• Mapping Question Megathread v3
    4,500 replies, posted
Apparently it crashes when it tries to do the fifth light bounce. Scale up all your lightmaps to some high value like 32 to test.
please help me someone. i got an error in my map line 25 ; Unterminated string or string too long
[QUOTE=EddieLTU;39400527]please help me someone. i got an error in my map line 25 ; Unterminated string or string too long[/QUOTE] [quote] I suffered to this error a couple of years ago and it´s nothing that have to do with the map name as long as you haven´t changed the name recently. ( never got that one though "File ***************************.vmf" ) But yes names is the bandit behind this error. It often have something to do with an entity with a name includeing any other symbols than abcdefghijklmnopqrstuvwxyz1234567890-_.* (some other characters might work aswell I´m not sure) Because characters like ()<>´/ as an example might "infect" the source behind the program witch lead us to an error reading the file. Another thing that can be the reasonto weird errors is complex brushwork w and overlaping brushes.(but probably not in youre case) Errors like " Line 20034 ended unexpected" can allso appear due to this. It´s quite easy to tap any other key by misstake if you try to work fast or is in a hurry and not notice it. I´m not 100% right if this is correct but this is the way i have understanded it. And what i´ve learned there is only two solutions. 1 Fix the problem by hand = open the vmf file in a text editor and edit the code ( look close to line 29 in youre case.) it´s a hard method and which often leads to other errors. 2 load an autosave file and try to not cry over youre loosed work :´( autosave files can be located in a folder somewhere on youre hard drive (differs from user to user so Use the search tool on youre computer "autosave" ) Sry I don´t have the time to clear up my post with more html, but I hope you can get something worth out of it. Cheers / Alex (send a Pm for further questions on the subject) [/quote] [url]http://steam.gamebanana.com/threads/169809?settheme=fpsb&qpost=5668552[/url]
I really need help with a bit of geometry. I'm trying to make this shape: [IMG]http://i.imgur.com/PIhZssH.jpg[/IMG] [IMG]http://i.imgur.com/nGTnwW2.jpg[/IMG] I've tried multiple methods, all of which have turned up similar shitty results, this last time I manually calculated the angles to make sure they weren't bending the brushes and that they were all proportionately sized. this is the result [IMG]http://i.imgur.com/1sK2bs3.jpg[/IMG] [IMG]http://i.imgur.com/lHxITfm.jpg[/IMG] are there any good tutorials on how to make something like this? My friend pointed me in the direction of this tutorial: [url]http://www.youtube.com/watch?feature=player_embedded&v=S39dKd8zKOE[/url] that involves rotating a shape however many degrees you want it, and then cutting it along the gridline. I dislike this method because the end result makes virtually all the vertices off the grid and I HATE THAT SO MUCH I WANT TO THROW UP.
[QUOTE=Firegod522;39401700]-snip-[/QUOTE] i think i remember my problem. i was trying to mount the TES4 grass sprites and maybe the problem is caused by .vbsp incorrect placement
[QUOTE=SammySung;39398030]This thread is useless, your questions are never answered.[/QUOTE] so 4000 posts are all just unanswered questions? [QUOTE=SammySung;39237916]All my prop_door_rotating's are dark. Any help?[/QUOTE] this is incredibly vague. if you want someone to take the time to answer your question and help you, take the time to at least give us information. a compile log, screenshots, anything that could help us understand your problem more. don't call this thread "useless" just because your question was overlooked because you didn't help us to help you, some of us spend a lot of time checking this thread and helping people. [editline]29th January 2013[/editline] [QUOTE=Triffgits;39398254]I agree, although I assume nobody knew the answers to my last question any more than I did. Why don't you repeat your question?[/QUOTE] if nobody answers you, either they miss your post (it helps to include screenshots and other information to grab attention) or they don't know the answer. remember, this thread can move fast at times.
[QUOTE=Framperton;39402606]I really need help with a bit of geometry. I'm trying to make this shape: [IMG]http://i.imgur.com/PIhZssH.jpg[/IMG][/QUOTE] PM me the VMF and I'll do it for you if you'd like.
[QUOTE=Mozartkugeln;39403321]PM me the VMF and I'll do it for you if you'd like.[/QUOTE] Thanks, but could you also tell me how to do it :( ? I don't want to constantly relying on other people to do something relatively easy when it comes to hammer.
[QUOTE=Framperton;39405169]Thanks, but could you also tell me how to do it :( ? I don't want to constantly relying on other people to do something relatively easy when it comes to hammer.[/QUOTE] [IMG]https://dl.dropbox.com/u/60585947/FP/2013-01-29____000390.png[/IMG] [t]https://dl.dropbox.com/u/60585947/FP/2013-01-29____000391.png[/t] Press ALT + E to scale verticies. Is this what youre looking for?
[QUOTE=DarthTealc;39399064]I posted about vrad crashing a few days ago and included this image: [url]http://i.imgur.com/jjpB23g.png[/url] After being told the carve tool is bad, I re-created the outside wall (around the water) manually and matching the boundary of the water exactly. -map photo- However vrad still crashes. I tried removing everything except the outside wall, a single player spawn, and light_environment, and it still crashed. I tried removing the individual wall panels (still with everything else removed). There are 32, at 17 it was still crashing, at 16 it stopped crashing. I tried removing one of them and re-adding the one that had been removed to get it down to 16 to see if it was a problem with that panel, but that worked fine. (cordon tool used in all those tests so there was no leaking) It seems I can have 16 of them but any more than 16 and vrad will crash. Then I tried re-adding the small circle platform in the middle of the map (which doesn't crash on its own) and it crashed. -log text- Anyone have any idea what is wrong with my map?[/QUOTE] I wish I could offer more than some generic advise that doesn't help you specifically with your problem, but check out the "Arch" configuration for the block tool. It's the kind of thing I'd use for that outer wall you have. [B]edit:[/B] in frequent use, it's easier to think of it as a "hollow cylinder" tool.
[QUOTE=CRASHFORT;39405284][IMG]https://dl.dropbox.com/u/60585947/FP/2013-01-29____000390.png[/IMG] [t]https://dl.dropbox.com/u/60585947/FP/2013-01-29____000391.png[/t] Press ALT + E to scale verticies. Is this what youre looking for?[/QUOTE] Almost. Similar concept, and your example is good if I'm trying to get the slanted surfaces to curve around the origin, but that isn't what I'm trying to achieve unfortunately. I'm trying to preserve that angle of the outward facing planes as I wrap them around a 90 degree arch. Let me draw up a better example. OK here it is: [IMG]http://i.imgur.com/bklXqFJ.jpg[/IMG] Essentially I want to have multiple shapes that follow the curve of a 90 degree arch. The blue area in the topdown picture indicates space that's outside of the map, while the orange faces in the 3/4 profile are facing towards the playable space. [editline]30th January 2013[/editline] [QUOTE=DarthTealc;39399064] Anyone have any idea what is wrong with my map?[/QUOTE] Going by your image, yes. In short your map is WAAAY WAAAY too big. My information may be a bit out of date, but as far as I recall, the source engine does not handle large outdoor environments well at all. Scale it down like 50-75% and it will run fine no problem. No valve map takes up the entire grid, and Garry's flatgrass map is at most like 1/8th of that. He simulates the larger size with a 3d skybox.
[QUOTE=Framperton;39406619]Almost. Similar concept, and your example is good if I'm trying to get the slanted surfaces to curve around the origin, but that isn't what I'm trying to achieve unfortunately. I'm trying to preserve that angle of the outward facing planes as I wrap them around a 90 degree arch. Let me draw up a better example. OK here it is: [IMG]http://i.imgur.com/bklXqFJ.jpg[/IMG] Essentially I want to have multiple shapes that follow the curve of a 90 degree arch. The blue area in the topdown picture indicates space that's outside of the map, while the orange faces in the 3/4 profile are facing towards the playable space. [editline]30th January 2013[/editline] Going by your image, yes. In short your map is WAAAY WAAAY too big. My information may be a bit out of date, but as far as I recall, the source engine does not handle large outdoor environments well at all. Scale it down like 50-75% and it will run fine no problem. No valve map takes up the entire grid, and Garry's flatgrass map is at most like 1/8th of that. He simulates the larger size with a 3d skybox.[/QUOTE] I don't really know if this is what you mean, based on your description I don't really know what you want, but uh... try [url=http://imgur.com/a/Xxrvf]this[/url] if it's gettin' warm?
Can anyone suggest how I should light this? (picture is linear 100%) The only source is to be from Gandalfs Staff which a player carries. I want to capture the epicness when players first enter the halls, the distant light slowly turning into blackness [URL=http://imageshack.us/photo/my-images/801/dwarrowdelf.jpg/][IMG]http://img801.imageshack.us/img801/1058/dwarrowdelf.jpg[/IMG][/URL] [video=youtube][url]http://www.youtube.com/watch?v=XYS5W4jnAt8[/url][/video]
set light to linear 1, quadratic 0, brightness 150, center it in the room, and colour something other than plain white maybe? That'd give you a better starting point than the default light settings, anyway...
Those pillars have a metallic glow to them which makes it look like they aren't made of stone.
[QUOTE=Puni;39407118]Can anyone suggest how I should light this? (picture is linear 100%) The only source is to be from Gandalfs Staff which a player carries. I want to capture the epicness when players first enter the halls, the distant light slowly turning into blackness[/QUOTE] *maybe next time I should read all of the post*
Uh, I don't think texture lighting is going to help if the only light source is going to be a moving light.
Why do my doors do this? [img]http://puu.sh/1UI7T[/img]
[QUOTE=SammySung;39408852]Why do my doors do this? [img]http://puu.sh/1UI7T[/img][/QUOTE] Try placing an info_lighting outside the doors and setting that as the door's lighting origin.
[QUOTE=Zanarias;39408961]Try placing an info_lighting outside the doors and setting that as the door's lighting origin.[/QUOTE] I can't see anywhere to set lighting origins for prop_door_rotating's.
Try manually adding the [I]lightingorigin[/I] key to the door, and then set its value to the targetname of an [I]info_target[/I] which you'll put outside the door (the VDC recommends not using [I]info_lighting[/I] for dynamic props).
What I've never understood is func_breakable_surf in the sense that it's only supposed to be one-sided. How am I supposed to get breakable windows to work? Am I really supposed to just duplicate it and flip it 180 degrees?
[QUOTE=Mozartkugeln;39409214]Try manually adding the [I]lightingorigin[/I] key to the door, and then set its value to the targetname of an [I]info_target[/I] which you'll put outside the door (the VDC recommends not using [I]info_lighting[/I] for dynamic props).[/QUOTE] No deal, not working.
[QUOTE=wauterboi;39409232]What I've never understood is func_breakable_surf in the sense that it's only supposed to be one-sided. How am I supposed to get breakable windows to work? Am I really supposed to just duplicate it and flip it 180 degrees?[/QUOTE] No need to! Just making all but one side nodraw will immediately make it have a double sided normal map (where the texture is displayed on both inside and outside of the face.)
I just found that out. I'm not sure why it wasn't working on both sides the last time I tried it - the entity was probably messing up some how.
[QUOTE=Triffgits;39407290]set light to linear 1, quadratic 0, brightness 150, center it in the room, and colour something other than plain white maybe? That'd give you a better starting point than the default light settings, anyway...[/QUOTE] But how can I light it up dynamically via the staff that people are carrying around? All the Pillars are props and light_dynamic doesnt seem to light them at all! Perhaps I low light the entire place and then use fog as a way to simulate the fading of the light dynamically as the player moves? But that would probs be ugly
[QUOTE=Triffgits;39407025]I don't really know if this is what you mean, based on your description I don't really know what you want, but uh... try [url=http://imgur.com/a/Xxrvf]this[/url] if it's gettin' warm?[/QUOTE] I think that may be it! Let me check it out!
That won't help you if you're doing a rounded corner piece that has no internal edge. I'll write up a guide on how to do it later.
Ok so, upon opening a .vmf, sfm's hammer finds an invalid solid and asks me if I wanna resave the map with it removed. I click yes and an error message appears: "File line 1, permission denied". I tried ticking off read only to the file, to the folder, to the directory, to the entire fucking hard drive but it won't work. I tried closing steam. No use. I tried starting hammer with full administrator rights. You guessed it. I tried to open it on a different build of hammer. It crashes with no error messages. Does someone know how to fix this?
Have you tried clicking "No"? :V
Sorry, you need to Log In to post a reply to this thread.