• Mapping Question Megathread v3
    4,500 replies, posted
[QUOTE=paulisdead18;35113487]Anyone know how to fix this error? I keep getting it and it's kind of annoying. [URL=http://cloud.steampowered.com/ugc/506892556172431941/2325524F4CE275470BF3686253348E6694433EC4/][IMG]http://cloud.steampowered.com/ugc/506892556172431941/2325524F4CE275470BF3686253348E6694433EC4/[/IMG][/URL] I have cubemaps, it's never acted up before, and then it just does this now, and I don't know why. I build cubemaps, but that doesn't work. I don't know what could have caused this, and I don't know how to fix it. It's not a texture problem. I've had these textures for a while, never moved them or edited them.[/QUOTE] builcubemap - I'm not sure if this is what you need to type in the console, but it will show up. mat_specular 1
I'd like to attach a chef's hat to a Vortigaunt. How might I go about doing this?
How to use blendtextures.
Sorry for asking this noob question, but what does func_detail do?
[QUOTE=Meniketti21;35124286]Sorry for asking this noob question, but what does func_detail do?[/QUOTE] func_detail prevents vbsp from creating visleafs, and makes vvis ignore them. It saves on compile time, and gives detail to the maps without having to calculate a lot of visibility stuff, when you can automatically tell it not to.
[QUOTE=R@Rdeathmatch;35122850]builcubemap - I'm not sure if this is what you need to type in the console, but it will show up. mat_specular 1[/QUOTE] I already did that, nothing worked. That picture is what my map was like before, and it looks pretty much the same after. I'll try mat_specular 1, but, I dunno if that will work. It never acted up before, and I had used buildcubemaps MANY times before, and this never happened. I could build cubemaps and show you what it looks like after, but it's pretty much the same.
Building a deathrun map, all is fine until i load up and swing my crowbar or switch weapons. any ideas?
[QUOTE=coreyrogerson;35127370]Building a deathrun map, all is fine until i load up and swing my crowbar or switch weapons. any ideas?[/QUOTE] What's the problem?
[QUOTE=kaine123;35069268]I would like to make an npc_citizen sit down in a chair slouching over a table while on a chair. I know what animation I want to use, but I'm not sure how I can go about doing this?[/QUOTE] scripted sequence. a lot of the key values to configure for the sequence is pretty self explanatory, but there are a couple of good tutorials on halfwit-2 that go in depth if you want. [editline]14th March 2012[/editline] [QUOTE=Tark;35075374]Working with angles keeps tripping me up... I really wish hammer had support for things like construction planes and such. Anyone have any tips on how to avoid dealing with, or working around, this asshole of a problem?[/QUOTE] make sure to fully utilize the arch and other primitives available in the block tool. also make sure to to attach off-grid vertices back onto grid after using the clip tool if any are present. [editline]14th March 2012[/editline] [QUOTE=Blacksheepboy;35057542]Don't know how many people check the other thread: How do you add custom sound environments such as music?[/QUOTE] Env_soundscape or ambient_generic. more info [URL="https://developer.valvesoftware.com/wiki/Env_soundscape"]here[/URL]
Is it normal that my hammer crashes too much? I mean it force closes often like 15-25 minutes. No other apps doing that, also don't have any driver problem.
How can I make a 45 degree corner here with my building lips?[img]http://i.imgur.com/WzMit.png[/img]
[QUOTE=HoliestCow;35137604]How can I make a 45 degree corner here with my building lips?[img]http://i.imgur.com/WzMit.png[/img][/QUOTE] I would pull the edges over a little bit more, then clip them into 45 degrees angles. Then just vertex edit manually into place.
[QUOTE=Firegod522;35137701]I would pull the edges over a little bit more, then clip them into 45 degrees angles. Then just vertex edit manually into place.[/QUOTE] Thanks!
What is the limit of physics props, dynamic props and entities in source/gmod? By limit I mean the engine limit such as the detail props having a limit of 64k
[img]http://img864.imageshack.us/img864/5221/mehbuh.jpg[/img] I am trying to position a texture diagonally for a staircase. On the left I use a displacement and on the right I use a brush. While the displacement delivers more accurate texture alignment it doesn't align the lightmaps correctly. The brush method alignment is way off on both the texture and the lightmap. Suggestions?
[QUOTE=karoliso;35140422][img]http://img864.imageshack.us/img864/5221/mehbuh.jpg[/img] I am trying to position a texture diagonally for a staircase. On the left I use a displacement and on the right I use a brush. While the displacement delivers more accurate texture alignment it doesn't align the lightmaps correctly. The brush method alignment is way off on both the texture and the lightmap. Suggestions?[/QUOTE] Get a custom texture that goes along that angle, but tiles with the adjacent walls.
How exactly would I make sure the angles are correct?
[QUOTE=karoliso;35140925]How exactly would I make sure the angles are correct?[/QUOTE] Eye it.
[QUOTE=karoliso;35140422][img]http://img864.imageshack.us/img864/5221/mehbuh.jpg[/img] I am trying to position a texture diagonally for a staircase. On the left I use a displacement and on the right I use a brush. While the displacement delivers more accurate texture alignment it doesn't align the lightmaps correctly. The brush method alignment is way off on both the texture and the lightmap. Suggestions?[/QUOTE] You could just clip the brush into two pieces and set the bottom one to align on the bottom of the texture (clip just so that the trim fills the entire brush.) Like this: [img]http://puu.sh/kOe2[/img] Just ignore the lightmap grid, it's quite likely that you won't even notice anyway. But if you do, I would use the displacement method.
[url]http://img20.imageshack.us/img20/4607/2012031500001.jpg[/url] Here's the lighting using a displacement.
[QUOTE=karoliso;35142229][url]http://img20.imageshack.us/img20/4607/2012031500001.jpg[/url] Here's the lighting using a displacement.[/QUOTE] That's not the lighting, that's the texture's alignment. You'll just need to re-align your texture. You can notice this because: In the middle of the picture, the texture flecks don't match up on the borders, but on the border (the very bottom) it lines up perfectly because the texture for that doesn't have to be aligned. And if you'll also notice because of this, the "lighting" looks perfect on it.
[QUOTE=WitheredGryphon;35142335]That's not the lighting, that's the texture's alignment.[/QUOTE] It's not perfectly aligned but on the left side you can clearly see how the shading is different.
[QUOTE=karoliso;35142371]It's not perfectly aligned but on the left side you can clearly see how the shading is different.[/QUOTE] That's because of the ceiling and the angle the light is positioned. Here's a picture explaining it. Basically it clips at the thick green line because the light is higher up than the ceiling, causing the light to dim significantly under the ceiling and give that shadow effect. [img]http://i.imgur.com/9wsHd.jpg[/img]
[img]http://img4.imageshack.us/img4/6632/ughic.jpg[/img] Alignment fixes very little. Note the cut off shadow there.
Anyone got tips for avoiding/fixing stretching on displacements? [IMG]http://img10.imageshack.us/img10/9884/2012031400001.jpg[/IMG]
[QUOTE=dalton0419;35144365]Anyone got tips for avoiding/fixing stretching on displacements? [IMG]http://img10.imageshack.us/img10/9884/2012031400001.jpg[/IMG][/QUOTE] Add "$seamless_scale" "0.0025" in the vmt
[QUOTE=Firegod522;35144433]Add "$seamless_scale" "0.0025" in the vmt[/QUOTE] Thanks!
I need a lot of tree models in a map, rather than putting them all manually one by one, is there a better (and more optimized) way of doing so? Otherwise it might drop FPS a lot.
[QUOTE=ZestyLemons;35145165]I need a lot of tree models in a map, rather than putting them all manually one by one, is there a better (and more optimized) way of doing so? Otherwise it might drop FPS a lot.[/QUOTE] You're probably going to have to place them manually. What you can do is tick the random yaw, make sure the entity is an info_player_start, then select all of them, change to a prop_static, and select their world models for all, and change them up to break the repetitiveness. Its a good idea to make sure the trees have LOD if you're going to be having a lot of them.
Edit: Figured it out myself.
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