• Mapping Question Megathread v3
    4,500 replies, posted
[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.
After compiling my map I wasn't able to build cubemaps, while I was able to do this before. [code] ** Executing... ** Command: "d:\program files (x86)\steam\steamapps\neburrebyc\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "d:\program files (x86)\steam\steamapps\neburrebyc\garrysmod\garrysmod" "E:\Mapping\collab_map\dev_apartment1.vmf" Valve Software - vbsp.exe (Oct 25 2011) 8 threads materialPath: d:\program files (x86)\steam\steamapps\neburrebyc\garrysmod\garrysmod\materials Loading E:\Mapping\collab_map\dev_apartment1.vmf Could not locate 'GameData' key in d:\program files (x86)\steam\steamapps\neburrebyc\garrysmod\garrysmod\gameinfo.txt Patching WVT material: maps/dev_apartment1/dev/dev_blendmeasure_wvt_patch 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) FixTjuncs... PruneNodes... WriteBSP... done (0) writing E:\Mapping\collab_map\dev_apartment1.prt...Building visibility clusters... done (0) *** Error: Skybox vtf files for skybox/sky_blueday01_hdr weren't compiled with the same size texture and/or same flags! Can't load skybox file skybox/sky_blueday01_hdr to build the default cubemap! *** Error: Skybox vtf files for skybox/sky_blueday01_hdr weren't compiled with the same size texture and/or same flags! Can't load skybox file skybox/sky_blueday01_hdr to build the default cubemap! 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) (81171 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 189 texinfos to 86 Reduced 22 texdatas to 15 (849 bytes to 629) Writing E:\Mapping\collab_map\dev_apartment1.bsp 1 second elapsed ** Executing... ** Command: "d:\program files (x86)\steam\steamapps\neburrebyc\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "d:\program files (x86)\steam\steamapps\neburrebyc\garrysmod\garrysmod" "E:\Mapping\collab_map\dev_apartment1" Valve Software - vvis.exe (Oct 25 2011) 8 threads reading e:\mapping\collab_map\dev_apartment1.bsp reading e:\mapping\collab_map\dev_apartment1.prt 324 portalclusters 933 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (13) Optimized: 76 visible clusters (0.00%) Total clusters visible: 71692 Average clusters visible: 221 Building PAS... Average clusters audible: 299 visdatasize:28259 compressed from 31104 writing e:\mapping\collab_map\dev_apartment1.bsp 13 seconds elapsed ** Executing... ** Command: "d:\program files (x86)\steam\steamapps\neburrebyc\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -both -game "d:\program files (x86)\steam\steamapps\neburrebyc\garrysmod\garrysmod" "E:\Mapping\collab_map\dev_apartment1" Valve Software - vrad.exe SSE (Oct 25 2011) Valve Radiosity Simulator 8 threads Could not find lights.rad in lights.rad. Trying VRAD BIN directory instead... Warning: Couldn't open texlight file d:\program files (x86)\steam\steamapps\neburrebyc\sourcesdk\bin\orangebox\bin\lights.rad. Loading e:\mapping\collab_map\dev_apartment1.bsp Setting up ray-trace acceleration structure... Done (0.10 seconds) 1418 faces 610781 square feet [87952576.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 1418 patches before subdivision 38412 patches after subdivision 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (4) transfers 6379213, max 615 transfer lists: 48.7 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(46274, 35148, 22534) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(5170, 2615, 1173) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(852, 352, 130) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(161, 56, 15) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(35, 11, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(8, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(2, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0187 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2) 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 (2) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 2/1024 96/49152 ( 0.2%) brushes 221/8192 2652/98304 ( 2.7%) brushsides 1506/65536 12048/524288 ( 2.3%) planes 838/65536 16760/1310720 ( 1.3%) vertexes 1828/65536 21936/786432 ( 2.8%) nodes 628/65536 20096/2097152 ( 1.0%) texinfos 86/12288 6192/884736 ( 0.7%) texdata 15/2048 480/65536 ( 0.7%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 1418/65536 79408/3670016 ( 2.2%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 537/65536 30072/3670016 ( 0.8%) leaves 631/65536 20192/2097152 ( 1.0%) leaffaces 1527/65536 3054/131072 ( 2.3%) leafbrushes 441/65536 882/131072 ( 0.7%) areas 2/256 16/2048 ( 0.8%) surfedges 8539/512000 34156/2048000 ( 1.7%) edges 5158/256000 20632/1024000 ( 2.0%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 60/32768 600/327680 ( 0.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 1101/65536 2202/131072 ( 1.7%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 1065024/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 28259/16777216 ( 0.2%) entdata [variable] 5253/393216 ( 1.3%) LDR ambient table 631/65536 2524/262144 ( 1.0%) HDR ambient table 631/65536 2524/262144 ( 1.0%) LDR leaf ambient 2822/65536 79016/1835008 ( 4.3%) HDR leaf ambient 631/65536 17668/1835008 ( 1.0%) 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] 1/2676 ( 0.0%) pakfile [variable] 2634/0 ( 0.0%) physics [variable] 81171/4194304 ( 1.9%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 3542 Writing e:\mapping\collab_map\dev_apartment1.bsp 18 seconds elapsed Valve Software - vrad.exe SSE (Oct 25 2011) Valve Radiosity Simulator 8 threads Could not find lights.rad in lights.rad. Trying VRAD BIN directory instead... Warning: Couldn't open texlight file d:\program files (x86)\steam\steamapps\neburrebyc\sourcesdk\bin\orangebox\bin\lights.rad. Loading e:\mapping\collab_map\dev_apartment1.bsp Setting up ray-trace acceleration structure... Done (0.10 seconds) 1418 faces 610781 square feet [87952576.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 1418 patches before subdivision 38412 patches after subdivision 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (4) transfers 6379213, max 615 transfer lists: 48.7 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(46274, 35148, 22534) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(5170, 2615, 1173) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(852, 352, 130) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(161, 56, 15) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(35, 11, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(8, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(2, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0197 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2) 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 (2) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 2/1024 96/49152 ( 0.2%) brushes 221/8192 2652/98304 ( 2.7%) brushsides 1506/65536 12048/524288 ( 2.3%) planes 838/65536 16760/1310720 ( 1.3%) vertexes 1828/65536 21936/786432 ( 2.8%) nodes 628/65536 20096/2097152 ( 1.0%) texinfos 86/12288 6192/884736 ( 0.7%) texdata 15/2048 480/65536 ( 0.7%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 1418/65536 79408/3670016 ( 2.2%) hdr faces 1418/65536 79408/3670016 ( 2.2%) origfaces 537/65536 30072/3670016 ( 0.8%) leaves 631/65536 20192/2097152 ( 1.0%) leaffaces 1527/65536 3054/131072 ( 2.3%) leafbrushes 441/65536 882/131072 ( 0.7%) areas 2/256 16/2048 ( 0.8%) surfedges 8539/512000 34156/2048000 ( 1.7%) edges 5158/256000 20632/1024000 ( 2.0%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 2/8192 176/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 60/32768 600/327680 ( 0.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 1101/65536 2202/131072 ( 1.7%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 1065024/0 ( 0.0%) HDR lightdata [variable] 1065024/0 ( 0.0%) visdata [variable] 28259/16777216 ( 0.2%) entdata [variable] 5253/393216 ( 1.3%) LDR ambient table 631/65536 2524/262144 ( 1.0%) HDR ambient table 631/65536 2524/262144 ( 1.0%) LDR leaf ambient 2822/65536 79016/1835008 ( 4.3%) HDR leaf ambient 2822/65536 79016/1835008 ( 4.3%) 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] 1/2676 ( 0.0%) pakfile [variable] 2634/0 ( 0.0%) physics [variable] 81171/4194304 ( 1.9%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 3542 Writing e:\mapping\collab_map\dev_apartment1.bsp 18 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "E:\Mapping\collab_map\dev_apartment1.bsp" "d:\program files (x86)\steam\steamapps\neburrebyc\garrysmod\garrysmod\maps\dev_apartment1.bsp" [/code] That is my compile log, only shows the error for the skybox. Even though, the skybox worked before and exists for sure, I do not know what do to. After building cubemaps it prints this in console: ] buildcubemaps bounce: 1/1 sample: 1/1 *** Error: Skybox vtf files for sky_gm_blue01_hdr weren't compiled with the same size texture and/or same flags! Can't load skybox file sky_gm_blue01_hdr to build the default cubemap! I also posted this on the sticky'd thread, but last reply was 2 days ago there.
Did you place any env_cubemaps
[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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