[QUOTE=wauterboi;35240471]I'm not doing it with fast. I tried putting an areaportal in the doorway and it does nothing.
[img]http://wauterboi.com/img/271.jpg?1332387553[/img][/QUOTE]
Hmm. I have a feeling I should just post the .vmf to see if anyone can help me out. I'm going to be posting the .vmf anyway so people can edit it to fit gamemodes/different games and stuff.
[QUOTE=wauterboi;35269040]Hmm. I have a feeling I should just post the .vmf to see if anyone can help me out. I'm going to be posting the .vmf anyway so people can edit it to fit gamemodes/different games and stuff.[/QUOTE]
You can send it over a pm or something. Sorry about skipping it, I didn't catch it.
[QUOTE=Alienmario;35262967]can i get npc_zombie to attack func_breakable that is in its way?
(/or just to attack any object)[/QUOTE]
You could script it attacking thin air, and after a second or so you could break your func_breakable.
How come every cylinder I make ends up being an invalid solid? Sometimes I'd lengthen or widen it with the selection tool, but that's pretty much it.
What is wrong with my map? It freezes when compiling with VIS on for some reason
[code]
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\mrmatt2009\sourcesdk\bin\source2009\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\mrmatt2009\half-life 2\hl2" "C:\Program Files (x86)\Steam\steamapps\mrmatt2009\sourcesdk_content\hl2\mapsrc\gm_cheezebuild_v2_day.vmf"
Valve Software - vbsp.exe (Sep 15 2011)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\mrmatt2009\half-life 2\hl2\materials
Loading C:\Program Files (x86)\Steam\steamapps\mrmatt2009\sourcesdk_content\hl2\mapsrc\gm_cheezebuild_v2_day.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\mrmatt2009\half-life 2\hl2\gameinfo.txt
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 8 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\mrmatt2009\sourcesdk_content\hl2\mapsrc\gm_cheezebuild_v2_day.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_07*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_07*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (122404 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 51 texinfos to 34
Reduced 12 texdatas to 10 (407 bytes to 278)
Writing C:\Program Files (x86)\Steam\steamapps\mrmatt2009\sourcesdk_content\hl2\mapsrc\gm_cheezebuild_v2_day.bsp
1 second elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\mrmatt2009\sourcesdk\bin\source2009\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\mrmatt2009\half-life 2\hl2" "C:\Program Files (x86)\Steam\steamapps\mrmatt2009\sourcesdk_content\hl2\mapsrc\gm_cheezebuild_v2_day"
Valve Software - vrad.exe SSE (Sep 15 2011)
Valve Radiosity Simulator
4 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file c:\program files (x86)\steam\steamapps\mrmatt2009\sourcesdk\bin\source2009\bin\lights.rad.
Loading c:\program files (x86)\steam\steamapps\mrmatt2009\sourcesdk_content\hl2\mapsrc\gm_cheezebuild_v2_day.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.58 seconds)
7027 faces
3 degenerate faces
20486257 square feet [2950021120.00 square inches]
24 Displacements
1197720 Square Feet [172471776.00 Square Inches]
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (70)
Build Patch/Sample Hash Table(s).....Done<0.3523 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (23)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 321/8192 3852/98304 ( 3.9%)
brushsides 2034/65536 16272/524288 ( 3.1%)
planes 1118/65536 22360/1310720 ( 1.7%)
vertexes 11076/65536 132912/786432 (16.9%)
nodes 2005/65536 64160/2097152 ( 3.1%)
texinfos 34/12288 2448/884736 ( 0.3%)
texdata 10/2048 320/65536 ( 0.5%)
dispinfos 24/0 4224/0 ( 0.0%)
disp_verts 1944/0 38880/0 ( 0.0%)
disp_tris 3072/0 6144/0 ( 0.0%)
disp_lmsamples 1291392/0 1291392/0 ( 0.0%)
faces 7027/65536 393512/3670016 (10.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 946/65536 52976/3670016 ( 1.4%)
leaves 2007/65536 64224/2097152 ( 3.1%)
leaffaces 7507/65536 15014/131072 (11.5%)
leafbrushes 1949/65536 3898/131072 ( 3.0%)
areas 3/256 24/2048 ( 1.2%)
surfedges 36893/512000 147572/2048000 ( 7.2%)
edges 23104/256000 92416/1024000 ( 9.0%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 778/32768 7780/327680 ( 2.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 16074/65536 32148/131072 (24.5%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 10102612/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 11676/393216 ( 3.0%)
LDR ambient table 2007/65536 8028/262144 ( 3.1%)
HDR ambient table 2007/65536 8028/262144 ( 3.1%)
LDR leaf ambient 10327/65536 289156/1835008 (15.8%)
HDR leaf ambient 2007/65536 56196/1835008 ( 3.1%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/604 ( 0.2%)
pakfile [variable] 174374/0 ( 0.0%)
physics [variable] 122404/4194304 ( 2.9%)
physics terrain [variable] 6510/1048576 ( 0.6%)
Level flags = 0
Total triangle count: 19070
Writing c:\program files (x86)\steam\steamapps\mrmatt2009\sourcesdk_content\hl2\mapsrc\gm_cheezebuild_v2_day.bsp
1 minute, 38 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\mrmatt2009\sourcesdk_content\hl2\mapsrc\gm_cheezebuild_v2_day.bsp" "c:\program files (x86)\steam\steamapps\mrmatt2009\half-life 2\hl2\maps\gm_cheezebuild_v2_day.bsp"
[/code]
[QUOTE=Azzator;35272545]How come every cylinder I make ends up being an invalid solid? [B]Sometimes I'd lengthen or widen it with the selection tool, but that's pretty much it.[/B][/QUOTE]
Don't do that.
[QUOTE=Guy123;35273259]What is wrong with my map? It freezes when compiling with VIS on for some reason
[code]
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\mrmatt2009\sourcesdk\bin\source2009\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\mrmatt2009\half-life 2\hl2" "C:\Program Files (x86)\Steam\steamapps\mrmatt2009\sourcesdk_content\hl2\mapsrc\gm_cheezebuild_v2_day.vmf"
Valve Software - vbsp.exe (Sep 15 2011)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\mrmatt2009\half-life 2\hl2\materials
Loading C:\Program Files (x86)\Steam\steamapps\mrmatt2009\sourcesdk_content\hl2\mapsrc\gm_cheezebuild_v2_day.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\mrmatt2009\half-life 2\hl2\gameinfo.txt
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 8 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\mrmatt2009\sourcesdk_content\hl2\mapsrc\gm_cheezebuild_v2_day.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_07*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day02_07*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (122404 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 51 texinfos to 34
Reduced 12 texdatas to 10 (407 bytes to 278)
Writing C:\Program Files (x86)\Steam\steamapps\mrmatt2009\sourcesdk_content\hl2\mapsrc\gm_cheezebuild_v2_day.bsp
1 second elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\mrmatt2009\sourcesdk\bin\source2009\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\mrmatt2009\half-life 2\hl2" "C:\Program Files (x86)\Steam\steamapps\mrmatt2009\sourcesdk_content\hl2\mapsrc\gm_cheezebuild_v2_day"
Valve Software - vrad.exe SSE (Sep 15 2011)
Valve Radiosity Simulator
4 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file c:\program files (x86)\steam\steamapps\mrmatt2009\sourcesdk\bin\source2009\bin\lights.rad.
Loading c:\program files (x86)\steam\steamapps\mrmatt2009\sourcesdk_content\hl2\mapsrc\gm_cheezebuild_v2_day.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.58 seconds)
7027 faces
3 degenerate faces
20486257 square feet [2950021120.00 square inches]
24 Displacements
1197720 Square Feet [172471776.00 Square Inches]
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (70)
Build Patch/Sample Hash Table(s).....Done<0.3523 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (23)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 321/8192 3852/98304 ( 3.9%)
brushsides 2034/65536 16272/524288 ( 3.1%)
planes 1118/65536 22360/1310720 ( 1.7%)
vertexes 11076/65536 132912/786432 (16.9%)
nodes 2005/65536 64160/2097152 ( 3.1%)
texinfos 34/12288 2448/884736 ( 0.3%)
texdata 10/2048 320/65536 ( 0.5%)
dispinfos 24/0 4224/0 ( 0.0%)
disp_verts 1944/0 38880/0 ( 0.0%)
disp_tris 3072/0 6144/0 ( 0.0%)
disp_lmsamples 1291392/0 1291392/0 ( 0.0%)
faces 7027/65536 393512/3670016 (10.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 946/65536 52976/3670016 ( 1.4%)
leaves 2007/65536 64224/2097152 ( 3.1%)
leaffaces 7507/65536 15014/131072 (11.5%)
leafbrushes 1949/65536 3898/131072 ( 3.0%)
areas 3/256 24/2048 ( 1.2%)
surfedges 36893/512000 147572/2048000 ( 7.2%)
edges 23104/256000 92416/1024000 ( 9.0%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 778/32768 7780/327680 ( 2.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 16074/65536 32148/131072 (24.5%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 10102612/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 11676/393216 ( 3.0%)
LDR ambient table 2007/65536 8028/262144 ( 3.1%)
HDR ambient table 2007/65536 8028/262144 ( 3.1%)
LDR leaf ambient 10327/65536 289156/1835008 (15.8%)
HDR leaf ambient 2007/65536 56196/1835008 ( 3.1%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/604 ( 0.2%)
pakfile [variable] 174374/0 ( 0.0%)
physics [variable] 122404/4194304 ( 2.9%)
physics terrain [variable] 6510/1048576 ( 0.6%)
Level flags = 0
Total triangle count: 19070
Writing c:\program files (x86)\steam\steamapps\mrmatt2009\sourcesdk_content\hl2\mapsrc\gm_cheezebuild_v2_day.bsp
1 minute, 38 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\mrmatt2009\sourcesdk_content\hl2\mapsrc\gm_cheezebuild_v2_day.bsp" "c:\program files (x86)\steam\steamapps\mrmatt2009\half-life 2\hl2\maps\gm_cheezebuild_v2_day.bsp"
[/code][/QUOTE]
I don't see vis on here.
Make sure you optimized your map so it compiles faster. [url]http://optimization.interlopers.net/[/url]
[QUOTE=Firegod522;35273591]Don't do that.[/QUOTE]
Well that sucks. Care to explain why? Thanks anyway.
[QUOTE=Firegod522;35273591]Don't do that.
I don't see vis on here.
Make sure you optimized your map so it compiles faster. [url]http://optimization.interlopers.net/[/url][/QUOTE]
What I meant to say is that I can't compile it with VIS on because the compiler crashes, not the map.
EDIT: It used to compile perfectly fine, the only thing I changed was the grass texture and I added a simple 3D skybox.
I get these weird lines in my map. At first I thought i was nodraw or a leak, but it's nothing of that. I ran vvis on normal too.
[QUOTE][IMG]http://cloud.steampowered.com/ugc/594714175162481047/4E44E9C496FA74A4C3F503E51E7DFC6D7C0E3DF1/[/IMG][/QUOTE]
[QUOTE=Doom;35274782]I get these weird lines in my map. At first I thought i was nodraw or a leak, but it's nothing of that. I ran vvis on normal too.[/QUOTE]
Try aligning all nearby vertices to the grid using vertex modify.
Does anyone know how i can remedy this problem:
[quote]
[IMG]http://i.imgur.com/ANPdA.png[/IMG]
[/quote]
[QUOTE=Guy123;35274555]What I meant to say is that I can't compile it with VIS on because the compiler crashes, not the map.
EDIT: It used to compile perfectly fine, the only thing I changed was the grass texture and I added a simple 3D skybox.[/QUOTE]
If the compiler says "not responding", the compiler hasn't crashed. It's a windows issue, not a hammer issue. If you really want the technical details i can go into length (curse my last job).
Just be patient.
[QUOTE=mdeceiver79;35274833]Try aligning all nearby vertices to the grid using vertex modify.[/QUOTE]
I don't quite get this. Do you want me to align all of the brushes? If that's the case then I can't do that since I also have the same issue on some arches in my map. I need a different solution.
Sometimes a brush can look like it is aligned to the grid but is off by a fraction of a unit. From carving, scaling and moving stuff round mainly. Just drag the vertices away to a diff point then back to point they are meant to be at.
Question:
Bullets suddenly stopped going through my displacements, I have not edited them in a while. Ray collision is on in the compile. Anybody know a fix?
EDIT: problem solved accidentally stuck alphatest on there like a boss.
[QUOTE=mdeceiver79;35276791]Sometimes a brush can look like it is aligned to the grid but is off by a fraction of a unit. From carving, scaling and moving stuff round mainly. Just drag the vertices away to a diff point then back to point they are meant to be at.
Question:
Bullets suddenly stopped going through my displacements, I have not edited them in a while. Ray collision is on in the compile. Anybody know a fix?
EDIT: problem solved accidentally stuck alphatest on there like a boss.[/QUOTE]
Sorry for being such a pain, but is there any other way of fixing this?
[QUOTE=Doom;35277084]Sorry for being such a pain, but is there any other way of fixing this?[/QUOTE]
Can you pm a link to the vmf and I'll have a look?
Does Counter-Strike: Source support detail sprites on displacements? They don't seem to be visible in hammer.
[CODE]
"WorldVertexTransition"
{
"$baseTexture" "de_cbble/grassfloor01"
"$basetexture2" "de_cbble/grounddirt"
"$surfaceprop" "dirt"
"$bumpmap" "de_cbble/grassfloor01_normal"
"$bumpmap2" "de_cbble/grounddirt_normal"
//"$blendmodulatetexture" "nature/blendtexture01"
"%detailtype" "coastline_grass01"
"%keywords" "cstrike"
}
[/CODE]
Have you defined coastline_grass01 in the counterstrike vbsp (or your own)?
Is it possible to copy some brushwork, but when you change one of the copies, all the others change too?
[QUOTE=mdeceiver79;35280628]Have you defined coastline_grass01 in the counterstrike vbsp (or your own)?[/QUOTE]
It is a stock detail type, should be available in all Source games.
[B]Or not.[/B]
Just tried one of the CSS details in the detail.vbsp and it worked.
So yeah, it is fixed.
[QUOTE=vexx21322;35280777]Is it possible to copy some brushwork, but when you change one of the copies, all the others change too?[/QUOTE]
Sadly there isn't a way to make truly instantiated copies, but using the func_instance tool might work. I really would love a way to copy around one thing as instances, then change any one of them to have all of them update in real time, maybe Valve will have that when they push the new SDK tools.
[QUOTE=Legend286;35281221]Sadly there isn't a way to make truly instantiated copies, but using the func_instance tool might work. I really would love a way to copy around one thing as instances, then change any one of them to have all of them update in real time, maybe Valve will have that when they push the new SDK tools.[/QUOTE]
I guess I can deal without that for now. But that can increase work flow so much. I really hope the next version of hammer includes many helper tools and functions.
How can I make the player view switch to the point_camera entity after the player presses a button?
[IMG]http://img838.imageshack.us/img838/6606/2012032500001.jpg[/IMG]
How can I get those metal grates to cast shadows onto the world?
[QUOTE=Azzator;35283653][IMG]http://img838.imageshack.us/img838/6606/2012032500001.jpg[/IMG]
How can I get those metal grates to cast shadows onto the world?[/QUOTE]
-textureshadows if it's a brush.
Sorry for the noobish question, but where exactly do I put that? I tried putting it light_exe in Expert Compile mode and it just spits out a listing of commands for vrad in the final compile dialog.
[QUOTE=Azzator;35284136]Sorry for the noobish question, but where exactly do I put that? I tried putting it light_exe in Expert Compile mode and it just spits out a listing of commands for vrad in the final compile dialog.[/QUOTE]
You would put it at the end of the light_exe's parameter list.
[Editline]a[/Editline]
Is there any way to compile the vmm file instead of switching to the vmf?
How do I make a trigger_teleport work? My map is sealed completly, no leaks, the trigger_teleport has start disabled to "no", it's linked to an info_teleport_destination in the remote destination keyvalue
the clients box is ticked in the flags list as well, I havea no idea why it doesn't work.
[QUOTE=vexx21322;35283838]-textureshadows if it's a brush.[/QUOTE]
That only works for models.
Nothing for brushes then, I presume? Maybe if I just Propper it? Meh.
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