[QUOTE=NateDude;39147162]Yup, didn't fix it.[/QUOTE]
You did try opening/starting a map file right? From the pic it looks like any old hammer just without a map opened or started.
[QUOTE=HighdefGE;39147305]For anyone who is good with soundscape scripts, what's wrong with the below?
The problem is the "playrandom" part works but the two "playloopings" don't work. Yes, the .wav files are looped and have que points, and yes, I've tested them separately. It just won't work when I try to combine the two, even with two "playsoundscapes".[/QUOTE]
Playlooping doesn't support random values. [url]https://developer.valvesoftware.com/wiki/Soundscape#playlooping[/url]
Try this:
[code]
"station.example"
{
"playlooping"
{
"volume" "0.3"
"pitch" "80,110"
"soundlevel" "SNDLVL_85dB"
"position" "0"
"wave" "metro/market_bkg_2.wav"
}
"playlooping"
{
"volume" "0.5"
"pitch" "95,110"
"soundlevel" "SNDLVL_85dB"
"position" "0"
"wave" "metro/market_bkg_2.wav"
}
"playrandom"
{
"time" "1,4"
"volume" "0.3,0.6"
"pitch" "80,120"
"position" "random"
"soundlevel" "SNDLVL_110dB"
"rndwave"
{
"wave" "metro/sta_work_6.wav"
"wave" "metro/sta_work_13.wav"
"wave" "metro/sta_cough_6.wav"
"wave" "metro/sta_air_1.wav"
"wave" "metro/sta_dog_2.wav"
}
}
}
[/code]
Thanks man, it works perfectly. [del]But what does the "position" keyvalue mean?[/del] (read about it by now)
I also ran across another problem. Let's just say I have two soundscape scripts, station and tunnels, and both have "playlooping" and "playrandom".
I spawn within the 'station' soundscape and it plays perfectly. Then, I walk into the 'tunnels' soundscape, and it plays perfectly too. But the problem is, the "playrandom" part from the 'station' soundscape carries over to the 'tunnels'. So I'm basically hearing scary tunnel noises along with dogs barking and chainsaws.
But the wierd thing is, if I go back to the 'station' soundscape from 'tunnels', the "playrandom" part from the 'tunnels' don't carry over.
My env_soundscapes don't intercept or anything. Also, here's the code:
[code]
// Metro 2033 Soundscapes for Source
"station"
{
"dsp" "1"
"playlooping"
{
"volume" ".3"
"pitch" "80,110"
"soundlevel" "SNDLVL_85dB"
"wave" "metro/market_bkg_2.wav"
}
"playlooping"
{
"volume" ".5"
"pitch" "95,110"
"soundlevel" "SNDLVL_85dB"
"wave" "metro/market_bkg_2.wav"
}
"playrandom"
{
"time" "8,10"
"volume" ".3,.6"
"pitch" "80,120"
"position" "random"
"soundlevel" "SNDLVL_110dB"
"rndwave"
{
"wave" "metro/sta_work_6.wav"
"wave" "metro/sta_work_13.wav"
"wave" "metro/sta_cough_6.wav"
"wave" "metro/sta_air_1.wav"
"wave" "metro/sta_dog_2.wav"
}
}
}
"tunnels"
{
"dsp" "1"
"playlooping"
{
"volume" ".5"
"pitch" "100"
"soundlevel" "SNDLVL_100dB"
"wave" "metro/tunnels_bkg_1.wav"
}
"playlooping"
{
"volume" ".3"
"pitch" "90,110"
"soundlevel" "SNDLVL_20dB"
"wave" "metro/tun_bkg_wind_1.wav"
}
"playrandom"
{
"time" "5,11"
"volume" ".1,.3"
"pitch" "80,120"
"position" "random"
"soundlevel" "SNDLVL_85dB"
"rndwave"
{
"wave" "metro/tun_hit_2.wav"
"wave" "metro/tun_noise_2.wav"
"wave" "metro/tun_noise_8.wav"
"wave" "metro/tun_hit_5.wav"
}
}
}
[/code]
[b]Edit:[/b]
I fixed the problem. I don't know how to explain in detail, but when I converted the sounds, I put start and end cues on all files, including the random sounds. I just took the cues away from the random sounds and I guess it worked.
[QUOTE=.FLAP.JACK.DAN.;39147443]You did try opening/starting a map file right? From the pic it looks like any old hammer just without a map opened or started.[/QUOTE]
You might want to reread the posts. I cannot launch the Hammer editor [B]unless it is Portal 2 Authoring Tools,[/B] and I'm trying to load the Hammer that allows production of Team Fortress 2 maps.
[QUOTE=NateDude;39149632]You might want to reread the posts. I cannot launch the Hammer editor [B]unless it is Portal 2 Authoring Tools,[/B] and I'm trying to load the Hammer that allows production of Team Fortress 2 maps.[/QUOTE]
Did you try turning your computer off and on?
I'm trying to do some fog but no matter what I do it turns out like this:
[t]http://cloud-2.steampowered.com/ugc/560963580626502900/408EBAA84759AB6FC2729044B8D28A6E5CF27800/[/t]
These are my fog settings:
[img]http://i184.photobucket.com/albums/x127/Orkal3/fogkeyvalues_zps85cdb0de.jpg[/img]
I also changed the 'Use Angles for Fog Dir' to Yes and the result wasn't that much different.
Any ideas?
I almost always leave the env_fog_controller at default settings and just changed the color. I don't see what the problem is unless you're referring to the utter pitch blackness that looks like a tunnel. That's probably a result of the fogblend keyvalue being turned on. I always left that off cause it glitched my maps out.
Use lua to adjust the fog in-game so you don't have to keep recompiling if you're not already.
Black isn't the best color for fog ether, if you want it really dark, use a grey and the secondary color even darker grey with fog blend turned on.
Make sure you have the correct skybox too (a dark one) to complete the effect.
I have been porting CS:S maps over to CS:GO for the last couple of days, its been going swell until recently where I've ran into a sort of hiccup perhaps?
Basically, for whatever reason cs:go has crashed with a steam popup saying "App is currently running" or something every time I load this map
I've gone to interlopers to see what the issue might be but it says
zero area child patch
and
warning: node without a volume
but they're labelled as "ignore them"
ideas?
[QUOTE=WitheredGryphon;39151585]I almost always leave the env_fog_controller at default settings and just changed the color. I don't see what the problem is unless you're referring to the utter pitch blackness that looks like a tunnel. That's probably a result of the fogblend keyvalue being turned on. I always left that off cause it glitched my maps out.[/QUOTE]
Did you look at the screenshot? The fog at the end isn't pitch black, it's a skybox. Which is strange because I don't have any in my map.
[editline]9th January 2013[/editline]
[QUOTE=Drak_Thing;39153941]Use lua to adjust the fog in-game so you don't have to keep recompiling if you're not already.
Black isn't the best color for fog ether, if you want it really dark, use a grey and the secondary color even darker grey with fog blend turned on.
Make sure you have the correct skybox too (a dark one) to complete the effect.[/QUOTE]
I put black because I thought it would blend in with the tunnel darkness. I also don't want people to see across the map. And like I said in the above, I don't have a skybox in my map.
But I'll try turning the fog blend off.
[b]Edit:[/b]
The result is always the same. The thing is my map is full grid, almost reached several limits, and is vastly detailed. I optimized it the best as possible. I noticed when I used a fog in a test map with a very very high ceiling, it worked perfectly. It's just in my map that causes it to clip like that.
How would I make hammer compile and run the map in gmod?
Also how would I make a mirror?
Also is this tutorial still legit: [url]http://duckytopia.wordpress.com/tutorials/setting-up-the-source-sdk-for-garrys-mod/[/url]
i tried it but no the grid is really messed up.
[QUOTE=HighdefGE;39154064]Did you look at the screenshot? The fog at the end isn't pitch black, it's a skybox. Which is strange because I don't have any in my map.
[editline]9th January 2013[/editline]
I put black because I thought it would blend in with the tunnel darkness. I also don't want people to see across the map. And like I said in the above, I don't have a skybox in my map.
But I'll try turning the fog blend off.
[b]Edit:[/b]
The result is always the same. The thing is my map is full grid, almost reached several limits, and is vastly detailed. I optimized it the best as possible. I noticed when I used a fog in a test map with a very very high ceiling, it worked perfectly. It's just in my map that causes it to clip like that.[/QUOTE]
Have you tried setting FarZ back to -1?
[QUOTE=Drak_Thing;39156193]Have you tried setting FarZ back to -1?[/QUOTE]
The thing is I would prefer if the map did not render behind the fog because I don't want any performance loss.
I've sorta got it to work by now by making a small 3D skybox, setting the fog color of both env_skycamera and env_fog_controller to the same color and fade distances, and by making my own skybox .vmt's (without $nofog) with the same color of the fog. It seems to work flawless in that way, but at least this method proves to work.
Managed to fix it, thanks for the help anyways guys!
[t]http://puu.sh/1LQ0R[/t]
Does anybody know how I could properly light up a map? I.E. some large light source, like the suns in most maps, providing a warm light over the majority of the map?
Okay I have a couple of questions.
1. I have a train that goes from point a-b-c. C does not connect to A and they are in a straight line. Once the train gets to C it stops. How do I get it to go back to A without going back through the map and starting again?
2. I put a custom skybox on my map. I compiled it and transferred it to a friend who says the sky box isn't working. Is there a way to compile the skybox with the map or does he need to download the skybox itself?
[QUOTE=NateDude;39162443][t]http://puu.sh/1LQ0R[/t]
Does anybody know how I could properly light up a map? I.E. some large light source, like the suns in most maps, providing a warm light over the majority of the map?[/QUOTE]
use a light entity, place it in the middle of the room, change the linear,quadratic,and constant values to 0,0,1 respectively. Its all a ratio of each other, and so using a constant of 1 allows the light to have no fall off and light up an infinite space.
How bad is the carve tool? After watching one of 3ksphllip's mapping tutorials. He makes it look like its completely pointless and will end up ruining your map if you use it. Are their some good/bad to use it for? Or should I really completely avoid it?
Cause I'm wanting to use it for a futuristic looking helipad, as it would save me a lot of brushes if I could just cut a giant whole in the middle of it. Rather than building each side ect ect.
The carve tool is mostly bad, and in the odd-chance that it's okay it's better to use the vertex manipulation tool or displacements.
The problem with carve is that it creates a lot of useless brushes in a way that makes it harder to change later. It's completely useless for anything other then rectangles in rectangles, otherwise you're going to end up with an invalid mess of vertices. It's better just to make it manually, using the other tools instead. It gives you a lot more control as well.
[editline]10th January 2013[/editline]
Cutting a hole in the helipad wouldn't save you brushes, it would just fucktuple the amount all together.
[QUOTE=wauterboi;39164594]The carve tool is mostly bad, and in the odd-chance that it's okay it's better to use the vertex manipulation tool or displacements.[/QUOTE]
I've noticed that I can only click on a Vertex with the Vertex Tool in the 3D view, and no amount of clicking and dragging is actually MOVING the Vertex's in ANY view.
Why is that?
[IMG]http://i.imgur.com/epJPW.png[/IMG]
This is the vmf of my map I opened in PSPad in order to delete the quotations I added into env_message. After doing that I tried opening it again in source sdk but now it says unexpected end of file... How do I end a vmf file? (if that question makes any sense)
Is there a way to have the map automatically kick the bots in L4D2?
Hammer crashes whenever I try compiling on the highest settings.
It freezes when calculating "Portal Flow".
Help?
[QUOTE=NateDude;39176781]Hammer crashes whenever I try compiling on the highest settings.
It freezes when calculating "Portal Flow".
Help?[/QUOTE]
Portal flow takes longer as it gets closer to finishing, so its not uncommon for it to cause the compiler to freeze.
[QUOTE=Shirky;39179183]Portal flow takes longer as it gets closer to finishing, so its not uncommon for it to cause the compiler to freeze.[/QUOTE]
What I love are those moments when you think it's crashed, terminate it only to find out it was about 2 seconds from finishing. :suicide:
What's the basic setup for a CS:GO map? As in, the basic entities? I've never mapped for CS:S and it would seem it's so painfully obvious, there's very little documentation on it.
[quote][img]http://puu.sh/1MIv7[/img][/quote]
The one on the right is a func_brush, which is an exact copy of the one below that "cap" piece. The only difference is the invisible one is parented to the cap.
Running "find_ent jumprope" (they should both be "jumprope_arm") shows that the first one isn't even being compiled into the map at all.
Here's the properties if they help
[img]http://puu.sh/1MIDF[/img]
I don't suppose there's any way to have a metrocop use an npc_citizen sitting animation without giving him custom animations?
Looks like Counter Strike doesn't like entities parented to func_rotating. Works fine in Garry's Mod. It'll just be a lot more annoying to test.
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