Can someone help?
In my map when I go near the center and look down it brightens up and when I move to the back of the map its just normal, I have a light_env @ -90, is there a way to reduce the brightness ?
I think it lights up when you look down where ever iirc
[IMG]http://i50.tinypic.com/kuw6o.jpg[/IMG]
Is HDR on? Also, having the sun's pitch be -90 is pretty unrealistic.
Yea, fixed it now I think, forgot you could use valves website for references on angles etc.
I have another question though, how does player clip work to stop the camera bouncing on steps?
[QUOTE=xianlee;39506533]Yea, fixed it now I think, forgot you could use valves website for references on angles etc.
I have another question though, how does player clip work to stop the camera bouncing on steps?[/QUOTE]
[IMG]https://dl.dropbox.com/u/26382658/Source/ss (2013-02-07 at 12.39.03).jpg[/IMG]
? If you mean in practice, you just smoothly transition instead of falling from height each time you hit a step.
[QUOTE=Zanarias;39507062][IMG]https://dl.dropbox.com/u/26382658/Source/ss (2013-02-07 at 12.39.03).jpg[/IMG]
? If you mean in practice, you just smoothly transition instead of falling from height each time you hit a step.[/QUOTE]
Thats it, cheers! couldn't find anything on google.
Anyone know why I can't get bots to spawn up to 63 on my map? I have spawns with 30 squares inbetween and the most I can get is 10 bots on each team so 20 overall :(. They are slightly raised off the floor too
When you load up the map, it should report any invalid spawn points in the console (in CSS at least).
How would I go about creating low cloud?
I want the cloud to be just 200units or so above the player.
Both for aesthetic reasons and vertical optimization. I want to keep most horizontal sight
lol it only bugs when i use my own version of css under the source 2009 because when i use the mp version i can't compile, i'll map under the source mp for now[QUOTE=Mozartkugeln;39505542]I think it has something to do with Hammer/SDK itself as you're not the only one who's getting that problem. Have you tried the usual (refreshing game configs, verifying tool cache, reinstalling…)?[/QUOTE]
Why can't you compile under Source MP? Post a compile log and we'll try to help you out.
hammers a right dog, random stutters and when i was compling my map earlier had to keep closing it and reopening cause the windows were stuck on the same image, might just be a windows 8 problem though
When I move things, just something as simple as shifting a section of wall 64 units, the texture seems to not move with it, as if its moving under a blanket rather than the texture being attached on there.
I've only had this problem since I installed it on my new computer, considering taking all my stuff off and reinstalling. Any other ideas?
Tick Texture Lock up on the top of Hammer - it's a button labeled "tl".
This is fucking my map up I have turned off snap to grid but I can't get these brushes to align
[IMG]http://i.imgur.com/ACyDOfZ.png[/IMG]
Is it a limitation of Hammer or am I being stupid?
And yeah that is the smallest grid possible.
Remake the brush on the left so its vertices are on grid.
If you're feeling adventurous, CTRL+C those brushes and CTRL+SHIFT+V (1 copy, no offset, no rotation, "Start at center of original" ticked) them into a new, empty VMF so they're in that exact spot. Highlight the faces around the vertices with a different texture, save the VMF and open it with a text editor. Look for the faces with the special texture and try finding the plane which has coordinates that aren't a whole number. Take the decimal part of that number, go back into your map and use CTRL+M to transform the brush you want down by the decimal part.
[QUOTE=Mozartkugeln;39527477]Remake the brush on the left so its vertices are on grid.
If you're feeling adventurous, CTRL+C those brushes and CTRL+SHIFT+V (1 copy, no offset, no rotation, "Start at center of original" ticked) them into a new, empty VMF so they're in that exact spot. Highlight the faces around the vertices with a different texture, save the VMF and open it with a text editor. Look for the faces with the special texture and try finding the plane which has coordinates that aren't a whole number. Take the decimal part of that number, go back into your map and use CTRL+M to transform the brush you want down by the decimal part.[/QUOTE]
Thank you yet again Mozart, you are so helpful!
Uhm, why is RAD being run twice? Are you using expert compile? If so, what compile commands are you running and in what order?
[QUOTE=Dokaman;39527611]Thank you yet again Mozart, you are so helpful![/QUOTE]
You're welcome!
[QUOTE=Mozartkugeln;39527928]Uhm, why is RAD being run twice[/QUOTE]
HDR
its so weird why does it give errors with 4 powerd displacement and then it cant convert or something and then physics [variable] 30502789/4194304 (727.2%) VERY FULL! this will not happen when i make an new css under 2009 but that one is bugged to work under now -.- but compiling might still work.
[QUOTE=Mozartkugeln;39527928]Uhm, why is RAD being run twice? Are you using expert compile? If so, what compile commands are you running and in what order?
You're welcome![/QUOTE]
Hey so I have this custom prop I want to duplicate and rotate incrementally, the problem I am having is that hammer puts in transform (red cross) in between the mesh and the bone, I need to rotate it from the bone (yellow cross, bottom right), or origin of the scene using the "Paste special" function.
Any ideas how to change the position of the transform on an entity?
[IMG]http://puu.sh/1ZR1P/c67a91d5cb[/IMG]
Thanks
[QUOTE=BANG!;39528548]Hey so I have this custom prop I want to duplicate and rotate incrementally, the problem I am having is that hammer puts in transform (red cross) in between the mesh and the bone, I need to rotate it from the bone (yellow cross, bottom right), or origin of the scene using the "Paste special" function.
Any ideas how to change the position of the transform on an entity?
[IMG]http://puu.sh/1ZR1P/c67a91d5cb[/IMG]
Thanks[/QUOTE]
Use "helper brushes" as shown here: [url]http://www.youtube.com/watch?v=uAAIpkTU5e8&t=3m40s[/url]
I figured somebody might want this tutorial on [url=http://www.galactic-cafe.com/2013/02/introducing-the-stanley-parable-helpful-development-showcase/]how to make proper doors in Source.[/url] It's worth a read, very helpful.
god i love them
[QUOTE=Mozartkugeln;39528697]Use "helper brushes" as shown here: [URL]http://www.youtube.com/watch?v=uAAIpkTU5e8&t=3m40s[/URL][/QUOTE]
Edit: Solved, not exactly as you do it, it didn't seem to work with props, but I couldn't have come up with this solution without your tutorial, thanks!
I made a brush which had the same size of my prop bounding box, duplicated it and placed it symetrically to the prop and group those, then the center was in between my prop and the brush (so the origin of the scene) and I am able to duplicate and rotate it as needed.
Like so before grouping (yellow the prop covered with a brush, blue the same brush but symetric/opposed):
[IMG]http://puu.sh/1ZU5E/87e37eeaa9[/IMG]
[IMG]http://puu.sh/1ZU7C/7e35ea5568[/IMG]
Duplicated and remove the rest:
[t]http://puu.sh/1ZU9h/a2485ba868[/t]
Does anyone know any good tutorials on how to make an animated texture? I'm trying to recreate the WWE Raw stage, but I need the titantron and minitron to loop the logo.
Here's what I have so far.
[t]http://i1090.photobucket.com/albums/i372/Dreyzienumbergoeshere/raw_zpsfd005d1a.png?t=1360451846[/t]
[URL="http://www.youtube.com/watch?v=N9_UBrlDpX0"]video for reference[/URL]
The minitron texture is a placeholder until I find a better texture :(
[URL=http://www.youtube.com/watch?v=oNBcVQ9WB0M]This one[/URL] is as good as any.
[QUOTE=Mozartkugeln;39532530][URL=http://www.youtube.com/watch?v=oNBcVQ9WB0M]This one[/URL] is as good as any.[/QUOTE]Thanks.
Also, Isn't there a way to actually embed a Youtube video onto a brush? I know that one movie theater map for Gmod does it.
Only through [URL=http://www.facepunch.com/showthread.php?t=1237719]Lua[/URL].
[QUOTE=A big fat ass;39528988]I figured somebody might want this tutorial on [url=http://www.galactic-cafe.com/2013/02/introducing-the-stanley-parable-helpful-development-showcase/]how to make proper doors in Source.[/url] It's worth a read, very helpful.[/QUOTE]
Dat doorframe.
More silly questions, is it possible to have player shadows casting on static or dynamic prop?
Or at least fake it with an invisible brush that can cast player shadows?
Thanks
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