[QUOTE=karoliso;35142616][img]http://img4.imageshack.us/img4/6632/ughic.jpg[/img]
Alignment fixes very little. Note the cut off shadow there.[/QUOTE]
If you can't find a fix, cover it up with wall supports or something.
That's what I do when I'm too lazy to fix a texture/lighting problem.
[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]
Place physics props in a plane above your map with some arbitary ideally small and simple model with the same density as that which you want the trees to be. Then copy that section and paste it so entire areas are underneath a spam of physics props. Then compile map and in game run (map_edit) letting the physics props settle. Save it to the map and then save in hammer editor.
Now select them all and set the angles to 0 0 0 (this is to stop them from falling over)
Repeat for every variation of prop tree you want. IF you want 9 trees per area with 3 different models, repeat 3 times with 3 props.
To expand on this place all the physics props then set their angle keyvalue to a placeholder a string like "randomangle" and their model to an arbitary unused model. Then use java to edit the vmf (it is a text file) replacing each instance of your angle with a random yaw and each instance of the model with a random model from an array.
EDIT: To avoid the use of java in the last step you could use the replace thingy in notepad and just replace every 3rd instance of the model. You could also use a model with a large flat collision shape to avoid the angle fixing as it would land flat and not fall on its side.
To avoid the lag which could potentially arise from this add some LOD models to the trees so when you get far away they are less detailed. On garrysmod.org someone made some very useful LOD pine trees. efficientpines if I recall. For smaller bushes and shrubs turn off collision for further optimisation.
Currently trying to use some custom textures for my map, I placed them in cstrike/materials/customt and they seem to be broken in Hammer (black/purple). The folder contains both a vmt and vtf file for each texture, looked around for a solution but I can't seem to figure it out. Anyone have a clue?
edit: Also tried putting them in sourcesdk_content/cstrike/materialsdk/customt, didn't seem to work either.
Could you post the vmt?
[QUOTE=mdeceiver79;35150791]Could you post the vmt?[/QUOTE]
[url]http://www.gamebanana.com/css/textures/707[/url]
[QUOTE=elfbarf;35150805][url]http://www.gamebanana.com/css/textures/707[/url][/QUOTE]
Install them in "cstrike/materials/dev" or manualy rewrite all *.vmt files (just open them with text editor), rewrite "$basetexture" "dev/texture name" to "$basetexture" "customt/texture name"
More info about it here: [url]https://developer.valvesoftware.com/wiki/$basetexture[/url]
i keep getting this when i run hammer
it also happens when i open face poser or item viewer
[IMG]http://i39.tinypic.com/etilg5.png[/IMG]
what do?
[QUOTE=vladnag;35152323]i keep getting this when i run hammer
it also happens when i opne face poser or item viewer
[IMG]http://i39.tinypic.com/etilg5.png[/IMG]
what do?[/QUOTE]
Restart steam
[QUOTE=Firegod522;35152594]Restart steam[/QUOTE]
done that, also refreshed the content and reset the game configurations
Try verifying the cache for it.
[QUOTE=Firegod522;35152648]Try verifying the cache for it.[/QUOTE]
how would one go about doing that?
found it, verifying now
nope, still broken
snip fixed
[QUOTE=vladnag;35152676]how would one go about doing that?
found it, verifying now
nope, still broken[/QUOTE]
go into your steamapps and find source sdk, move all of your saved data (vmf's and bsp's etc.) and then delete all of it including the other folder called "sdk content" then re download source sdk (press play) and then put your maps back in the respective folder. you should be good to go, just have to quickly start up w/e game you're mapping for to refresh it.
I'm trying to make a little more believable lighting for a room that I'm making, and I remembered something about using both light and light_spot. I remember that a light_spot would be at the source of the light, and a light entity would be placed a certain amount of units below it. Anyone remember/know how many units that is?
[QUOTE=kaine123;35123477]I'd like to attach a chef's hat to a Vortigaunt. How might I go about doing this?[/QUOTE]
You need:
1x logic_auto
1x npc_vortigaunt
1x prop_dynamic/prop_dynamic_override (models/chefhat.mdl)
Now Give the prop_dynamic and the npc_vortigaumt a 'Name'.
Then you add two outputs to the logic_auto:
OnMapSpawn <name of the prop_dynamic>,SetParent,<name of the npc_vortigaunt>
OnMapSpawn <name of the prop_dynamic>,SetParentAttachment,<name of the modela 'Attachment'>
(in your case the Attachment is simply called 'Hat', you can get these names from the Model Viewer)
The outputs can also be fired from every other able Entity not just logic_auto.
So my computer carked it for a while and SDK updated and I don't quite understand which games are running on which engine version anymore. So can someone please give me a quick rundown, so that I can remake my Gmod config?
Is there a tutorial that shows how to enable all the content from EP2, EP1, CSS, DoD etc in a custom mapping setting?
Extract the content to a directory and add that directory as a "game" line in the gameinfo.txt for what you're mapping for.
[editline]16th March 2012[/editline]
Or somehow convince Valve to let us mount multiple GCFs for SDK content.
[QUOTE=HiddenMyst;35160389]
Or somehow convince Valve to let us mount multiple GCFs for SDK content.[/QUOTE]
Which would be the greatest thing that could happen to the SDK since the invention of displacements.
How might I force an npc to face in a certain direction? When my vortigaunts and citizens spawn, they're in different directions than what I set in Hammer?
[QUOTE=kaine123;35165655]How might I force an npc to face in a certain direction? When my vortigaunts and citizens spawn, they're in different directions than what I set in Hammer?[/QUOTE]
[QUOTE=kaine123;35158358]How might I force an npc to face in a certain direction? When my vortigaunts and citizens spawn, they're in different directions than what I set in Hammer?[/QUOTE]
Why do you post in both threads
[QUOTE=Firegod522;35165686]Why do you post in both threads[/QUOTE]
I waited 16 hours with no reply. I am impatient.
This light texture won't give off light, for some reason. What am I doing wrong?
[img_thumb]http://i.imgur.com/EPYAG.jpg[/img_thumb]
Hello!
I wonder if I could get a bit help here.
I have a map where I used the broadcast screens from HL2RP, and it plays Dr.Breen's speeches.
But the problem is, I want to use this map in Garry's Mod. So just for testing, I took the map into Gmod, and checked if it worked well there.
In HL2 it works perfectly, but in Gmod this happens:
[img]http://i40.tinypic.com/2vjrccp.png[/img]
You see the screen gets pretty messed up. Is there any way to fix this?
Thanks alot!
[QUOTE=Blt950;35174756]Hello!
I wonder if I could get a bit help here.
I have a map where I used the broadcast screens from HL2RP, and it plays Dr.Breen's speeches.
But the problem is, I want to use this map in Garry's Mod. So just for testing, I took the map into Gmod, and checked if it worked well there.
In HL2 it works perfectly, but in Gmod this happens:
[img]http://i40.tinypic.com/2vjrccp.png[/img]
You see the screen gets pretty messed up. Is there any way to fix this?
Thanks alot![/QUOTE]
You have to align the textures
[QUOTE=zach1193;35176266]You have to align the textures[/QUOTE]
Doubt that will work. They are perfectly aligned when played in HL2?
Why should Gmod unalign them??
[QUOTE=Blt950;35174756]Hello!
I wonder if I could get a bit help here.
I have a map where I used the broadcast screens from HL2RP, and it plays Dr.Breen's speeches.
But the problem is, I want to use this map in Garry's Mod. So just for testing, I took the map into Gmod, and checked if it worked well there.
In HL2 it works perfectly, but in Gmod this happens:
[img]http://i40.tinypic.com/2vjrccp.png[/img]
You see the screen gets pretty messed up. Is there any way to fix this?
Thanks alot![/QUOTE]
That monitor works by having a camera record a hidden Breen actor.
You can either find the room that is holding this actor and include it in your map or you can assign the monitor to a different camera.
[QUOTE=Blt950;35176758]Doubt that will work. They are perfectly aligned when played in HL2?
Why should Gmod unalign them??[/QUOTE]
Just an educated guess.
Wasn't there a bug in gmod that would misalign monitor textures?
Is it possible to remove a overlay via trigger?
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