing, and if you let go and press E on it again, it doesn't function.
And yes, nothing is wrong with how I made them because once again, they work perfectly in Ep2.
So, I have made an elevator (func_tracktrain) which is supposed to go at the max speed of 400, but I have this problem that whatever I do it goes at that speed even though it is supposed to go at the speed of 60 (Initial speed of the func_tracktrain is 60).
It still doesn't work, and the path_track is too set to have the speed of 60, but doesn't work as well.
Do anyone have any ideas how to NOT make it go at max speed when it is supposed go at the speed of 60 when it goes to the first path_track?
[QUOTE=WitheredGryphon;39115617]It reads a different .bsp version I'm pretty sure (I know for a fact .vbsp generates a different .bsp version) so swapping between one lower level .bsp version then compiling on one expecting a higher level .bsp wouldn't work I don't believe.[/QUOTE]
Welp, let's confirm this tonight as I've just got myself a copy of L4D2 and CS:GO.
[QUOTE=Auwldude;39119850]So, I have made an elevator (func_tracktrain) which is supposed to go at the max speed of 400, but I have this problem that whatever I do it goes at that speed even though it is supposed to go at the speed of 60 (Initial speed of the func_tracktrain is 60).
It still doesn't work, and the path_track is too set to have the speed of 60, but doesn't work as well.
Do anyone have any ideas how to NOT make it go at max speed when it is supposed go at the speed of 60 when it goes to the first path_track?[/QUOTE]
I think there's a flag for it to start at max speed. Make sure nothing like that is checked. Also try changing the max speed around and see if it varies when you change the max speed because that means it's skipping the acceleration (make sure you have an acceleration).
[QUOTE=.FLAP.JACK.DAN.;39118459]How do I make it so if a player isn't on the train when it gets moving (which has a trigger on it to make it move) the game will restart?[/QUOTE]
Use a server console command entity that does: " map xx " where xx is your map name (no quotations).
[QUOTE=Rocketsurgery;39116320]how do i avoid glitched lighting on props when using named lights
[url]http://i.imgur.com/9zYm6.jpg[/url]
not naming them isnt an option
right now iam reducing the amount of named lights to see if it helps[/QUOTE]
By glitched lighting if you mean the light above the props instead of it all going below the props, what you have to do is instead of using a regular " light " entity use a " light_spot " entity. Here's a really good tutorial on how to: [url="http://www.interlopers.net/tutorials/17779"]Interlopers[/url]
[QUOTE=WitheredGryphon;39120084]Use a server console command entity that does: " map xx " where xx is your map name (no quotations).
[/QUOTE]
I don't need the command to restart it also it isn't that it's point_clientcommand then have an input (input: command With a perimeter of: restart). I was looking for how do I make a trigger or something that will cause the game to restart if the player gets off the train when its in motion.
[QUOTE=.FLAP.JACK.DAN.;39120317]I don't need the command to restart it also it isn't that it's point_clientcommand then have an input (input: command With a perimeter of: restart). I was looking for how do I make a trigger or something that will cause the game to restart if the player gets off the train when its in motion.[/QUOTE]
Put a trigger_once along the edges of the track that fires a point_clientcommand with the filter set to !player.
Should I put it along the track as a wall or slightly raised from the floor?
[QUOTE=.FLAP.JACK.DAN.;39120549]Should I put it along the track as a wall or slightly raised from the floor?[/QUOTE]
Put it on the floor below the height of the train, a player might just hang off the edge of the train (I don't know how it's designed but you don't want a player to trip it accidentally)
Can be made of multiple brushes all tied to the same entity.
Thanks a bunch I decided to just go with the line the side of the train and leave a gap to avoid accidental triggering.
[QUOTE=wauterboi;39115348]Call me stupid, but I was thinking about the AO in CS:GO and how it's done in vrad.exe, and I was wondering if that specific CS:GO copy of vrad could be used to compile maps for other mods? I don't mean to have dynamic lighting in a Garry's Mod map - I just think the AO would be nice.[/QUOTE]
Okay, so the answer is no. It refused to compile as one person posted it would. Sucks. :(
[IMG]http://i.imgur.com/kVLDJ.jpg[/IMG]
When using "env_skypaint" and the map having "painted" as the skyname, this happens to all non static props.
It takes the color from the skypaint, is this suppose to happen? It doesn't with a default sky...
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