[QUOTE=Firegod522;35288128]That only works for models.[/QUOTE]
I could have swore that was for brushwork and -staticpolylighting or whatever was for models. Oh well.
[QUOTE=vexx21322;35290663]I could have swore that was for brushwork and -staticpolylighting or whatever was for models. Oh well.[/QUOTE]
-[B]staticprop[/B]polys -[B]staticprop[/B]lighting -textureshadows
(textureshadows can only be defined in lights.rad for forcetexture shadows, which is for models)
[QUOTE=Firegod522;35291648]-[B]staticprop[/B]polys -[B]staticprop[/B]lighting -textureshadows
(textureshadows can only be defined in lights.rad for forcetexture shadows, which is for models)[/QUOTE]
What a shame. I guess you could use the blocklight texture then.
[img]http://screensnapr.com/e/2xsGXo.png[/img]
[img]http://screensnapr.com/e/QGUXe6.png[/img]
Well, there's my problem. I don't know how to fix it though...
[b]EDIT:[/b] I don't know how I'm causing this...
[img]http://screensnapr.com/e/4gsUu2.png[/img]
[img]http://screensnapr.com/e/lZ7I3g.png[/img]
[QUOTE=wauterboi;35292499][img]http://screensnapr.com/e/2xsGXo.png[/img]
[img]http://screensnapr.com/e/QGUXe6.png[/img]
Well, there's my problem. I don't know how to fix it though...
[b]EDIT:[/b] I don't know how I'm causing this...
[img]http://screensnapr.com/e/4gsUu2.png[/img]
[img]http://screensnapr.com/e/lZ7I3g.png[/img][/QUOTE]Does those area portals leak?
From what I'm doing it seems like as I toy around with things it causes the leak to move to something new. I don't see how these areaportals would leak though. They fit the door ways and the rest of the building is sealed off. (I checked a million times.) The only thing I could think of is perhaps the way the roof and walls intersect to fit might be causing it but then again it's not leaving an opening.
[img]http://screensnapr.com/e/fIF5Zp.png[/img]
New pointfile.
[img]http://screensnapr.com/e/eMY39J.png[/img]
[img]http://screensnapr.com/e/kbZtey.png[/img]
What I'm talking about with the roof.
[img]http://screensnapr.com/e/Ruz9Z5.png[/img]
What the areaportal + doorway looks like.
Get rid of the func_viscluster inside of that room
Also fix this being a displacement.
[t]http://dl.dropbox.com/u/3779442/Screenshots/Wall_displacement.png[/t]
And the metal around the doors need to be func_detail
I completely fixed it and it took a LOT of fixing up. Thanks Firegod for getting me on the right track.
Can somebody help me out here ? How exactly do i make a bright white light effect that comes in through the windows ?Ive been told to use a specific white texture (can somebody tell me what its called ) , use HDR and the light_enviroment ? Or even better would be nice if somebody can point me to a tutorial
[QUOTE=Greatdictator;35299112]Can somebody help me out here ? How exactly do i make a bright white light effect that comes in through the windows ?Ive been told to use a specific white texture (can somebody tell me what its called ) , use HDR and the light_enviroment ? Or even better would be nice if somebody can point me to a tutorial[/QUOTE]
Believe the texture is white_light04..
I've added a few light_spot and light entities to my map, now vrad won't compile the light but the map itself will still run fine. It stops at "Building Face Lights" for a few minutes, then finishes. Before adding that [the lights], light_environment worked fine. I did change some values on the light/light_spot entities like the color/brightness, and inner/outer fading angle. Wonder what went wrong?
tl;dr my map renders in fullbright despite having multiple light entities such as light_spot and light_env. no leaks or shit. fuck vrad.
[b]Edit[/b]:
vrad doesn't like too many lightmaps set to 1.
Hey guys, I have two problems with my map.
So far I'm quite happy with how it's going, except I've noticed that none of my props cast shadows, and I don't really know what is causing the problem, especially when the rest of the map works fine.
My second issue relates to the first problem, I ported this door model from left 4 dead, and I have it placed in the map as a prop_dynamic. My problem is that it looks fullbright and isn't casting any shadows.
[img]http://filesmelt.com/dl/door5.jpg[/img]
Is it possible to convert some models to be used as prop_static instead of just prop_dynamic and prop_physics? The door is only going to be used for aesthetics and it would look much better with baked shadows and the surrounding colour radiosity.
[editline]26th March 2012[/editline]
ok so I fixed the prop shadow problem with a shadow_control entity, but my question still stands on the prop conversion.
[QUOTE=someguyihate;35300964]Hey guys, I have two problems with my map.
So far I'm quite happy with how it's going, except I've noticed that none of my props cast shadows, and I don't really know what is causing the problem, especially when the rest of the map works fine.
My second issue relates to the first problem, I ported this door model from left 4 dead, and I have it placed in the map as a prop_dynamic. My problem is that it looks fullbright and isn't casting any shadows.
[img]http://filesmelt.com/dl/door5.jpg[/img]
Is it possible to convert some models to be used as prop_static instead of just prop_dynamic and prop_physics? The door is only going to be used for aesthetics and it would look much better with baked shadows and the surrounding colour radiosity.
[editline]26th March 2012[/editline]
ok so I fixed the prop shadow problem with a shadow_control entity, but my question still stands on the prop conversion.[/QUOTE]
Decompile then change the qc and recompile.
Two questions involving a traitor trap for a TTT map I've almost finished.
For one of my traps, the traitor presses a button that locks people in a room, the floor opens, and people fall and die at the bottom of the pit. The fall damage has to be what kills them. Now how could I get the game to register that they were killed by the traitor who pressed the button to drop them in? I can't figure out a way to use the "ttt_damageowner" entity to refer back to the traitor that pressed the button causing them to fall and die.
Also during bugfixing, I discovered that the floor that drops people in (which is actually an iris door consisting of 8 func_door_rotatings) can be jammed with props to stay stuck and thus saving people from the traitor trap. Is there a way to completely prevent the floor/rotating doors from getting jammed with props when it is opening?
[QUOTE=Matt2468rv;35305193]Two questions involving a traitor trap for a TTT map I've almost finished.
For one of my traps, the traitor presses a button that locks people in a room, the floor opens, and people fall and die at the bottom of the pit. The fall damage has to be what kills them. Now how could I get the game to register that they were killed by the traitor who pressed the button to drop them in? I can't figure out a way to use the "ttt_damageowner" entity to refer back to the traitor that pressed the button causing them to fall and die.
Also during bugfixing, I discovered that the floor that drops people in (which is actually an iris door consisting of 8 func_door_rotatings) can be jammed with props to stay stuck and thus saving people from the traitor trap. Is there a way to completely prevent the floor/rotating doors from getting jammed with props when it is opening?[/QUOTE]
force closed key value should work if set to true.
[QUOTE=Firegod522;35305381]Did you place any env_cubemaps[/QUOTE]
Yes I did
[url]http://puu.sh/muWo[/url]
I'm dumb with this but I'm pretty sure you compiled with HDR on. You're going to have to build cubemaps twice.
[url]https://developer.valvesoftware.com/wiki/Cubemaps#Cubemaps_and_HDR[/url]
I'm not sure if this is the fix or not, sorry.
[QUOTE=Zanarias;35305413]I'm dumb with this but I'm pretty sure you compiled with HDR on. You're going to have to build cubemaps twice.
[url]https://developer.valvesoftware.com/wiki/Cubemaps#Cubemaps_and_HDR[/url]
I'm not sure if this is the fix or not, sorry.[/QUOTE]
Was magically solved after I restarted GMod exactly 3 times.
[QUOTE=mcilona;35305276]force closed key value should work if set to true.[/QUOTE]
Force closed is already set.
How do I make a brush (specifically a button) that can only be damaged by the player?
How come sometimes vrad doubles during compile? Is this normal?
[QUOTE=Azzator;35312304]How come sometimes vrad doubles during compile? Is this normal?[/QUOTE]
If your map is poorly optimized, yes, it's very normal.
[QUOTE=WitheredGryphon;35312316]If your map is poorly optimized, yes, it's very normal.[/QUOTE]
What.
Vrad compiles twice when you do an HDR compile or '-both', it has nothing to do with optimization..
How would I make a sound follow a radio? I have a radio prop that has a button around it, playing a sound when pressed. But I want the player to be able to carry the radio around and the sound stays with it. I can't parent ambient_generics.
[QUOTE=TCB;35318625]How would I make a sound follow a radio? I have a radio prop that has a button around it, playing a sound when pressed. But I want the player to be able to carry the radio around and the sound stays with it. I can't parent ambient_generics.[/QUOTE]
Even though you probably aren't mapping for Portal, there's radios you can carry around in that game. Maybe looking at those maps will show you how to do it (because I don't know how to either). If you can't use the same entities that are used for that, then, I have no idea how else to figure out how to do it, but it's still probably possible.
Oh wait, I just set the SourceEntity to the name of the radio prop. Thanks.
A lot of times when I'm working with angled brushes, I'm faced with the decision to either clip to make one brush flush with another, setting a vertex off grid, or just letting the brush clip through the other. Which may be worse? having a vertex off grid or having part of a brush clip through another?
[QUOTE=mcilona;35325570]A lot of times when I'm working with angled brushes, I'm faced with the decision to either clip to make one brush flush with another, setting a vertex off grid, or just letting the brush clip through the other. Which may be worse? having a vertex off grid or having part of a brush clip through another?[/QUOTE]
Both are fine, as VBSP can handle them unless you do some really crazy shit.
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