[QUOTE=R@Rdeathmatch;39488165]I know is not a very good question, but I really need this.
If you looked on the 105 page you will see that I post some picture with a fire station. I am basically done with the fire station but I can't post it because I don't like the textures and some models.
The point is, if any of you could send me some links with some texture and models I could use for my fire station would be great and I will appreciate that forever, because I'm stuck at this problem for more then 4 hours. I'm still changing the texture and some models.[/QUOTE]
[url]http://www.gimp.org/[/url]
[url]http://cgtextures.com/[/url]
[url]http://www.interlopers.net/tutorials/Texture_Creation[/url]
If someone wants to give him something else that's aok, but otherwise please direct your attention to this door:
[QUOTE][URL=http://imageshack.us/photo/my-images/221/tttdroids0000.jpg/][IMG]http://img221.imageshack.us/img221/118/tttdroids0000.jpg[/IMG][/URL][/QUOTE]
I made it with propper, and it refuses to be a prop_door_rotating and work on the hinge I want it to. Are there any tools in propper that can be used to fix this? Or do I need to go with parenting it to nodraw doors?
I'm having some trouble with fog in the skybox in combination with a 3D skybox (for a map compiled for CS:S). In my env_fog_controller the fog seems to now turn the sky the fog colour, somehow drawing over the 2D skybox in the fog colour whereas to my knowledge it never did before, not in other engine builds. This would be fine but in this case I have my own decorations for the sky itself in the 3D skybox which look like ass with a solid colour as their background instead of the 2D sky.
As a workaround for the env_fog_controller I found setting the fog density to a low value ~0.1-0.2 doesn't have as much of an affect, but the problem now is that the sky_camera doesn't have a density setting so it completely covers the sky, and for once I actually want it to work like it used to where the 2D sky was unaffected by fog. Any ideas how I could change this?
[QUOTE=Neo Kabuto;39488189]You'd have to be a lot more specific in what kind of textures and models you want.[/QUOTE]
For example : Texture - Walls,Roof,Floor,Metal.
Models - Door,Fence,Furniture.Vent,Antenna,Lamp (Other that can help for a map)
I found a website were I can get some models for free but can be used just in 3DS Max, and I don't know how to convert it in .mdl
[QUOTE=R@Rdeathmatch;39488728]I found a website where I can get some models for free but can be used just in 3DS Max, and I don't know how to convert it in .mdl[/QUOTE]
Look up the Wall Worm Model Tools. It makes it pretty simple to convert it.
[QUOTE=Neo Kabuto;39488936]Look up the Wall Worm Model Tools. It makes it pretty simple to convert it.[/QUOTE]
I will try it tomorrow, and I think it will work perfectly.
[QUOTE=billi999;39488280]I'm having some trouble with fog in the skybox in combination with a 3D skybox (for a map compiled for CS:S). In my env_fog_controller the fog seems to now turn the sky the fog colour, somehow drawing over the 2D skybox in the fog colour whereas to my knowledge it never did before, not in other engine builds. This would be fine but in this case I have my own decorations for the sky itself in the 3D skybox which look like ass with a solid colour as their background instead of the 2D sky.
As a workaround for the env_fog_controller I found setting the fog density to a low value ~0.1-0.2 doesn't have as much of an affect, but the problem now is that the sky_camera doesn't have a density setting so it completely covers the sky, and for once I actually want it to work like it used to where the 2D sky was unaffected by fog. Any ideas how I could change this?[/QUOTE]
[url]https://developer.valvesoftware.com/wiki/Fog_tutorial[/url]
My hammer grid is all stuffed up and models won't load in the 3D view. Also can't zoom out very far in any 2D view.
[url]http://puu.sh/1YeC5[/url]
Any help?
[QUOTE=SammySung;39491589]My hammer grid is all stuffed up and models won't load in the 3D view. Also can't zoom out very far in any 2D view.
[url]http://puu.sh/1YeC5[/url]
Any help?[/QUOTE]
First port of call is to reset your game configurations.
[QUOTE=Ereunity;39491988]First port of call is to reset your game configurations.[/QUOTE]
Just gave that a go then, no change. Was working fine yesterday.
e; Seems to work fine with any other config (Using CS:S). Going to try verifying it's game cache, might fix it up.
e; No change, any other suggestions?
I have a problem with my props.
I added some props and I can go through them.
[img]http://cloud.steampowered.com/ugc/559840214445289829/AE61E2BD23C390060BF21813043F62E69A6C0F94/[/img]
The props are prop_static, I tried prop_dynamic and I had the same problem.
Any suggestion ?
Another problem.
This morning I wanted to open Hammer and I get this error.
[img]https://dl.dropbox.com/u/16648713/HELP.jpg[/img]
[QUOTE=DarthTealc;39492375]Make sure CSS isn't running an update. If it isn't, try doing "Verify integrity of game cache" on CSS.[/QUOTE]
Thanks, it worked.
Q:
Any solution for the prop problem ??
[QUOTE=R@Rdeathmatch;39492459]Thanks, it worked.
Q:
Any solution for the prop problem ??[/QUOTE]
Go to the props properties and change the "Collisions" to bounding box
I doubt that'll help. It's probably a cache problem with CSS (which is what I think that prop is from) — we had the same problem on the Sassilization servers a few months ago.
[QUOTE=SammySung;39491589]My hammer grid is all stuffed up and models won't load in the 3D view. Also can't zoom out very far in any 2D view.
[url]http://puu.sh/1YeC5[/url]
Any help?[/QUOTE]
[T]http://i.imgur.com/xHfwpSj.jpg[/T]
Miscellaneous tip: drag the manifest box below the VisGroups view to get more space, or close it altogether.
[QUOTE=SammySung;39492653]Go to the props properties and change the "Collisions" to bounding box[/QUOTE]
This worked.
Another 2 questions.
1.How can I make so the props can't be picked up with the Physgun.
2.I've added so window frames but everytime I start the map the frames are on the floor, so how can I block the frames so they don't fall on the floor ??
1. Tick the "Prevent pickup" flag and, optionally, the "Motion Disabled" flag if you don't want it to move at all.
2. Use a prop_static.
Judging by your questions, it seems to me that you used prop_physics for everything, even props that should be a part of the world. I apologize if I'm wrong, but if it's true, you should revise which [URL=https://developer.valvesoftware.com/wiki/Prop_Types_Overview]types of props[/URL] there are.
[QUOTE=Mozartkugeln;39493049]1. Tick the "Prevent pickup" flag and, optionally, the "Motion Disabled" flag if you don't want it to move at all.
2. Use a prop_static.
Judging by your questions, it seems to me that you used prop_physics for everything, even props that should be a part of the world. I apologize if I'm wrong, but if it's true, you should revise which [URL=https://developer.valvesoftware.com/wiki/Prop_Types_Overview]types of props[/URL] there are.[/QUOTE]
Yeah you are right by mistake I almost all my props were prop_dynamic. I checked the window frames info and there it says that It can be static and physics. If I make it static it disappear ,if I am making it prop_physics (Flags : Prevent Pick Up, Motion Disable ) it doesn't fall down but I still can pick it up.
[QUOTE=Mozartkugeln;39491115][url]https://developer.valvesoftware.com/wiki/Fog_tutorial[/url][/QUOTE]
Thanks but that doesn't help much, I read that article earlier looking for something that could be causing my problem. Maybe I should have explained the problem better:
The "problem", which that article references in the first sentence, is the effect that I actually want, while somehow the effect I'm actually getting is more like ths:
[img]https://developer.valvesoftware.com/w/images/thumb/7/7a/3-D_Sky_Fog_Example.jpg/300px-3-D_Sky_Fog_Example.jpg[/img]
Even though I'm [i]not[/i] using a custom skybox. This is fine for the map itself where setting the env_fog_controller density low makes it not affect the skybox as much, but for the sky_camera there is no density keyvalue so it's making the 2D sky the solid colour.
[QUOTE=TheGreekOwl;39487292] 30000px and it could be 1 px.
[/QUOTE]
Why are you measuring Hammer grid in px? (which i assume are pixels)
[QUOTE=TheGreekOwl;39487292]withwhatever texture you want. [/QUOTE]
Translucent materials materials don't seal the map
[QUOTE=billi999;39493220]Thanks but that doesn't help much, I read that article earlier looking for something that could be causing my problem. Maybe I should have explained the problem better:
The "problem", which that article references in the first sentence, is the effect that I actually want, while somehow the effect I'm actually getting is more like ths:
[img]https://developer.valvesoftware.com/w/images/thumb/7/7a/3-D_Sky_Fog_Example.jpg/300px-3-D_Sky_Fog_Example.jpg[/img]
Even though I'm [i]not[/i] using a custom skybox. This is fine for the map itself where setting the env_fog_controller density low makes it not affect the skybox as much, but for the sky_camera there is no density keyvalue so it's making the 2D sky the solid colour.[/QUOTE]
Apologies for not reading your question properly; I was in a bit of a hurry this morning when I answered it.
Does it still occur when you use a different skybox texture?
[QUOTE=TheGreekOwl;39487292]It doesn't matter how thick a wall is, it could be 30000px and it could be 1 px. If it seals a map and there are no leaks, you can make it as thick you want, withwhatever texture you want.
Remember, Nodraw only doesn't render the sides of a brush. You can have brushes made out of nodraw to seal them map in areas that are inaccessible to the player.[/QUOTE]
Heh pretty awesome, didn't know that, thanks.
Last map I made was for CSS 6 years ago, luckily it was a small aim map and I didn't use the nodraw texture at all haha, this new map I've made every brush as no draw then painted the surface thats visible :).
By the way..
Say if you have a ramp brush then a wall brush at the back of it, but 1/2 of the wall isn't visible but textured, is it better to trim off the excess and delete it?
[QUOTE='[yournamehere];39488223']
If someone wants to give him something else that's aok, but otherwise please direct your attention to this door:
I made it with propper, and it refuses to be a prop_door_rotating and work on the hinge I want it to. Are there any tools in propper that can be used to fix this? Or do I need to go with parenting it to nodraw doors?[/QUOTE]
Well probably the simplest way to fix it would be to make a func_door_rotating, give it an invisible texture and parent your door model to it. Personally I have never seen somebody make a custom door that worked, they just retexture the default doors usually.
Actually, don't use it as a model at all. You made it with Propper, so why not just use it as a func_door_rotating on its own?
How could I make a curved arch to go between these two arches?
[IMG]http://i47.tinypic.com/zn3m9d.png[/IMG]
dare fiddle with the torus tool? :v:
[QUOTE=Mozartkugeln;39493512]Apologies for not reading your question properly; I was in a bit of a hurry this morning when I answered it.
Does it still occur when you use a different skybox texture?[/QUOTE]
Ah, indeed I don't get the same problem with a different skybox texture and I found one suitable for my map - thank you. I should have thought of that before posting!
[QUOTE=Triffgits;39494802]dare fiddle with the torus tool? :v:[/QUOTE]
aaaa, i had never used torus before and i couldnt figure out anything. what should my torus settings be for a corner piece like this to be extractable from a torus (wall width 8, other parameters on image)?
A torus won't work for what you need (it could, but it'd take you approx. two hours to adjust the vertices).
[T]https://dl.dropbox.com/u/17850283/dome.png[/T]
[url]https://dl.dropbox.com/u/17850283/dome.vmf[/url]
Can't be bothered to explain. I'll make a tutorial on it soon anyway.
Have fun texturing.
[editline]6th February 2013[/editline]
Oh yeah, I recommend using [URL=http://www.gyroshot.com/vertalert.htm]VertAlert[/URL] with it: Hammer's decimal loss and a few of my own mistakes might have set some of the vertices askew.
[IMG]http://i50.tinypic.com/23rk9wn.png[/IMG]
i just opened hammer and for some reason all my props are gone
it almost looks like they are rescaled 150x bigger
someone knows an fix ???
Make sure to check them in the visgroups
[QUOTE=GoldPlatinum;39495884]Make sure to check them in the visgroups[/QUOTE]
Did they disappear from the 3D view as well? You can restore them in the 2D views by clicking [URL=http://i.imgur.com/xHfwpSj.jpg]this button[/URL].
Sorry, you need to Log In to post a reply to this thread.