• Mapping Question Megathread v3
    4,500 replies, posted
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!
[QUOTE][CODE] ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\soldierrob\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\soldierrob\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\soldierrob\sourcesdk_content\cstrike\mapsrc\rp_headattackcity2.vmf" Valve Software - vbsp.exe (Oct 31 2012) 8 threads materialPath: c:\program files (x86)\steam\steamapps\soldierrob\counter-strike source\cstrike\materials Loading C:\Program Files (x86)\Steam\steamapps\soldierrob\sourcesdk_content\cstrike\mapsrc\rp_headattackcity2.vmf Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\soldierrob\counter-strike source\cstrike\gameinfo.txt Patching WVT material: maps/rp_headattackcity2/nature/blendrocksgrass006a_wvt_patch Patching WVT material: maps/rp_headattackcity2/nature/blendgrassgravel001b_wvt_patch Patching WVT material: maps/rp_headattackcity2/nature/infblendgrassdirt001a_wvt_patch Patching WVT material: maps/rp_headattackcity2/nature/blenddirtgrass006a_wvt_patch Patching WVT material: maps/rp_headattackcity2/nature/blenddirtgrass005a_wvt_patch fixing up env_cubemap materials on brush sides... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... ... 20 x ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 904 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (2) writing C:\Program Files (x86)\Steam\steamapps\soldierrob\sourcesdk_content\cstrike\mapsrc\rp_headattackcity2.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/militia_hdr*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/militia_hdr*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 ConVarRef mat_reduceparticles doesn't point to an existing ConVar Building Physics collision data... [U][/U][B]WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.[/B] done (1) (30502789 bytes) [U][/U][B]Error! To use model "models/props_foliage/rock_forest01.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/props_foliage/rock_forest01.mdl"![/B] Placing detail props : 0...1...2...3...4...5...6...7...8...9 [U][B]Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03![/B][/U] .... 300 x :O ..10 Compacting texture/material tables... Reduced 11798 texinfos to 6569 Reduced 482 texdatas to 406 (21308 bytes to 18736) Writing C:\Program Files (x86)\Steam\steamapps\soldierrob\sourcesdk_content\cstrike\mapsrc\rp_headattackcity2.bsp 24 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\soldierrob\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\soldierrob\counter-strike source\cstrike" -fast "C:\Program Files (x86)\Steam\steamapps\soldierrob\sourcesdk_content\cstrike\mapsrc\rp_headattackcity2" Valve Software - vvis.exe (Oct 31 2012) fastvis = true 8 threads reading c:\program files (x86)\steam\steamapps\soldierrob\sourcesdk_content\cstrike\mapsrc\rp_headattackcity2.bsp reading c:\program files (x86)\steam\steamapps\soldierrob\sourcesdk_content\cstrike\mapsrc\rp_headattackcity2.prt 5014 portalclusters 15023 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (5) Optimized: 320681 visible clusters (4.70%) Total clusters visible: 6827437 Average clusters visible: 1361 Building PAS... Average clusters audible: 2996 visdatasize:3197553 compressed from 6337696 writing c:\program files (x86)\steam\steamapps\soldierrob\sourcesdk_content\cstrike\mapsrc\rp_headattackcity2.bsp 7 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\soldierrob\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -both -game "c:\program files (x86)\steam\steamapps\soldierrob\counter-strike source\cstrike" -noextra "C:\Program Files (x86)\Steam\steamapps\soldierrob\sourcesdk_content\cstrike\mapsrc\rp_headattackcity2" Valve Software - vrad.exe SSE (Oct 31 2012) Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\soldierrob\sourcesdk_content\cstrike\mapsrc\rp_headattackcity2.bsp Error! Invalid VTX file checksum: -491986493, expected -508763741 "models/props_interiors/lightsconce02.dx80.vtx" Setting up ray-trace acceleration structure... Done (19.35 seconds) 23427 faces 8 degenerate faces 7476554 square feet [1076623744.00 square inches] 563 Displacements 3309404 Square Feet [476554240.00 Square Inches] 23419 patches before subdivision 281177 patches after subdivision sun extent from map=0.000000 288 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (36) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (71) transfers 29438907, max 3468 transfer lists: 224.6 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(1086693, 1035009, 605243) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(213050, 184799, 100504) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(61377, 49051, 23420) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(21415, 16071, 6667) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(7696, 5383, 1914) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(2939, 1930, 593) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(1129, 694, 184) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(447, 258, 59) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(178, 96, 19) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(72, 36, 7) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #11 added RGB(29, 14, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(12, 5, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #13 added RGB(5, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #14 added RGB(2, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #15 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.1907 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (19) FinalLightFace Done Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (18) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 71/1024 3408/49152 ( 6.9%) brushes 5875/8192 70500/98304 (71.7%) brushsides 46615/65536 372920/524288 (71.1%) planes 24302/65536 486040/1310720 (37.1%) vertexes 37565/65536 450780/786432 (57.3%) nodes 10602/65536 339264/2097152 (16.2%) texinfos 6569/12288 472968/884736 (53.5%) texdata 406/2048 12992/65536 (19.8%) dispinfos 563/0 99088/0 ( 0.0%) disp_verts 143147/0 2862940/0 ( 0.0%) disp_tris 252448/0 504896/0 ( 0.0%) disp_lmsamples 8730592/0 8730592/0 ( 0.0%) faces 23427/65536 1311912/3670016 (35.7%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 16537/65536 926072/3670016 (25.2%) leaves 10674/65536 341568/2097152 (16.3%) leaffaces 27042/65536 54084/131072 (41.3%) leafbrushes 12292/65536 24584/131072 (18.8%) areas 2/256 16/2048 ( 0.8%) surfedges 182440/512000 729760/2048000 (35.6%) edges 113936/256000 455744/1024000 (44.5%) LDR worldlights 288/8192 25344/720896 ( 3.5%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 2/32768 24/393216 ( 0.0%) waterstrips 3524/32768 35240/327680 (10.8%) waterverts 0/65536 0/786432 ( 0.0%) [U][B]waterindices 64743/65536 129486/131072 (98.8%) VERY FULL![/B][/U] cubemapsamples 25/1024 400/16384 ( 2.4%) overlays 59/512 20768/180224 (11.5%) LDR lightdata [variable] 13945124/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 3197553/16777216 (19.1%) [U][B]entdata [variable] 375506/393216 (95.5%) VERY FULL![/B][/U] LDR ambient table 10674/65536 42696/262144 (16.3%) HDR ambient table 10674/65536 42696/262144 (16.3%) LDR leaf ambient 44714/65536 1251992/1835008 (68.2%) HDR leaf ambient 10674/65536 298872/1835008 (16.3%) occluders 3/0 120/0 ( 0.0%) occluder polygons 36/0 432/0 ( 0.0%) occluder vert ind 188/0 752/0 ( 0.0%) detail props [variable] 1/1663960 ( 0.0%) dtl prp lght [variable] 1/4 (25.0%) HDR dtl prp lght [variable] 1/4 (25.0%) static props [variable] 1/228652 ( 0.0%) pakfile [variable] 2362668/0 ( 0.0%) [U]B]physics [variable] 30502789/4194304 (727.2%) VERY FULL! well :suicide:[/B][/U] physics terrain [variable] 0/1048576 ( 0.0%) Level flags = 0 Total triangle count: 68688 Writing c:\program files (x86)\steam\steamapps\soldierrob\sourcesdk_content\cstrike\mapsrc\rp_headattackcity2.bsp 3 minutes, 4 seconds elapsed Valve Software - vrad.exe SSE (Oct 31 2012) Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\soldierrob\sourcesdk_content\cstrike\mapsrc\rp_headattackcity2.bsp Error! Invalid VTX file checksum: -491986493, expected -508763741 "models/props_interiors/lightsconce02.dx80.vtx" Setting up ray-trace acceleration structure... Done (19.37 seconds) 23427 faces 8 degenerate faces 7476554 square feet [1076623744.00 square inches] 563 Displacements 3309404 Square Feet [476554240.00 Square Inches] 23419 patches before subdivision 281177 patches after subdivision sun extent from map=0.000000 288 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (37) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (71) transfers 29438907, max 3468 transfer lists: 224.6 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(1086693, 1035009, 605243) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(213050, 184799, 100504) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(61377, 49051, 23420) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(21415, 16071, 6667) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(7696, 5383, 1914) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(2939, 1930, 593) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(1129, 694, 184) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(447, 258, 59) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(178, 96, 19) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(72, 36, 7) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(29, 14, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #12 added RGB(12, 5, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #13 added RGB(5, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #14 added RGB(2, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #15 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.2032 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (18) FinalLightFace Done Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (18) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 71/1024 3408/49152 ( 6.9%) brushes 5875/8192 70500/98304 (71.7%) brushsides 46615/65536 372920/524288 (71.1%) planes 24302/65536 486040/1310720 (37.1%) vertexes 37565/65536 450780/786432 (57.3%) nodes 10602/65536 339264/2097152 (16.2%) texinfos 6569/12288 472968/884736 (53.5%) texdata 406/2048 12992/65536 (19.8%) dispinfos 563/0 99088/0 ( 0.0%) disp_verts 143147/0 2862940/0 ( 0.0%) disp_tris 252448/0 504896/0 ( 0.0%) disp_lmsamples 8730592/0 8730592/0 ( 0.0%) faces 23427/65536 1311912/3670016 (35.7%) hdr faces 23427/65536 1311912/3670016 (35.7%) origfaces 16537/65536 926072/3670016 (25.2%) leaves 10674/65536 341568/2097152 (16.3%) leaffaces 27042/65536 54084/131072 (41.3%) leafbrushes 12292/65536 24584/131072 (18.8%) areas 2/256 16/2048 ( 0.8%) surfedges 182440/512000 729760/2048000 (35.6%) edges 113936/256000 455744/1024000 (44.5%) LDR worldlights 288/8192 25344/720896 ( 3.5%) HDR worldlights 288/8192 25344/720896 ( 3.5%) leafwaterdata 2/32768 24/393216 ( 0.0%) waterstrips 3524/32768 35240/327680 (10.8%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 64743/65536 129486/131072 (98.8%) VERY FULL! cubemapsamples 25/1024 400/16384 ( 2.4%) overlays 59/512 20768/180224 (11.5%) LDR lightdata [variable] 13945124/0 ( 0.0%) HDR lightdata [variable] 13945124/0 ( 0.0%) visdata [variable] 3197553/16777216 (19.1%) entdata [variable] 375506/393216 (95.5%) VERY FULL! LDR ambient table 10674/65536 42696/262144 (16.3%) HDR ambient table 10674/65536 42696/262144 (16.3%) LDR leaf ambient 44714/65536 1251992/1835008 (68.2%) HDR leaf ambient 44714/65536 1251992/1835008 (68.2%) occluders 3/0 120/0 ( 0.0%) occluder polygons 36/0 432/0 ( 0.0%) occluder vert ind 188/0 752/0 ( 0.0%) detail props [variable] 1/1663960 ( 0.0%) dtl prp lght [variable] 1/4 (25.0%) HDR dtl prp lght [variable] 1/4 (25.0%) static props [variable] 1/228652 ( 0.0%) pakfile [variable] 2362668/0 ( 0.0%) physics [variable] 30502789/4194304 (727.2%) VERY FULL! physics terrain [variable] 0/1048576 ( 0.0%) Level flags = 0 Total triangle count: 68688 Writing c:\program files (x86)\steam\steamapps\soldierrob\sourcesdk_content\cstrike\mapsrc\rp_headattackcity2.bsp 3 minutes, 2 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\steamapps\soldierrob\sourcesdk_content\cstrike\mapsrc\rp_headattackcity2.bsp" "c:\program files (x86)\steam\steamapps\soldierrob\counter-strike source\cstrike\maps\rp_headattackcity2.bsp" [/CODE][/QUOTE] this is compiled under the mp 2009 and this is gone be a large post dont know how to fix that .. QUOTE=Mozartkugeln;39517150]Why can't you compile under Source MP? Post a compile log and we'll try to help you out.[/QUOTE]
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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