• Mapping Question Megathread v3
    4,500 replies, posted
[QUOTE=wauterboi;34985519]I FOUND OUT. I HAVE TOO MUCH ENT DATA.[/QUOTE] There is no entdata limit, what you see at the end of a compile log is just an outdated guideline. I got told Valve confirmed that it's completely normal to have more than one or two hundred percent of ent data. [QUOTE='[yournamehere];34776898']ambient_generics are too quiet when I try to make them play songs out of a radio prop.[/QUOTE] Increase the radius.
[QUOTE=IronPhoenix;34845488]Is this in the l4d2 sdk/portal 2 sdk?[/QUOTE]Sorry for the extremely late response, but my internet was down for a little while. Yep, I've noticed it in the TF2 and L4D2 sdk. [QUOTE=wauterboi;34847533]Happens to me all day any day whenever I work on maps in Hammer. They aren't actually misaligned unless you can see them literally jumping a world unit towards or from each other.[/QUOTE]I was assuming it wasn't actually misaligned. I just wanted to make sure. Thanks!
Hello, I have had this problem with hammer editor for a while now. I been trying my best to ignore it, but it's really annoying. What I am having problems with is after I add a prop using prop_static or any prop entity tool. The VGUI prop browser crashes. I reset my game configurations, but nothing. I also tried refreshing SDK content. Nothing. Can anybody help me? It's really frustrating having to restart hammer every time I want to add a prop.
How can I make the point_spotlight sprite go through a prop instead of hovering just below it? Like this: [Img]http://puu.sh/jDJL[/Img]
You need to use World Space Glow if you want it to be visible only from below and Additive if it doesn't matter. [url]https://developer.valvesoftware.com/wiki/Render_Modes[/url]
[QUOTE=wauterboi;35016551]You need to use World Space Glow if you want it to be visible only from below and Additive if it doesn't matter. [url]https://developer.valvesoftware.com/wiki/Render_Modes[/url][/QUOTE] -snip- Decompiled an official map to see how they did it. Turns out they made the render effects normal and the prop's collision disabled.
[QUOTE=vexx21322;35016675]-snip- Decompiled an official map to see how they did it. Turns out they made the render effects normal and the prop's collision disabled.[/QUOTE] I think there's a setting for sprites called collision geometry. It basically ignores geometry collision with to the until so many units away from its origin.
[QUOTE=Grenade Man;34987085]So I'm making a bridge. Brush nightmare aside, why does this happen when i compile? [img]http://img706.imageshack.us/img706/2727/hammercz.png[/img] Everything is on grid and connected in hammer. Also its all of course a func_detail.[/QUOTE] It's probably that anti-aliasing bug with Source Engine. It's always there, but it only becomes really noticeable when the lightmap scale is low.
I don't know what it is about this lighting, but something just strikes me wrong. [t]http://puu.sh/jG5j[/t]
[QUOTE=vexx21322;35020680]I don't know what it is about this lighting, but something just strikes me wrong. [t]http://puu.sh/jG5j[/t][/QUOTE] The hallway is really bland
[QUOTE=cwook;35021457]The hallway is really bland[/QUOTE] Of course it is, it's a hallway.
Are there any good sun overlays? I'm bored of the default one.
[QUOTE=vexx21322;35020680]I don't know what it is about this lighting, but something just strikes me wrong. [t]http://puu.sh/jG5j[/t][/QUOTE] Your wall isnt 128 units tall D:
[QUOTE=AlexVestin;35022234]Your wall isnt 128 units tall D:[/QUOTE] The funny thing; it is. [Img]http://puu.sh/jHhd[/Img]
[QUOTE=vexx21322;35020680]I don't know what it is about this lighting, but something just strikes me wrong. [t]http://puu.sh/jG5j[/t][/QUOTE] Too much light on the walls? It kinda bothers me.
[url]http://facepunch.com/threads/1160437?p=35016441&viewfull=1#post35016441[/url] ^ That color correction isn't copying over to Garry's Mod. When I pakrat it, should I be manually taking the .raw with it?
how do I add npcs to my custom gmod hammer config? I made a copy of my episode two folder and added css models and textures to it so I could use css content with episode two but there's no npcs.
[QUOTE=-chu-;35030513]how do I add npcs to my custom gmod hammer config? I made a copy of my episode two folder and added css models and textures to it so I could use css content with episode two but there's no npcs.[/QUOTE] I think you need to include the fgd.
thank you. that fixed it.
[QUOTE=vexx21322;35021915]Of course it is, it's a hallway.[/QUOTE] Stupid argument. Just because it's a hallway doesn't give you an excuse to skimp out. [thumb]http://cloud.steampowered.com/ugc/468611876262823550/28C2FB4BB4DBFC48B6413FAB9EFEA9886B6CEDDD/[/thumb] I can't be assed to do more than this and it's obviously not perfect. But everything can always be more detailed.
[QUOTE=Zanarias;35031620]Stupid argument. Just because it's a hallway doesn't give you an excuse to skimp out. [thumb]http://cloud.steampowered.com/ugc/468611876262823550/28C2FB4BB4DBFC48B6413FAB9EFEA9886B6CEDDD/[/thumb] I can't be assed to do more than this and it's obviously not perfect. But everything can always be more detailed.[/QUOTE] It's a standard apartment hallway. The only big detail will be doors going down. I could probably include an intersection and some paintings.
[QUOTE=vexx21322;35031708]It's a standard apartment hallway. The only big detail will be doors going down. I could probably include an intersection and some paintings.[/QUOTE] Well, whatever. I don't see why you'd want to make a rectangular prism when you can make a ton of awesome detailed stuff in source, hallway or not.
[QUOTE=Zanarias;35032419]Well, whatever. I don't see why you'd want to make a rectangular prism when you can make a ton of awesome detailed stuff in source, hallway or not.[/QUOTE] Like I said, it's a standard apartment hallway. Anyways, Should I just lose the point_spotlights and just go with a glow sprite?
Noobish question. Why does this happen? (white lines in the distance) [img]http://dl.dropbox.com/u/56417943/autosave_0030005.jpg[/img] [editline]7th March 2012[/editline] Oh, i guess it was answered in that bridge issue up there. [editline]7th March 2012[/editline] [QUOTE=shadowndacorner;35000663]Stupid question, but how would you go about making a brush that npcs can pass through, but players can't using a texture other than playerclip? [editline]4th March 2012[/editline] nvm figured it out[/QUOTE] Please do tell me too
[QUOTE=Str4fe;35035871]Noobish question. Why does this happen? (white lines in the distance) [img]http://dl.dropbox.com/u/56417943/autosave_0030005.jpg[/img] [editline]7th March 2012[/editline] Oh, i guess it was answered in that bridge issue up there. [editline]7th March 2012[/editline] Please do tell me too[/QUOTE] I believe you would make the brush not solid, then put some blocklight and playerclip brushes there.
I've been trying to make phx-compatible train tracks recently, and for the curves I'm using arches. I seem to have got the track gauge alright but whenever the wheels pass over the curve they always derail, even at very low speeds. Am I making the curves incorrectly? the curve is quite tight so could this be what's causing the problem? I would appreciate it if someone can post some sort of measurement as to how wide apart the rails should be, as this seems to be the only other alternative to the problem and I would prefer not to make the curve I have larger.
I'm having trouble making believable indoor lighting. [Img]http://puu.sh/jQys[/Img] How exactly would I light a room with one of these?
I'm having trouble getting some custom models to display properly in my map. I'm using some lab equipment and table models from Goldeneye Source and this is how the lab tables and sink look in-game: [img_thumb]http://img855.imageshack.us/img855/8976/tttnuclearpower0110.jpg[/img_thumb] [img_thumb]http://img191.imageshack.us/img191/825/tttnuclearpower0111.jpg[/img_thumb] Here are how the models look in hammer and the hammer model viewer, and how they are supposed to look: [img_thumb]http://img692.imageshack.us/img692/7008/modelerror.png[/img_thumb] How can I get this fixed? I want to use these models because they work very will with my map. Edit: In the standalone model viewer in the source sdk, they look screwed up like in the first two photos... Can't figure out why
[QUOTE=vexx21322;35040380]I'm having trouble making believable indoor lighting. [Img]http://puu.sh/jQys[/Img] How exactly would I light a room with one of these?[/QUOTE] Would probably be to put it on the bottom, though I'm not sure about the lighting above it. [QUOTE=Matt2468rv;35040435]I'm having trouble getting some custom models to display properly in my map. I'm using some lab equipment and table models from Goldeneye Source and this is how the lab tables and sink look in-game: [img_thumb]http://img855.imageshack.us/img855/8976/tttnuclearpower0110.jpg[/img_thumb] [img_thumb]http://img191.imageshack.us/img191/825/tttnuclearpower0111.jpg[/img_thumb] Here are how the models look in hammer and the hammer model viewer, and how they are supposed to look: [img_thumb]http://img692.imageshack.us/img692/7008/modelerror.png[/img_thumb] How can I get this fixed? I want to use these models because they work very will with my map. Edit: In the standalone model viewer in the source sdk, they look screwed up like in the first two photos... Can't figure out why[/QUOTE] post the .vmt for them/it
[QUOTE=Firegod522;35045186]post the .vmt for them/it[/QUOTE] [QUOTE] "VertexLitGeneric" { $basetexture "models/props/facility_backzone/lab_template02a" "$phong" "1" "$phongexponent" "17" "$phongboost" "3" "$lightwarptexture" "models\lightwarps\sharp01" "$phongfresnelranges" "[.3 .75 1]" "$basemapalphaphongmask" "1" } [/QUOTE] I got it fixed! Looks like it needed a lightwarp texture and I never copied that over. Interesting, I've never dealt with anything that uses a lightwarp texture before... Thanks for the help Firegod!!!
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