• Mapping Question Megathread v3
    4,500 replies, posted
I get this sometimes, I believe I fixed it by making sure that in vtfedit in the advanced tab when importing, that calculate reflectivity is on.
Hello everyone, not sure if this has been asked before (or if a similar question has been asked and answered before) as I did not exactly keep an eye on this thread. My problem is vrad failing to finish an HDR compile. Default LDR compiles just fine. I have a map consisting of displacements for the most part, have only few light entities and haven't changed any lightmap sizes. I have used the cordon tool to determine whether it is an individual area that causes the crash/timeout of vrad, but each area individually compiles just fine and in a reasonable time span. The compiler reports no leaks, either. Incase it might help, this is the segment when vrad compiles HDR: [CODE] Valve Radiosity Simulator 2 threads Could not find lights.rad in lights.rad. Trying VRAD BIN directory instead... Warning: Couldn't open texlight file d:\steam\steamapps\someaccount\sourcesdk\bin\source2007\bin\lights.rad. Loading d:\steam\steamapps\someaccount\pirates, vikings, and knights ii\pvkii\somemap.bsp Setting up ray-trace acceleration structure... Done (12.44 seconds) 15121 faces 2786961 square feet [401322496.00 square inches] 1823 Displacements 671763 Square Feet [96733912.00 Square Inches] 15121 patches before subdivision 282001 patches after subdivision sun extent from map=0.121869 37 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (147) BuildVisLeafs: 0...1...2...3...4...5...6...7...8[/CODE]
I found that this helps the problem. [url]https://developer.valvesoftware.com/wiki/VRAD_HDR_Crash_Fix[/url]
[QUOTE=ShadowDeath;35466168]Hello everyone, not sure if this has been asked before (or if a similar question has been asked and answered before) as I did not exactly keep an eye on this thread. My problem is vrad failing to finish an HDR compile. Default LDR compiles just fine. I have a map consisting of displacements for the most part, have only few light entities and haven't changed any lightmap sizes. I have used the cordon tool to determine whether it is an individual area that causes the crash/timeout of vrad, but each area individually compiles just fine and in a reasonable time span. The compiler reports no leaks, either. Incase it might help, this is the segment when vrad compiles HDR: [CODE] Valve Radiosity Simulator 2 threads Could not find lights.rad in lights.rad. Trying VRAD BIN directory instead... Warning: Couldn't open texlight file d:\steam\steamapps\someaccount\sourcesdk\bin\source2007\bin\lights.rad. Loading d:\steam\steamapps\someaccount\pirates, vikings, and knights ii\pvkii\somemap.bsp Setting up ray-trace acceleration structure... Done (12.44 seconds) 15121 faces 2786961 square feet [401322496.00 square inches] 1823 Displacements 671763 Square Feet [96733912.00 Square Inches] 15121 patches before subdivision 282001 patches after subdivision sun extent from map=0.121869 37 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (147) BuildVisLeafs: 0...1...2...3...4...5...6...7...8[/CODE][/QUOTE] Hey, you need to use a copy of VRad with Large Address Aware enabled. [url]http://dl.legend286.co.uk/vrad_LARGE_ADDRESS_AWARE.exe[/url] [editline]7th April 2012[/editline] [QUOTE=Firegod522;35468164]I found that this helps the problem. [url]https://developer.valvesoftware.com/wiki/VRAD_HDR_Crash_Fix[/url][/QUOTE] This will also fix it, but it's slower. Unless he wants to mess about compiling LDR and HDR separately he should just use my LAA version.
[QUOTE=Firegod522;35468164]I found that this helps the problem. [url]https://developer.valvesoftware.com/wiki/VRAD_HDR_Crash_Fix[/url][/QUOTE] Thank you a lot! [QUOTE=Legend286;35468206]Hey, you need to use a copy of VRad with Large Address Aware enabled. [url]http://dl.legend286.co.uk/vrad_LARGE_ADDRESS_AWARE.exe[/url] [editline]7th April 2012[/editline] This will also fix it, but it's slower. Unless he wants to mess about compiling LDR and HDR separately he should just use my LAA version.[/QUOTE] How exactly does this program work? Is there a documentation on it somewhere to be found? Or is this in fact a simply edited vrad.exe, which I am supposed to use instead of the current?
How would I go about creating a rounded curb like this with brushes? I'm assuming with the arch tool, but I'm not sure. [img]http://www.streetsblog.org/wp-content/uploads/2012/01/bus_pole_crash.jpg[/img]
Create a circle and cut it into quarters.
[QUOTE=TCB;35470365]Create a circle and cut it into quarters.[/QUOTE]That worked. Thanks!
Are there any good tutorials on destroyed walls/buildings and ruins? I've seen a lot of people do some really nice brush ruins and I have a tendency to fuck everything up.
A quick search in Google... [url]http://www.interlopers.net/forum/viewtopic.php?t=16893[/url] [url]http://www.interlopers.net/tutorials/33399[/url] <- <- <- Didn't look to see if they were valid but a quick skim and it seems alright.
What's your preffered way for making nice window frames? Using default hl2 template models or self made precise brushes?
[QUOTE=ichiman94;35479990]What's your preffered way for making nice window frames? Using default hl2 template models or self made precise brushes?[/QUOTE] Make your own models.
How does one create the skybox images? I already know how to import them in source. I've seen some people with amazing skyboxes and I want to know how could I align them perfectly w/o the corners showing. Is there a program I can use to make skybox images out of one image?
[QUOTE=Firegod522;35481317]Make your own models.[/QUOTE] [url=https://developer.valvesoftware.com/wiki/Propper]PROPPER POWER![/url]
[QUOTE=ichiman94;35479990]What's your preffered way for making nice window frames? Using default hl2 template models or self made precise brushes?[/QUOTE] I normally make them out of brushes. [editline]8th April 2012[/editline] [QUOTE=LegoGuy;35482872]How does one create the skybox images? I already know how to import them in source. I've seen some people with amazing skyboxes and I want to know how could I align them perfectly w/o the corners showing. Is there a program I can use to make skybox images out of one image?[/QUOTE] Use the Aurora plugin ([url]http://www.digi-element.com/aurora/index.htm[/url]) and line the image up like this [T]http://archer.gamebanana.com/img/ss/textures/1867a.jpg[/t] Then cut the individual sectors into their own image files, convert the image files into VTFs and put them in your skybox folder.
I don't understand whats wrong with my map, It cant locate my map even though its in a folder on my desktop? Heres the compile log: [CODE] Valve Software - vbsp.exe (Sep 15 2011) 4 threads materialPath: c:\program files (x86)\steam\steamapps\stve319\half-life 2 episode two\ep2\materials Loading C:\Users\Brandon\Desktop\Map file\rp_city15.vmf Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\stve319\half-life 2 episode two\ep2\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...Bad detail brush side ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\stve319\sourcesdk\bin\source2009\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\stve319\half-life 2 episode two\ep2" "C:\Users\Brandon\Desktop\Map file\rp_city15" Valve Software - vvis.exe (Sep 15 2011) 4 threads reading c:\users\brandon\desktop\map file\rp_city15.bsp Error opening c:\users\brandon\desktop\map file\rp_city15.bsp ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\stve319\sourcesdk\bin\source2009\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\stve319\half-life 2 episode two\ep2" "C:\Users\Brandon\Desktop\Map file\rp_city15" Valve Software - vrad.exe SSE (Sep 15 2011) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\users\brandon\desktop\map file\rp_city15.bsp Error opening c:\users\brandon\desktop\map file\rp_city15.bsp ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Brandon\Desktop\Map file\rp_city15.bsp" "c:\program files (x86)\steam\steamapps\stve319\half-life 2 episode two\ep2\maps\rp_city15.bsp" The command failed. Windows reported the error: "The system cannot find the file specified." [/Code]
[QUOTE=Brandon;35489859]I don't understand whats wrong with my map, It cant locate my map even though its in a folder on my desktop? Heres the compile log: [CODE] ZE CODE [/Code][/QUOTE] The BSP file didn't write, Usually that's a file with vbsp.exe "Find Visible Detail Sides...Bad detail brush side" [quote] [B]"COMPILE LOG ERROR FINDER" [/B] find visible detail sides...bad detail brush side Description: The cause for this error is using multiple (incompatible) tool-textures on the same brush, or so it seems. Apart from HINT and SKIP there aren't much combination of tool-textures allowed on the same brush, so any other combination is a possible cause. Tool-textures are the 'tools/' textures you can find using the texture browser in Hammer, and that have a special meaning. Solution: You will need to find the brush(es) with these tool-textures and replace those textures. The easiest way to find the source of the error is to hide all visgroups except for the visgroups which are for tools textures and then just look around the map in 3d textured mode. [/quote] [editline]8th April 2012[/editline] [url=http://www.interlopers.net/errors/]This may come in handy[/url]
[QUOTE=LegoGuy;35490274]The BSP file didn't write, Usually that's a file with vbsp.exe "Find Visible Detail Sides...Bad detail brush side" [editline]8th April 2012[/editline] [url=http://www.interlopers.net/errors/]This may come in handy[/url][/QUOTE] Thank you!
I feel stupid asking this, but how to teleport the player without retaining the player's velocity?
You mean, so they don't take fall damage? Either use a tiny bit of water or use a filter_damage_type.
I already have the player not take damage, but I want to get rid of the screen shaking that occurs.
maybe you could put a trigger_push with massive counter-velocity?
[QUOTE=Miigga;35509710]I already have the player not take damage, but I want to get rid of the screen shaking that occurs.[/QUOTE] The screen shaking? I am not quite sure what you mean by this, because I don't remember falling causing a screen shaking. But there is an entity which can do just that. The <something, forgot what>_viewpunch entity, I believe. It can do the same kind of view shaking that you can see when the combine metrocops push you in the trainstation in HL2.
[QUOTE=ShadowDeath;35509998]The screen shaking? I am not quite sure what you mean by this, because I don't remember falling causing a screen shaking. But there is an entity which can do just that. The <something, forgot what>_viewpunch entity, I believe. It can do the same kind of view shaking that you can see when the combine metrocops push you in the trainstation in HL2.[/QUOTE] I want to get rid of it, not cause more of it. When the player hits the ground after falling at a high velocity, the screen shakes a bit. The extent of the shaking depends on how high the velocity was. I have the player falling down at a high velocity. He gets teleported elsewhere right before hitting the ground. I want the player to NOT have his view shake right after the teleport occurs.
When you do ground displacements, do you leave solid dev brushes underneath? And can they intersect the volumes of the brushes that turned into displacements? I always feel like I'm doing something wrong if those intersect, but I collide displacements and brushes all the time.
[QUOTE='[yournamehere];35510602']When you do ground displacements, do you leave solid dev brushes underneath? And can they intersect the volumes of the brushes that turned into displacements? I always feel like I'm doing something wrong if those intersect, but I collide displacements and brushes all the time.[/QUOTE] Displacements can collide with whatever the fuck and it doesn't cause problems
[QUOTE=Miigga;35509710]I already have the player not take damage, but I want to get rid of the screen shaking that occurs.[/QUOTE] How exactly did you make it so a player didn't take damage like that? I'm trying to do that too, but I haven't been able to figure it out yet.
I just used point_clientcommand to give the player godmode. Obviously this only works in singleplayer maps.
[QUOTE='[yournamehere];35510602']When you do ground displacements, do you leave solid dev brushes underneath? And can they intersect the volumes of the brushes that turned into displacements? I always feel like I'm doing something wrong if those intersect, but I collide displacements and brushes all the time.[/QUOTE] I usually put nodraw brushes underneath Also, I use nodraw because I like to believe it improves performance (a little) bit at least, since the displacement is the thing you're supposed to see and whatever is underneath should not need to be drawn.
Hello, I am currently making a Half life 2 modification. Not exactly great with coding or hammer but on my way. I will probably be on this threat, asking a lot of stupid questions but here goes. I currently have a house, and while going though it I want the character to talk to him self kind of like a point and click adventure game. Such as, there is a smell of rotting flesh so he would say [I]"Ugh, something smells like death.[/I] And have that pop up as subtitles, I mite be adding voice acting, but that would be down the development cycle. Thanks for any help given. EDIT: It seems shortcut keys arn't working properly, when I press F9 or CRTL+C it doesn't appear to work unless I hold it down for a few seconds, which is a bit strange.
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