• Mapping Question Megathread v3
    4,500 replies, posted
This error shows up in my compile log: "materials/gm_horrifying_nipples/a.vtf.vtf": cached version doesn't exist As a result textures with the error show up as missing in the editor, but fine in game. Anybody dealt with this before?
Can someone help me with particle tools for CS GO? Can't find the PCF file using alien swarm tools and toolload pet console command don't work :(
[QUOTE=soldierrob;39495751]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 ???[/QUOTE] What game configuration are you using? If it's a custom Gmod one, you need to use Source MP.
A long time ago I set up a small test map where npcs spawned in the middle and would search the map for players. I need it again and I for the life of me cannot remember how to make a metrocop just search a map for players.
[t]http://i.imgur.com/ZGt6zOY.jpg[/t] Why do my light sprites have black borders around them?
[QUOTE=jeimizu;39547780][t]http://i.imgur.com/ZGt6zOY.jpg[/t] Why do my light sprites have black borders around them?[/QUOTE] Set them to world space glow as the rendermode
i have made a counter strike source under the 2009 and there is a standard css under source mp but only the 2009 one can compile my map ;o if i compile with the source mp it will say WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU. physics [variable] 30502789/4194304 (727.2%) VERY FULL! [QUOTE=Agent766;39544810]What game configuration are you using? If it's a custom Gmod one, you need to use Source MP.[/QUOTE] [editline]11th February 2013[/editline] [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? [/QUOTE] lol i compiled under the source 2009 with my custom css game configuration everything looks fine in game but my bsp file size is now 80 mb instead of 50 :O and i can only edit my map under the default Mp 2009
I have two questions, so if you cant answer one maybe you can answer the other. My first one is that I used GCF scape and put the counterstrike source textures and models into the garrysmod folder for source sdk, so then I can use those textures and models while staying in the gmod configuration. Well as seen in the picture below all of the CS:S textures are purple and the models dont appear in the model viewer. [IMG]http://i.imgur.com/nhpRRXO.png[/IMG] Also, when I play Gmod, any map aside from the default CS:S maps you can play, that has CS:S textures or models has errors in place of them. Anybody know what to do? Second question is how do I upload a map to the steam workshop? I searched throughout the internet and I didn't find a thing on how to do it, surprisingly...
You've put the textures in [I]materials/materials[/I] instead of [I]materials/[/I] …
If I pack a .bsp file into a .bsp file, can I load the nested file with a trigger_changelevel? For a map-pack I want to start working on, I wondered if I could pack the files all into each other to have the whole thing in just one large file. like 5.bsp is packed into 4.bsp, 4.bsp packed into 3 and so on until all you have is a very large 1.bsp, so you are only able to play them all in order unless you extract them individually from each other. I'm also too lazy to try it at the moment.
Haha, never thought of that. It [I]could[/I] work; I'll try it out and report back shortly. Never mind, I don't have HL2 installed.
so here's a new picture of the bug props are oversized and the blue line is way bigger then normal [IMG]http://i48.tinypic.com/zurqjt.png[/IMG] how do i fix this because if i compile with this my map get +30 mb extra and i cant edit the map right now
[QUOTE=Diealready;39557801]If I pack a .bsp file into a .bsp file, can I load the nested file with a trigger_changelevel?[/QUOTE] I had the Mapception idea myself some months ago, but didn't get very far before running into problems. No matter how I packed it, I could load the outer map but not the inner, though I did get slightly different errors depending on what directory structure I used. Using BSPZip to stick the inner map into a maps/ subdirectory (said directory existing alongside materials and lumps), I load the outer map in HL2, then drop the console and try to load the inner map manually, and get [code]CModelLoader::Map_IsValid: No such map 'maps/mapinmap_2.bsp'[/code] Remembering that the outer BSP is already in the maps directory, I tried sticking the inner map at the root directory of the outer file (the inner map itself now next to materials and lumps), but trying the same procedure as before produces [code]CModelLoader::Map_IsValid: No such map 'maps/mapinmap_2.bsp' map load failed: mapinmap_2 not found or invalid[/code] Frankly I don't know which is more promising, and even if I did I'm not sure what else I can do about it. I imagine the latter error might be suggesting that the engine sees the map initially, but before switching levels it tries to unload the old one; unfortunately, since the content is packed into the old one, it loses the new map before getting a chance to load it. I'm pulling that completely out of my ass, of course, and I have no idea if that's how it works. I've tried digging through some of the SDK's "Create a Mod" source code, but didn't find any particularly enlightening content with regard to map loading. Whether I skipped past it, or the appropriate code simply isn't available to anyone but engine licensees, I can't say. I really didn't want to give up on this idea, it seems like a lot of fun to play with, but I'll be damned if I know where to go from here. If anyone has any blinding insight I'd be very interested in hearing about it!
[img]https://dl.dropbox.com/u/3710824/pictures/games/tf2/ctf_command/why.PNG[/img] I keep having this problem whenever I try to make something with advanced geometry with the vertex tool. Any way to counter this?
I just gotta ask here since for some weird ass reason I'm not permitted to use the SEARCH function here.. Is there a thread where people share theirs and others custom textures?
[QUOTE=Phycosymo;39561436][img]https://dl.dropbox.com/u/3710824/pictures/games/tf2/ctf_command/why.PNG[/img] I keep having this problem whenever I try to make something with advanced geometry with the vertex tool. Any way to counter this?[/QUOTE] you can only make CONVEX shapes. [url]http://en.wikipedia.org/wiki/Convex_polygon[/url]
[QUOTE=soldierrob;39560576]so here's a new picture of the bug props are oversized and the blue line is way bigger then normal how do i fix this because if i compile with this my map get +30 mb extra and i cant edit the map right now[/QUOTE] Are you running Hammer on a custom configuration? [QUOTE=Phycosymo;39561436][img]https://dl.dropbox.com/u/3710824/pictures/games/tf2/ctf_command/why.PNG[/img] I keep having this problem whenever I try to make something with advanced geometry with the vertex tool. Any way to counter this?[/QUOTE] [IMG]http://i.imgur.com/xN0cMCI.png[/IMG] It has to be three different brushes.
yes i duplicated the css under the mp to the source 2009 but only that one is bugged[QUOTE=Mozartkugeln;39562551]Are you running Hammer on a custom configuration? [IMG]http://imm.io/VZBD[/IMG][/QUOTE]
That's probably why you're getting those errors. Use the proper CSS configuration.
but if i compile with the normal css it cant compress all the displacement and then the physics will be 700% im gone test if its bugged at school[QUOTE=Mozartkugeln;39562567]That's probably why you're getting those errors. Use the proper CSS configuration.[/QUOTE]
[QUOTE=Mozartkugeln;39556653]You've put the textures in [I]materials/materials[/I] instead of [I]materials/[/I] …[/QUOTE] Well I just put it in the Garrysmod>Garrysmod and it's finally there. So thanks alot!
[QUOTE=metallics;39547834]Set them to world space glow as the rendermode[/QUOTE] Is there any way to get them to stay that bright? when set to world space glow they're so faint they're almost unnoticeable from ice level.
Well, you can set it to just "Glow" but then it'll be the same size no matter how far away from it you are.
Anybody know where i can get a good space themed skybox?
Anybody know of some good snow textures or a snow texture pack? Preferably ones that have an icy or rocky/snowy cliff texture to blend with.
[QUOTE=Sir Bubbles;39580197]Anybody know of some good snow textures or a snow texture pack? Preferably ones that have an icy or rocky/snowy cliff texture to blend with.[/QUOTE] try [url]http://gamebanana.com/[/url] and than search what you looking for, than click textures. you might find what you looking for
[QUOTE=PhaZe!;39561650]I just gotta ask here since for some weird ass reason I'm not permitted to use the SEARCH function here.. Is there a thread where people share theirs and others custom textures?[/QUOTE] Search up Facepunch Texture Collaboration. It's kinda dead though.
I'm sure you must get asked this a lot, but is there a way to combat this: [t]http://cloud.steampowered.com/ugc/1117161388787998827/C288F7B9FFA1EB51223703AD499AFE88CA98EE32/[/t]
The best way I found is to place a very low brightness dark blue/brown linear light in the center of the room
Is there any way to have a game_text entity call out a players name in the server? I wouldn't bet on that there would be but would that have to be called out in the server or is there actually a way for the entity to spit out a players name? [QUOTE=Sir Bubbles;39580197]Anybody know of some good snow textures or a snow texture pack? Preferably ones that have an icy or rocky/snowy cliff texture to blend with.[/QUOTE] Here: [url]http://cgtextures.com/[/url]
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