• Mapping Question Megathread v3
    4,500 replies, posted
okay, I'm still having water troubles. I've put the entire map into a new vmf, and now vvis actually runs, but the water still doesn't show. the water is actually there mind you, you can swim in it etc and shoot it and it shows the water impact effect, but otherwise it's invisible. wtf? compile log: [url]http://pastebin.com/yZGFMtfE[/url] proof that water is actually there: [t]http://cloud-2.steampowered.com/ugc/1117161388823466956/BE6B8E37918F2C3BF099221474501DED5138945F/[/t]
[QUOTE=MrBunneh;39606633]okay, I'm still having water troubles. I've put the entire map into a new vmf, and now vvis actually runs, but the water still doesn't show. the water is actually there mind you, you can swim in it etc and shoot it and it shows the water impact effect, but otherwise it's invisible. wtf? compile log: [url]http://pastebin.com/yZGFMtfE[/url] proof that water is actually there: [t]http://cloud-2.steampowered.com/ugc/1117161388823466956/BE6B8E37918F2C3BF099221474501DED5138945F/[/t][/QUOTE] Have you tried a different water texture?
[QUOTE=All0utWar;39607014]Have you tried a different water texture?[/QUOTE] yes, several sadly. it's a shame I can't work without water, seeing as it's a dock and all :c
[QUOTE=MrBunneh;39606633]okay, I'm still having water troubles. I've put the entire map into a new vmf, and now vvis actually runs, but the water still doesn't show. the water is actually there mind you, you can swim in it etc and shoot it and it shows the water impact effect, but otherwise it's invisible. wtf? compile log: [url]http://pastebin.com/yZGFMtfE[/url] proof that water is actually there: [t]http://cloud-2.steampowered.com/ugc/1117161388823466956/BE6B8E37918F2C3BF099221474501DED5138945F/[/t][/QUOTE] Try placing a cubemap directly in the center of the water brush, above it (so it's not actually inside the brush, just a few units above it). Go to the cubemap's properties and change it's Brush Face to that of the water.
You should also put a water_lod_control entity somewhere in your map (make sure there's only one, though). [QUOTE=Glaber;39605958]That's fine with me, either way, thank you.[/QUOTE] If you're trying to make the cellar door a physics prop, you could try using prop_physics_override.
Anyone heard of a problem where certain brush entities won't appear in the "class" dropdown menu in the Tie to Entity menu? In particular, I can't seem to find func_ladder.
Just turn of SmartEdit and make it a func_ladder manually. The entity doesn't have any keyvalues anyway and gets baked into the world during the compile.
Well, I've finally done the island with displacements from a flat surface. (Thank you a lot!) Now I want to add a custom soundscape, but I don't know how. I've created two soundscapes (One for the outdoors and one for the indoors), the soundscape_manifest and I've put them in the ep2/scripts folder, but when I go to set the soundscape in the env_soundscape entity, there isn't any new one. What can I do?
[QUOTE=HectorWiz;39611336]when I go to set the soundscape in the env_soundscape entity, there isn't any new one. What can I do?[/QUOTE] You gotta type your soundscape's name in manually. For example "d1_trainstation.util_city" (without the quotation marks)
[QUOTE=HGrunt;39611456]You gotta type your soundscape's name in manually. For example "d1_trainstation.util_city" (without the quotation marks)[/QUOTE] Nope, that didn't work. Here is my soundscape, can anyone check if there is anything wrong? [quote] "playrandom" { "time" "1,4" "volume" "0.4,1" "pitch" "90,105" "soundlevel" "SNDLVL_85dB" "position" "0" "rndwave" { wave "ambient\creatures\seagull_idle1.wav" wave "ambient\creatures\seagull_idle2.wav" wave "ambient\levels\coast\seagulls_ambient1.wav" wave "ambient\levels\coast\seagulls_ambient2.wav" wave "ambient\levels\coast\seagulls_ambient4.wav" wave "ambient\levels\coast\seagulls_ambient5.wav" } } "playlooping" { "volume" "0.98" "pitch" "110" "soundlevel" "SNDLVL_85dB" "position" "0" "wave" "ambient/ambience/waterlap_loop.wav" } [/quote] It's located in ep2/scripts with the edited soundscape_manifest.
i'm making a map that requires a rug on a tile floor and out of all the rugs i found in the HL2 textures i can't seem to find one that fits the bill so i need a custom texture how do i create and add custom textures so i could use it in SDK
[QUOTE=AmatureManga;39613756]i'm making a map that requires a rug on a tile floor and out of all the rugs i found in the HL2 textures i can't seem to find one that fits the bill so i need a custom texture how do i create and add custom textures so i could use it in SDK[/QUOTE] might I suggest the cs:s textures? there's some pretty decent carpet textures in there.
[QUOTE=MrBunneh;39613940]might I suggest the cs:s textures? there's some pretty decent carpet textures in there.[/QUOTE] well currently i dont have counter strike: source
[QUOTE=AmatureManga;39613952]well currently i dont have counter strike: source[/QUOTE] Then you'll want to look for/make a custom texture.
[QUOTE=MrBunneh;39606633]okay, I'm still having water troubles. I've put the entire map into a new vmf, and now vvis actually runs, but the water still doesn't show. the water is actually there mind you, you can swim in it etc and shoot it and it shows the water impact effect, but otherwise it's invisible. wtf? compile log: [url]http://pastebin.com/yZGFMtfE[/url] proof that water is actually there: [t]http://cloud-2.steampowered.com/ugc/1117161388823466956/BE6B8E37918F2C3BF099221474501DED5138945F/[/t][/QUOTE] Do you have two different water planes? As in, one water brush is lower/higher than the other? I've actually never seen the results of someone doing what I just said, but I've heard there's some problems with it sometimes. Considering you have no leak and lacking a water_lod_control usuallyyyyy doesn't cause this, it could be the issue.
[QUOTE=AmatureManga;39613756]i'm making a map that requires a rug on a tile floor and out of all the rugs i found in the HL2 textures i can't seem to find one that fits the bill so i need a custom texture how do i create and add custom textures so i could use it in SDK[/QUOTE] [url]https://www.youtube.com/watch?v=gfPqzsj5GvQ[/url]
ok, I got the dynamic model thing partly figured out. My door animates now, but now I'm having problems with making the right kind of trigger and getting the physics to update. If you would like the map so as to better help, I have it uploaded and ready for download
[QUOTE=Mozartkugeln;39615351][url]https://www.youtube.com/watch?v=gfPqzsj5GvQ[/url][/QUOTE] thanks man
[QUOTE=HectorWiz;39612053]Nope, that didn't work. Here is my soundscape, can anyone check if there is anything wrong? It's located in ep2/scripts with the edited soundscape_manifest.[/QUOTE] "position" is used to control where a specific sound is emitting from through a env_soundscape specifying a named info_target. Think of it more like ambient_generics with more flexibility. If you have a soundscape that (for example) played water dripping sounds and wanted it to emit from a pipe and its script had "position" "0", you would place an info_target at or near the pipe, name it, and put in the info_targets name in the "position 0" key value. I imagine what you have there are background sounds so I don't see the need for the "position" parts. Try removing the "position" "0" and see if it works in-game.
ok so for the first custom i created it came out fine: [IMG]http://img89.imageshack.us/img89/3118/capturewbz.png[/IMG] but for the second one for some reason everytime i add the texture it comes out like this: [IMG]http://img89.imageshack.us/img89/3505/capture2kyr.png[/IMG] i can't figure out what i did wrong the only thing i could think of is that i saved the vmt as a brick should i have saved it as something else since i want it to be a rug in the center of the room?
[QUOTE=HighdefGE;39616660]I imagine what you have there are background sounds so I don't see the need for the "position" parts. Try removing the "position" "0" and see if it works in-game.[/QUOTE] Thank you, but I'm afraid that that didn't work..
[QUOTE=Sam Za Nemesis;39617524]Change texture scale over there[/QUOTE] Ok i changed the texture scale and now it's covering the entire floor of the room and when i change the Y it shows it as repeating and not showing the tile texture underneath
Looks like you don't know how texture alignment works in the first place. I suggest [URL=https://developer.valvesoftware.com/wiki/Applying_Textures#Adjusting_textures]reading[/URL] [URL=http://www.interlopers.net/tutorials/2250]up[/URL].
[QUOTE=HectorWiz;39617848]Thank you, but I'm afraid that that didn't work..[/QUOTE] Of course it didn't work. Your freaking texture is 256 x 128 or a 1:2 scale. you need to resize :V
[QUOTE=Stiffy360;39619985]Of course it didn't work. Your freaking texture is 256 x 128 or a 1:2 scale. you need to resize :V[/QUOTE] ok what size should i make it, i want it to be a rug in the center of the room
You need to use a decal, not put the texture onto the floor brush's face.
[QUOTE=Mozartkugeln;39621462]You need to use a decal, not put the texture onto the floor brush's face.[/QUOTE] ok how do i change it to a decal lol i'm new to mapping
[QUOTE=Stiffy360;39619985]Of course it didn't work. Your freaking texture is 256 x 128 or a 1:2 scale. you need to resize :V[/QUOTE] I was the one with the Soundscape problem :/
[QUOTE=AmatureManga;39621486]ok how do i change it to a decal lol i'm new to mapping[/QUOTE] Try reading/watching some tutorials, it's much easier to learn that way then to ask people to type out an explanation to a lot of the most basic questions. Maybe instead try asking what you should look into in order to accomplish a specific task at hand so you can do your own research with some guidance.
[QUOTE=HectorWiz;39617848]Thank you, but I'm afraid that that didn't work..[/QUOTE] I think you should be more specific than "it didn't work". Post your entire soundscape script.
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