[QUOTE=slayer20;35566116]How many sky_camera entities do you have?[/QUOTE]
I believe that I only have one. How can I check if I have more?
[QUOTE=Coffeee;35566154]I believe that I only have one. How can I check if I have more?[/QUOTE]
At the top of Hammer, go to Map and then Entity Report. Scroll down and see if you have two sky_cameras.
If you have two, delete the one in your main map and leave the one in your 3D skybox.
Now I have another problem (as always).
Skybox texture shows up as the dreaded pink checkerboard pattern even though I have the texture present and loaded up.
using militia_sky.
[URL=http://filesmelt.com/][IMG]http://filesmelt.com/dl/rise_hard0017.jpg[/IMG][/URL]
It worked before but after I turned off shadows for the railings (see above), skybox got fucked up.
help?
[QUOTE=slayer20;35566188]At the top of Hammer, go to Map and then Entity Report. Scroll down and see if you have two sky_cameras.
If you have two, delete the one in your main map and leave the one in your 3D skybox.[/QUOTE]
Only 1.
Was the texture working just fine before you changed the settings on the rails?
[editline]14th April 2012[/editline]
[QUOTE=Coffeee;35566206]Only 1.[/QUOTE]
You might try doing this...
Place a sky_camera in the center of your main map. Copy and paste the main map off to the side, and press CTRL+M to bring up the transformation settings. Change the setting to SCALE and the XYZ to .05
This will be your 3D Skybox now. Extend the skybox brushes on your new 3d skybox and be sure to delete all the entities in your new 3D skybox except for the sky_camera and light_environment (if you have one).
Take your objects from your old 3D skybox and place them in your new 3D skybox around your scaled down map. After that, delete the scaled down map, but keep your objects that you want in your 3D skybox.
Now delete your old 3D skybox and delete the sky_camera in your main map.
You'll have to play with the scale setting in the sky_camera. I should also mention that the sky_camera should be in the center of your map on the ground.
Try that and see if that works.
[QUOTE=slayer20;35566209]Was the texture working just fine before you changed the settings on the rails? [/QUOTE]
Yes and no. Sometimes it didn't, sometimes it did (seriously). Though I think it's pretty obvious that it's caused by some changes/additions I've made, but the only ones I can think of are the env_cubemaps, func_illusionary and some props, nothing major, at least, that would cause a skybox texture to not appear.
[QUOTE=Azzator;35566381]Yes and no. Sometimes it didn't, sometimes it did (seriously). Though I think it's pretty obvious that it's caused by some changes/additions I've made, but the only ones I can think of are the env_cubemaps, func_illusionary and some props, nothing major, at least, that would cause a skybox texture to not appear.[/QUOTE]
That doesn't make sense...
The skybox shouldn't just randomly disappear like that. The only thing I can really tell you to try is to use GCFscape and extract the original textures and put them in your CSS folder or whatever.
[editline]14th April 2012[/editline]
Oh yeah, post your compile log too.
Anyone got any idea what's going wrong in my map? Vrad crashes and upon loading in HL2, the game crashes.
[code]
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\avwos\sourcesdk\bin\source2009\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\avwos\half-life 2 episode two\ep2" "C:\Users\Aidan\Documents\Vmfs\Car_park1.vmf"
Valve Software - vbsp.exe (Sep 15 2011)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\avwos\half-life 2 episode two\ep2\materials
Loading C:\Users\Aidan\Documents\Vmfs\Car_park1.vmf
Can't find surfaceprop asphalt for material CONCRETE/ROADPARKINGLOT, using default
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\avwos\half-life 2 episode two\ep2\gameinfo.txt
Patching WVT material: maps/car_park1/nature/blendcondirt001a_wvt_patch
fixing up env_cubemap materials on brush sides...
KeyValues Error: RecursiveLoadFromBuffer: got NULL key in file detail.vbsp
detail, Custom_Detail_sprite, Group1, Model1,
KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file detail.vbsp
detail, Custom_Detail_sprite, Group1, (*Model1*),
KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file detail.vbsp
detail, Custom_Detail_sprite, (*Group1*), (*Model1*),
KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file detail.vbsp
detail, (*Custom_Detail_sprite*), (*Group1*), (*Model1*),
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 38 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Aidan\Documents\Vmfs\Car_park1.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.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
Can't find surfaceprop asphalt for material concrete/roadcrosswalk_overlay, using default
Building Physics collision data...
done (0) (63779 bytes)
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\avwos\sourcesdk\bin\source2009\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\avwos\half-life 2 episode two\ep2" "C:\Users\Aidan\Documents\Vmfs\Car_park1"
Valve Software - vvis.exe (Sep 15 2011)
4 threads
reading c:\users\aidan\documents\vmfs\Car_park1.bsp
reading c:\users\aidan\documents\vmfs\Car_park1.prt
89 portalclusters
225 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 (0)
Optimized: 9 visible clusters (0.00%)
Total clusters visible: 4750
Average clusters visible: 53
Building PAS...
Average clusters audible: 89
visdatasize:2879 compressed from 2848
writing c:\users\aidan\documents\vmfs\Car_park1.bsp
0 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\avwos\sourcesdk\bin\source2009\bin\vrad.exe"
** Parameters: -both -game "c:\program files (x86)\steam\steamapps\avwos\half-life 2 episode two\ep2" "C:\Users\Aidan\Documents\Vmfs\Car_park1"
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\aidan\documents\vmfs\Car_park1.bsp
Setting up ray-trace acceleration structure... Done (1.23 seconds)
778 faces
101606 square feet [14631322.00 square inches]
15 Displacements
5140 Square Feet [740257.63 Square Inches]
778 patches before subdivision
8870 patches after subdivision
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Aidan\Documents\Vmfs\Car_park1.bsp" "c:\program files (x86)\steam\steamapps\avwos\half-life 2 episode two\ep2\maps\Car_park1.bsp"
[/code]
[editline]14th April 2012[/editline]
Just fixed some basic overlay errors in hammer, tried compiling again and got this error:
[IMG]http://filesmelt.com/dl/error35.png[/IMG]
restart steam. it's the ultimate solution.
What should I use to make car headlights? I have two cars and I want one of them to have headlights "turned on" so it shines on the other card.
[QUOTE=H4wkeye;35569171]What should I use to make car headlights? I have two cars and I want one of them to have headlights "turned on" so it shines on the other card.[/QUOTE]
point_spotlight and light_spot works well
Alright thanks.
Vrad Crashed, and not sure why. Posted the compile log below, If anyone can give me ideas on how to make it compile further or has had this happen to them.
I've also changed the lightmaps too and is using VBCT. I have compiled sections separately and they all compiled, its just when I compile my whole map it doesn't want to compile.
[code]================== VBSP ==================
materialPath: c:\program files (x86)\steam\steamapps\half-life 2 episode two\ep2\materials
Loading C:\Program Files (x86)\Steam\steamapps\sourcesdk_content\hl2\mapsrc\carcery revised 2\rp_Carcery_b8.vmf
Can't find surfaceprop sheetrock for material PLASTER/BLUE02, using default
Can't find surfaceprop stone for material DE_TIDES/TIDES_BRICK_WALL_D, using default
Can't find surfaceprop stone for material DE_TIDES/TIDES_BRICK_WALL_H, using default
Can't find surfaceprop stone for material DE_TIDES/TIDES_BRICK_WALL_I, using default
Can't find surfaceprop stone for material STONE/INFBASEA, using default
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Can't find surfaceprop sheetrock for material PLASTER/MILWALL001, using default
Can't find surfaceprop sheetrock for material PLASTER/MILWALL002, using default
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\half-life 2 episode two\ep2\gameinfo.txt
Patching WVT material: maps/rp_carcery_b8/nature/blendgrassdirt01_noprop_wvt_patch
Patching WVT material: maps/rp_carcery_b8/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/rp_carcery_b8/dev/dev_blendmeasure2_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 398 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (6)
writing C:\Program Files (x86)\Steam\steamapps\sourcesdk_content\hl2\mapsrc\carcery revised 2\rp_Carcery_b8.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/mpa125*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/mpa125*.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 (2) (2254374 bytes)
Error! To use model "models/props_c17/door01_left.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_c17/door01_left.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 13778 texinfos to 8048
Reduced 587 texdatas to 472 (19912 bytes to 16614)
Writing C:\Program Files (x86)\Steam\steamapps\sourcesdk_content\hl2\mapsrc\carcery revised 2\rp_Carcery_b8.bsp
33 seconds elapsed
================== VVIS ==================
6 threads
reading c:\program files (x86)\steam\steamapps\sourcesdk_content\hl2\mapsrc\carcery revised 2\rp_Carcery_b8.bsp
reading c:\program files (x86)\steam\steamapps\sourcesdk_content\hl2\mapsrc\carcery revised 2\rp_Carcery_b8.prt
7724 portalclusters
23580 numportals
0...1...2...3...4...5...6...7...8...9...10Optimized: 1194625 visible clusters (0.00%)
Total clusters visible: 14946555
Average clusters visible: 1935
Building PAS...
Average clusters audible: 5632
visdatasize:8814701 compressed from 14953664
writing c:\program files (x86)\steam\steamapps\sourcesdk_content\hl2\mapsrc\carcery revised 2\rp_Carcery_b8.bsp
27 seconds elapsed
================== VRAD ==================
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\sourcesdk_content\hl2\mapsrc\carcery revised 2\rp_Carcery_b8.bsp
32275 faces
2 degenerate faces
6092406 square feet [877306496.00 square inches]
242 Displacements
1696579 Square Feet [244307376.00 Square Inches]
32273 patches before subdivision
516005 patches after subdivision
811 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 125057640, max 3056
transfer lists: 954.1 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(2735927, 2302737, 1109591)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(405085, 251290, 112245)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(90652, 40624, 18749)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(27622, 8907, 4348)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(9571, 2335, 1226)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(3611, 687, 386)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(1431, 220, 131)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(590, 74, 46)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(251, 26, 17)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(109, 10, 6)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(49, 4, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(22, 1, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(10, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(5, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #15 added RGB(2, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #16 added RGB(1, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #17 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.3794 sec>
0
[/code]
[QUOTE=TCB;35552136]Woo, looking forward to it
[sub][sub][sub]artistic pls[/sub][/sub][/sub][/QUOTE]
Keep an eye on my youtube channel. The video should be uploaded sometime in the next half-hour or so.
[url]http://www.youtube.com/user/Elysion70[/url]
I'm going to be gone for quite a long time today so I may not have time to post it here, but it is uploading.
[code]
** Executing...
** Command: "f:\steam\steamapps\jhoio_32\sourcesdk\bin\source2009\bin\vbsp.exe"
** Parameters: -game "f:\steam\steamapps\jhoio_32\counter-strike source\cstrike" "F:\steam\steamapps\jhoio_32\counter-strike source\cstrike\maps\VMFs\rise_hard.vmf"
Valve Software - vbsp.exe (Sep 15 2011)
4 threads
materialPath: f:\steam\steamapps\jhoio_32\counter-strike source\cstrike\materials
Loading F:\steam\steamapps\jhoio_32\counter-strike source\cstrike\maps\VMFs\rise_hard.vmf
material "black" not found.
Material not found!: BLACK
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in f:\steam\steamapps\jhoio_32\counter-strike source\cstrike\gameinfo.txt
fixing up env_cubemap materials on brush sides...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
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 22 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing F:\steam\steamapps\jhoio_32\counter-strike source\cstrike\maps\VMFs\rise_hard.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.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) (64919 bytes)
Error loading studio model ""!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 335 texinfos to 184
Reduced 33 texdatas to 29 (979 bytes to 913)
Writing F:\steam\steamapps\jhoio_32\counter-strike source\cstrike\maps\VMFs\rise_hard.bsp
2 seconds elapsed
** Executing...
** Command: "f:\steam\steamapps\jhoio_32\sourcesdk\bin\source2009\bin\vvis.exe"
** Parameters: -game "f:\steam\steamapps\jhoio_32\counter-strike source\cstrike" "F:\steam\steamapps\jhoio_32\counter-strike source\cstrike\maps\VMFs\rise_hard"
Valve Software - vvis.exe (Sep 15 2011)
4 threads
reading f:\steam\steamapps\jhoio_32\counter-strike source\cstrike\maps\vmfs\rise_hard.bsp
reading f:\steam\steamapps\jhoio_32\counter-strike source\cstrike\maps\vmfs\rise_hard.prt
251 portalclusters
726 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 (2)
Optimized: 150 visible clusters (0.00%)
Total clusters visible: 30785
Average clusters visible: 122
Building PAS...
Average clusters audible: 250
visdatasize:17442 compressed from 16064
writing f:\steam\steamapps\jhoio_32\counter-strike source\cstrike\maps\vmfs\rise_hard.bsp
2 seconds elapsed
** Executing...
** Command: "f:\steam\steamapps\jhoio_32\sourcesdk\bin\source2009\bin\vrad.exe"
** Parameters: -game "f:\steam\steamapps\jhoio_32\counter-strike source\cstrike" "F:\steam\steamapps\jhoio_32\counter-strike source\cstrike\maps\VMFs\rise_hard"
Valve Software - vrad.exe SSE (Sep 15 2011)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading f:\steam\steamapps\jhoio_32\counter-strike source\cstrike\maps\vmfs\rise_hard.bsp
Setting up ray-trace acceleration structure... Done (0.17 seconds)
2160 faces
80128 square feet [11538549.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
2160 patches before subdivision
140392 patches after subdivision
sun extent from map=0.000000
11 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (14)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (16)
transfers 19670733, max 682
transfer lists: 150.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(209184, 214258, 270656)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(63351, 64634, 77190)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(19024, 19348, 22051)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(5920, 6007, 6534)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(1846, 1872, 1954)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(581, 589, 591)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(184, 186, 180)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(58, 59, 55)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(19, 19, 17)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(6, 6, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(2, 2, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0475 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
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 4/1024 192/49152 ( 0.4%)
brushes 177/8192 2124/98304 ( 2.2%)
brushsides 1107/65536 8856/524288 ( 1.7%)
planes 660/65536 13200/1310720 ( 1.0%)
vertexes 3389/65536 40668/786432 ( 5.2%)
nodes 514/65536 16448/2097152 ( 0.8%)
texinfos 184/12288 13248/884736 ( 1.5%)
texdata 29/2048 928/65536 ( 1.4%)
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 2160/65536 120960/3670016 ( 3.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 430/65536 24080/3670016 ( 0.7%)
leaves 519/65536 16608/2097152 ( 0.8%)
leaffaces 3164/65536 6328/131072 ( 4.8%)
leafbrushes 537/65536 1074/131072 ( 0.8%)
areas 2/256 16/2048 ( 0.8%)
surfedges 11974/512000 47896/2048000 ( 2.3%)
edges 7134/256000 28536/1024000 ( 2.8%)
LDR worldlights 11/8192 968/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 303/32768 3030/327680 ( 0.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5289/65536 10578/131072 ( 8.1%)
cubemapsamples 12/1024 192/16384 ( 1.2%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 10495680/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 17442/16777216 ( 0.1%)
entdata [variable] 16649/393216 ( 4.2%)
LDR ambient table 519/65536 2076/262144 ( 0.8%)
HDR ambient table 519/65536 2076/262144 ( 0.8%)
LDR leaf ambient 1456/65536 40768/1835008 ( 2.2%)
HDR leaf ambient 519/65536 14532/1835008 ( 0.8%)
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] 1/3626 ( 0.0%)
pakfile [variable] 1133002/0 ( 0.0%)
physics [variable] 64919/4194304 ( 1.5%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 5927
Writing f:\steam\steamapps\jhoio_32\counter-strike source\cstrike\maps\vmfs\rise_hard.bsp
43 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "F:\steam\steamapps\jhoio_32\counter-strike source\cstrike\maps\VMFs\rise_hard.bsp" "f:\steam\steamapps\jhoio_32\counter-strike source\cstrike\maps\rise_hard.bsp"
[/code]
My compile log with regard to my problem about the skybox.
Manually set up CSS for Src2009 because it wouldn't appear itself.
How do I make the wall lights actually look like the light is coming out of the wall light and it not looking like shit?
[IMG]http://i.minus.com/ilSizXfiROmJv.jpg[/IMG]
^
I use env_lightglow myself. You could try env_sprite too.
[t]http://puu.sh/pFjV[/t]
How can I even the lighting on the rock?
I already tried info_lighting and compiling with -staticproppolys.
It really shouldn't have taken this long, but I finally got around to uploading it and what not
[media]http://www.youtube.com/watch?v=geCPBy5ghMg[/media]
Enjoy.
[QUOTE=phantompain5;35575546]How do I make the wall lights actually look like the light is coming out of the wall light and it not looking like shit?
[IMG]http://i.minus.com/ilSizXfiROmJv.jpg[/IMG][/QUOTE]
Could try point_spotlight (It is this entity, right?), it adds some nice light effects and you can adjust the width and length of the light beam it creates. For these lamps you could therefore create some thicker and shorter light beams.
[QUOTE=phantompain5;35575546]How do I make the wall lights actually look like the light is coming out of the wall light and it not looking like shit?
[ze image][/QUOTE]
[url=http://www.interlopers.net/tutorials/1780]Use point_spotlight with your light_spot a tutorial on how to do this can be found here[/url]
So I have a couple cars in the garage and one is turned on. How do I add a sound so that you can hear the car working but only around the area of garage? It's a L4D2 map.
[QUOTE=H4wkeye;35580524]So I have a couple cars in the garage and one is turned on. How do I add a sound so that you can hear the car working but only around the area of garage? It's a L4D2 map.[/QUOTE]
ambient_generic should do the trick. If they still have that entity for L4D2, I don't doubt they still have it, but I have never ever mapped for L4D2 before, so I am unsure.
There is an ambient_generic entity.
This one? [url]https://developer.valvesoftware.com/wiki/Ambient_generic[/url]
Hello. Inspirated by Source sdk minecraft ( a video), i would like to make like an... Crafting system. You put like An SMG2, AR2 ammo, A combine ball, and a battery on a workbench it makes an AR2. How i can do it?
[QUOTE=ThalZaramee;35580969]Hello. Inspirated by Source sdk minecraft ( a video), i would like to make like an... Crafting system. You put like An SMG2, AR2 ammo, A combine ball, and a battery on a workbench it makes an AR2. How i can do it?[/QUOTE]
The items would need to be spawned ingame via a point_template, and thus have names. Then it is a simple manner of using a filter_name and a math_counter.
[QUOTE=IronPhoenix;35581327]The items would need to be spawned ingame via a point_template, and thus have names. Then it is a simple manner of using a filter_name and a math_counter.[/QUOTE]
So it means that i have to set the point_template to spawn items with name, an math counter to count the placed items, and a filter to make it works only with the named items? Okay, but how did i make the items dissapears after that? How it spawn the AR2?
And thanks for responding.
[QUOTE=H4wkeye;35580828]There is an ambient_generic entity.
This one? [url]https://developer.valvesoftware.com/wiki/Ambient_generic[/url][/QUOTE]
Exactly that one. I always find it a bit difficult to find the correct max audible distance, though, as it also controls the volume of the played sound, in a way. There is a "volume" keyvalue, yes, but from my experience I learned upping the audible max distance is the way to make the sound louder and I am fully aware this also makes it audible farther away from the source.
Alternatively, you can try to use an env_soundscape, which also has a radius within which sounds can be heard, but it will not decrease the volume level the way ambient_generic does.
At least I think I remember it working this way. I am not even sure if it works to give an env_soundscape a different sound than an ambient one. I think it works though, since you can select different sounds from the list.
As usual, all as I remember it, correct me if I got something wrong, I am not stating "facts" here, just ideas.
I tried ambient_generic. It has sort of a fade in/out. Like the farther you are from it, the quieter it is, until you reach close to the origin. I'll experiment a bit. Thanks for the tips.
I need to make this
[img]http://www.volusiamall.net/shop/volusia.nsf/Maps/lower_high.png/$File/lower_high.png?openelement[/img]
A texture without squishing it or distorting it.
How do I go about doing this
[editline]15th April 2012[/editline]
Nevermind, increase canvas size to a power of 2 so i get the whole thing in.
Fixed
Sorry, you need to Log In to post a reply to this thread.