[QUOTE=timmah1112;39684488]I just added episode 1 models and textures into my garrysmod>garrysmod folder and it seems to have goofed up some of the props. Just about the deciduous trees and the vehicles... Anybody know how to fix this?
[IMG]http://i.imgur.com/UJ4Ez6G.png[/IMG][/QUOTE]
those are HL2 props. Garrysmod mounts HL2, so you gotta port that stuff over as well.
[QUOTE=VaSTinY;39682779][snap]
[B]Edit:[/B] Nevermind, just saw that Logic_Auto has something called "OnMultiNewRound" in it, If that doesn't do what I want I'll un-snip my text again[/QUOTE]
What was the problem? In almost 100% of cases, you should use [I]OnMapSpawn[/I].
[QUOTE=Rocketsurgery;39683957]hi facepunch
I making a space station type map for ttt and Im trying to figure something out. I have an area with plants
and I thought id be cool to make it like dynamic so when someone throws a fire nade a sprinkler system particle activates and (hopefully) maybe also something puts out the fire (i realize particles are just for show)
is this possible? id settle for just activating a particle system though
Im assuming after an incin grenade goes off it just creates env_fire ents around the point it exploded
if you know of an easy way to achieve this id appreciate a reply[/QUOTE]
Invisible, non-solid func_breakable with a filter_damage_type that's set to [I]BURN[/I] damage. [I]OnBreak[/I] → activate sprinklers.
Alternatively, use a func_button so you can do it multiple times or a point_template with the func_breakable.
[QUOTE=timmah1112;39684488]I just added episode 1 models and textures into my garrysmod>garrysmod folder and it seems to have goofed up some of the props. Just about the deciduous trees and the vehicles... Anybody know how to fix this?[/QUOTE]
You sure you're importing the materials as well?
[QUOTE=Mozartkugeln;39689572]What was the problem? In almost 100% of cases, you should use [I]OnMapSpawn[/I].[/QUOTE]
I'm making a map in CS:GO, thats' why I used OnMultiNewRound, which was what I was looking for in the end - Didn't know that output existed for multiplayer round based games in Source due to I've mostly only made maps for HL2 Ep2
[QUOTE=Mozartkugeln;39689572]
You sure you're importing the materials as well?[/QUOTE]
Yeah, I added the models and materials, from the episode 1 gcf to garrysmod>garrysmod, just what I did with ep2 models and textures and with CSS models and textures.
Both of those worked, so I tried the same with episode one and I got the textures fine, but a good amount of the models went through and appeared with purple and black checkers. Along with that, some models that are just from HL2 are now checkered.
If I should just add the hl2 models and textures again then sure I'd do that, but I've looked through all the gcf's and I cant find the one that possesses those things.
[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]
Hey guys, me again, I tried doing what was suggested to me and to no avail. I thought maybe I had assigned maybe a hidden water texture somewhere by mistake so I even replaced every texture with a dev one and remade the water but it still won't show up. I'm really lost now, what's going on?
[QUOTE=timmah1112;39695529]Yeah, I added the models and materials, from the episode 1 gcf to garrysmod>garrysmod, just what I did with ep2 models and textures and with CSS models and textures.
Both of those worked, so I tried the same with episode one and I got the textures fine, but a good amount of the models went through and appeared with purple and black checkers. Along with that, some models that are just from HL2 are now checkered.
If I should just add the hl2 models and textures again then sure I'd do that, but I've looked through all the gcf's and I cant find the one that possesses those things.[/QUOTE]
I'd open the model viewer, look for the model's material paths and double-check them in your copies just in case.
[QUOTE=MrBunneh;39695622]Hey guys, me again, I tried doing what was suggested to me and to no avail. I thought maybe I had assigned maybe a hidden water texture somewhere by mistake so I even replaced every texture with a dev one and remade the water but it still won't show up. I'm really lost now, what's going on?[/QUOTE]
Is your water brush touching the void in any way?
[QUOTE=HGrunt;39699090]Is your water brush touching the void in any way?[/QUOTE]
nope, it's all inside the skybox.
[img]http://i.imgur.com/DmX17Ka.jpg[/img]
How do I fix the darkness?
[QUOTE=9Clockwork;39701985][img]http://i.imgur.com/DmX17Ka.jpg[/img]
How do I fix the darkness?[/QUOTE]
In your light_environment, change that last value (which I think is 200 by default) in Brightness to something like 2000.
[QUOTE=slayer20;39702091]In your light_environment, change that last value (which I think is 200 by default) in Brightness to something like 2000.[/QUOTE]
That or he isn't using a correct pitch. Sounds stupid, but it has happened to me before on accident.
Is there a way to find out the location of the material a model uses? I'm trying to add L4D2's kitchen vent to Ep2, I've found the model files in models/props_furniture but the materials aren't in materials/models/props_furniture.
i think you can with gcfscape, or at least you can do something similar
[editline]24th February 2013[/editline]
or hlmv, i can't remember which
You can open the .mdl file with Notepad to see what materials the model is using, they are shown at the bottom of the file after the "Body" parameter. For example, the model props_c17/pulleyhook01.mdl has it like this "Body utility_poles001 models\props_c17/", where "utility_poles001" is the material's filename and "models/c17" is its directory.
[QUOTE=HGrunt;39709346]You can open the .mdl file with Notepad to see what materials the model is using, they are shown at the bottom of the file after the "Body" parameter. For example, the model props_c17/pulleyhook01.mdl has it like this "Body utility_poles001 models\props_c17/", where "utility_poles001" is the material's filename and "models/c17" is its directory.[/QUOTE]
Thanks very much
[QUOTE=9Clockwork;39701985][img]http://i.imgur.com/DmX17Ka.jpg[/img]
How do I fix the darkness?[/QUOTE]
Find your skybox in the VDC [URL=https://developer.valvesoftware.com/wiki/Sky_List]sky list[/URL] and use the suggested values for it.
what's wrong with my brushes. i tried to duplicate it and when i had to redo, the previously selected brush starts to dissapear when watching from one angle.
duplicate renders normaly
also:
[IMG]http://cloud-2.steampowered.com/ugc/1117161933047806399/F820ED6B23152F43D354D49C60207BE20F5E043A/[/IMG]
im using those light textures and it seems i failed to work out with it
i placed them between the walls
not like in the lighthouse, where its ofset a little
MOTHER OF HDR KILL IT BEFORE IT SPAWNS OFFSPRING
what do you mean by "between the walls"?
[QUOTE=TCB;39712848]what do you mean by "between the walls"?[/QUOTE]
like this: these are the windows that cause shitstorm of HDR
[IMG]http://i.imgur.com/NfFRaeZ.jpg[/IMG]
and these windows cast light perfectly
[IMG]http://i.imgur.com/97TUhHg.jpg[/IMG]
so maybe its something wrong with lighting or i placed too much of light brushes and caused this HDR madness
i think they only need to be used slightly, if you used them that much it probably overlit the place. you could just replace them with the skybox texture and create an env light
Have you set the HDR up properly as well?
[QUOTE=metallics;39713642]Have you set the HDR up properly as well?[/QUOTE]
first compile was normal, and HDR was normal. so i guess i made too much of those light brushes
[QUOTE=EddieLTU;39713749]first compile was normal, and HDR was normal. so i guess i made too much of those light brushes[/QUOTE]
What I meant was, have you set up an env_tonemap_controller
[QUOTE=metallics;39713812]What I meant was, have you set up an env_tonemap_controller[/QUOTE]
somehow. i don't use that entity. gonna try tomorow
[QUOTE=EddieLTU;39713956]somehow. i don't use that entity. gonna try tomorow[/QUOTE]
I.e. no you haven't. Set one up and feed it some parameters to actually set the HDR properly and you probably also need to edit the lights.rad entry of the texture you're using (or make a "new" texture and give it different values) the lighting parameters work in a similar way to a light entity.
Just use a light_environment and tweak it until you get an acceptable result. Later on, further in the map's development, you can go back and add the texture lighting and other effects.
[QUOTE=Guy123;39684462][I]This is killing me[/I]
What is the name of the fire particle effect in Episode 2? I found out I can't parent env_fires for some reason (they stay where they spawned at). I was thinking of putting the effect onto a parented info_particle_system.
EDIT: If you can tell me how to successfully parent an env_fire, that would help too.[/QUOTE]
Does anyone here know how to do this? I still haven't figured out how to successfully parent env_fires, and Google isn't helping me. I have no idea what I'm doing wrong.
[QUOTE=Guy123;39715414]Does anyone here know how to do this? I still haven't figured out how to successfully parent env_fires, and Google isn't helping me. I have no idea what I'm doing wrong.[/QUOTE]
Uh, have you tried using a logic_auto to fire a [I]SetParent[/I] output to the env_fire [I]OnMapSpawn[/I]?
[QUOTE=Mozartkugeln;39715429]Uh, have you tried using a logic_auto to fire a [I]SetParent[/I] output to the env_fire [I]OnMapSpawn[/I]?[/QUOTE]
That worked, thanks!
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