• Mapping Question Megathread v3
    4,500 replies, posted
Copy from my post at Interlopers (any way to make the compile log scrollable or something?): Alright, I don't know if this is a simple question, but it seems like the right thread. I'm literally at the end of my wits because of this problem. The issue is that when I have compiled the map and it's loading in the game, the game just crashes. Other maps in the game work just fine. I have fixed every leak (there were two), compiled on both full and fast settings, with HDR on and off, I have deleted all the map files except for the .vmf, switching folders, and using Hammer's compile tools. Any help would be appreciated. [code] -------------- Start Compile BSP ---------------- VBSP Started, Please Wait! VBSP: c:\program files (x86)\steam\steamapps\counter-chrille\sourcesdk\bin\orangebox\bin\vbsp.exe -game "c:\program files (x86)\steam\steamapps\counter-chrille\counter-strike source\cstrike" "C:\Users\Sharkgaming\Dropbox\MAPPING\mapsrc\ttt_peak" Valve Software - vbsp.exe (Oct 25 2011) 4 threads materialPath: c:\program files (x86)\steam\steamapps\counter-chrille\counter-strike source\cstrike\materials Loading C:\Users\Sharkgaming\Dropbox\MAPPING\mapsrc\ttt_peak.vmf Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\counter-chrille\counter-strike source\cstrike\gameinfo.txt Patching WVT material: maps/ttt_peak/ground/blendsnow_conc_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) Chop Details...done (0) Find Visible Detail Sides... Merged 284 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\Sharkgaming\Dropbox\MAPPING\mapsrc\ttt_peak.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/office*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/office*.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 ConVarRef mat_reduceparticles doesn't point to an existing ConVar Building Physics collision data... WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU. done (0) (2301522 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 2959 texinfos to 2091 Reduced 98 texdatas to 92 (2239 bytes to 2039) Writing C:\Users\Sharkgaming\Dropbox\MAPPING\mapsrc\ttt_peak.bsp 2 seconds elapsed Compile Complete for this module. VBSP Completed: 15. april 2012, 18:19:48 VBSP: WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU. VBSP: Compile time: 2 seconds elapsed -------------- Start Compile VVIS ---------------- VVIS Started, Please Wait! VVIS: c:\program files (x86)\steam\steamapps\counter-chrille\sourcesdk\bin\orangebox\bin\vvis.exe -fast -game "c:\program files (x86)\steam\steamapps\counter-chrille\counter-strike source\cstrike" "C:\Users\Sharkgaming\Dropbox\MAPPING\mapsrc\ttt_peak" Valve Software - vvis.exe (Oct 25 2011) fastvis = true 4 threads reading c:\users\sharkgaming\dropbox\mapping\mapsrc\ttt_peak.bsp reading c:\users\sharkgaming\dropbox\mapping\mapsrc\ttt_peak.prt 1580 portalclusters 4983 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1) Optimized: 225784 visible clusters (0.00%) Total clusters visible: 1441438 Average clusters visible: 912 Building PAS... Average clusters audible: 1573 visdatasize:596652 compressed from 632000 writing c:\users\sharkgaming\dropbox\mapping\mapsrc\ttt_peak.bsp 1 second elapsed Compile Complete for this module. VVIS Completed: 15. april 2012, 18:19:50 VVIS: Compile time: 1 second elapsed -------------- Start Compile VRAD ---------------- VRAD Started, Please Wait! VRAD: c:\program files (x86)\steam\steamapps\counter-chrille\sourcesdk\bin\orangebox\bin\vrad.exe -both -game "c:\program files (x86)\steam\steamapps\counter-chrille\counter-strike source\cstrike" "C:\Users\Sharkgaming\Dropbox\MAPPING\mapsrc\ttt_peak" Valve Software - vrad.exe SSE (Oct 25 2011) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [49 texlights parsed from 'lights.rad'] Loading c:\users\sharkgaming\dropbox\mapping\mapsrc\ttt_peak.bsp Setting up ray-trace acceleration structure... Done (1.28 seconds) 6627 faces 2208981 square feet [318093376.00 square inches] 51 Displacements 34410 Square Feet [4955176.50 Square Inches] 6627 patches before subdivision 272897 patches after subdivision sun extent from map=0.121869 100 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (38) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (29) transfers 34126182, max 985 transfer lists: 260.4 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(721862, 767886, 661584) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(161566, 153713, 101806) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(40264, 34509, 19456) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(11364, 8890, 4078) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(3329, 2335, 916) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(1034, 646, 215) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(332, 179, 52) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(112, 51, 13) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(39, 14, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(14, 4, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #11 added RGB(5, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #13 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0656 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6) FinalLightFace Done 32 of 32 (100% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (5) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 31/1024 1488/49152 ( 3.0%) brushes 1468/8192 17616/98304 (17.9%) brushsides 10704/65536 85632/524288 (16.3%) planes 3788/65536 75760/1310720 ( 5.8%) vertexes 12255/65536 147060/786432 (18.7%) nodes 3147/65536 100704/2097152 ( 4.8%) texinfos 2091/12288 150552/884736 (17.0%) texdata 92/2048 2944/65536 ( 4.5%) dispinfos 51/0 8976/0 ( 0.0%) disp_verts 9123/0 182460/0 ( 0.0%) disp_tris 15744/0 31488/0 ( 0.0%) disp_lmsamples 611621/0 611621/0 ( 0.0%) faces 6627/65536 371112/3670016 (10.1%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 3223/65536 180488/3670016 ( 4.9%) leaves 3179/65536 101728/2097152 ( 4.9%) leaffaces 8636/65536 17272/131072 (13.2%) leafbrushes 2993/65536 5986/131072 ( 4.6%) areas 2/256 16/2048 ( 0.8%) surfedges 45601/512000 182404/2048000 ( 8.9%) edges 28143/256000 112572/1024000 (11.0%) LDR worldlights 100/8192 8800/720896 ( 1.2%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 1175/32768 11750/327680 ( 3.6%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 21957/65536 43914/131072 (33.5%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 38/512 13376/180224 ( 7.4%) LDR lightdata [variable] 9660036/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 596652/16777216 ( 3.6%) entdata [variable] 63163/393216 (16.1%) LDR ambient table 3179/65536 12716/262144 ( 4.9%) HDR ambient table 3179/65536 12716/262144 ( 4.9%) LDR leaf ambient 12973/65536 363244/1835008 (19.8%) HDR leaf ambient 3179/65536 89012/1835008 ( 4.9%) 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] 1/13932 ( 0.0%) pakfile [variable] 174294/0 ( 0.0%) physics [variable] 2301522/4194304 (54.9%) physics terrain [variable] 0/1048576 ( 0.0%) Level flags = 0 Total triangle count: 19468 Writing c:\users\sharkgaming\dropbox\mapping\mapsrc\ttt_peak.bsp 1 minute, 27 seconds elapsed Valve Software - vrad.exe SSE (Oct 25 2011) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [49 texlights parsed from 'lights.rad'] Loading c:\users\sharkgaming\dropbox\mapping\mapsrc\ttt_peak.bsp Setting up ray-trace acceleration structure... Done (1.27 seconds) 6627 faces 2208981 square feet [318093376.00 square inches] 51 Displacements 34410 Square Feet [4955176.50 Square Inches] 6627 patches before subdivision 272897 patches after subdivision sun extent from map=0.121869 100 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (37) BuildVisLeafs: 0...1...2...3...4...5...6.Run map on completion of Successful Compile! ..7...8...9...10 (28) transfers 34126182, max 985 transfer lists: 260.4 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(635533, 682083, 600963) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(141650, 135141, 90775) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(35141, 29984, 17198) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(9961, 7711, 3578) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(2930, 2016, 800) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(918, 558, 187) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(298, 155, 45) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(101, 44, 11) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(36, 12, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(13, 4, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #11 added RGB(5, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #13 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0673 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6) FinalLightFace Done 32 of 32 (100% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (6) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 31/1024 1488/49152 ( 3.0%) brushes 1468/8192 17616/98304 (17.9%) brushsides 10704/65536 85632/524288 (16.3%) planes 3788/65536 75760/1310720 ( 5.8%) vertexes 12255/65536 147060/786432 (18.7%) nodes 3147/65536 100704/2097152 ( 4.8%) texinfos 2091/12288 150552/884736 (17.0%) texdata 92/2048 2944/65536 ( 4.5%) dispinfos 51/0 8976/0 ( 0.0%) disp_verts 9123/0 182460/0 ( 0.0%) disp_tris 15744/0 31488/0 ( 0.0%) disp_lmsamples 611621/0 611621/0 ( 0.0%) faces 6627/65536 371112/3670016 (10.1%) hdr faces 6627/65536 371112/3670016 (10.1%) origfaces 3223/65536 180488/3670016 ( 4.9%) leaves 3179/65536 101728/2097152 ( 4.9%) leaffaces 8636/65536 17272/131072 (13.2%) leafbrushes 2993/65536 5986/131072 ( 4.6%) areas 2/256 16/2048 ( 0.8%) surfedges 45601/512000 182404/2048000 ( 8.9%) edges 28143/256000 112572/1024000 (11.0%) LDR worldlights 100/8192 8800/720896 ( 1.2%) HDR worldlights 100/8192 8800/720896 ( 1.2%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 1175/32768 11750/327680 ( 3.6%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 21957/65536 43914/131072 (33.5%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 38/512 13376/180224 ( 7.4%) LDR lightdata [variable] 9660036/0 ( 0.0%) HDR lightdata [variable] 9660036/0 ( 0.0%) visdata [variable] 596652/16777216 ( 3.6%) entdata [variable] 63163/393216 (16.1%) LDR ambient table 3179/65536 12716/262144 ( 4.9%) HDR ambient table 3179/65536 12716/262144 ( 4.9%) LDR leaf ambient 12973/65536 363244/1835008 (19.8%) HDR leaf ambient 12974/65536 363272/1835008 (19.8%) 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] 1/13932 ( 0.0%) pakfile [variable] 174294/0 ( 0.0%) physics [variable] 2301522/4194304 (54.9%) physics terrain [variable] 0/1048576 ( 0.0%) Level flags = 0 Total triangle count: 19468 Writing c:\users\sharkgaming\dropbox\mapping\mapsrc\ttt_peak.bsp 1 minute, 25 seconds elapsed Compile Complete for this module. VRAD Completed: 15. april 2012, 18:22:45 VRAD: Compile time: 1 minute, 27 seconds elapsed VRAD: Compile time: 1 minute, 25 seconds elapsed One Line Summary: 15-04-2012 18:22:45, ttt_peak.vmf, Counter-Strike Source, normal , fast, normal, 00:00:03, 00:00:02, 00:02:54, 00:02:59 History.csv was updated. Compile Summary - job mode: FAST Map Name: ttt_peak.vmf VBSP - mode:normal , 2 seconds, 00:00:03 elapsed VVIS - mode:fast, 1 second, 00:00:02 elapsed VRAD - mode:normal, 1 minute, 27 seconds(LDR), 1 minute, 25 seconds(HDR), 00:02:54 elapsed Total Compile time: 00:02:59 NOTE: old BSP file deleted: c:\program files (x86)\steam\steamapps\counter-chrille\counter-strike source\cstrike\maps\ttt_peak_old.bsp NOTE: old BSP file renamed to : c:\program files (x86)\steam\steamapps\counter-chrille\counter-strike source\cstrike\maps\ttt_peak_old.bsp File copied: C:\Users\Sharkgaming\Dropbox\MAPPING\mapsrc\ttt_peak.bsp to c:\program files (x86)\steam\steamapps\counter-chrille\counter-strike source\cstrike\maps\ttt_peak.bsp Game Launch: c:/program files (x86)/steam/steam.exe -applaunch 240 +map "ttt_peak" [/code] Edit: And it used to compile and launch perfectly fine.
Delete all models in your map (select them using visgroups) and then try compiling. Be careful not to save when the models are deleted and overwrite your old save.
[quote] VBSP: WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU. [/quote] Try making your displacements a different power, because for some reason sdk doesn't like power 4 displacements. This might not cause the problem, but I noticed it.
[QUOTE=~ZOMG;35582777]Delete all models in your map (select them using visgroups) and then try compiling. Be careful not to save when the models are deleted and overwrite your old save.[/QUOTE] Didn't work :c [QUOTE=Prez;35582781]Try making your displacements a different power, because for some reason sdk doesn't like power 4 displacements. This might not cause the problem, but I noticed it.[/QUOTE] Well, I could try this, but it wasn't a problem previously. [editline]15th April 2012[/editline] didn't work
What software should I use for mapping? Source SDK doesn't take BSP files and I just wanna do a simple edit to a map.
[QUOTE=LazyBastard;35584843]What software should I use for mapping? Source SDK doesn't take BSP files and I just wanna do a simple edit to a map.[/QUOTE] You have to decompile the map so it's readable in Hammer. The Source SDK is pretty much your only option.
[QUOTE=Chrille;35585009]You have to decompile the map so it's readable in Hammer. The Source SDK is pretty much your only option.[/QUOTE] How do I decompile? Feeling like a genius ,_,
[QUOTE=LazyBastard;35585054]How do I decompile? Feeling like a genius ,_,[/QUOTE] Decompiling screws shit up so you'd pretty much be better off asking the mapper for the .vmf file or something.
[QUOTE=Miigga;35585177]Decompiling screws shit up so you'd pretty much be better off asking the mapper for the .vmf file or something.[/QUOTE] Who's the map maker of the Downtown map? ,_,
Out of curiosity, what happens if you carve a displacement?
[QUOTE=Sergeant Stacker;35586023]Out of curiosity, what happens if you carve a displacement?[/QUOTE] Nothing / it turns back into a brush.
I'm looking for the detail sprite that makes the blenddirtdirt001a texture look awesome in hl2, but is missing in ep2. I think it is called citygrass01, but cannot find it in the gcf's, any idea where i can find it? [img_thumb]http://cloud.steampowered.com/ugc/540672970807703087/74B4EBC1F1B7216378248EF46DDBDA3BDF72A69A/[/img_thumb]
For some reason the shadows cast by my trees don't effect npcs, anybody know how to fix this? [IMG]http://img809.imageshack.us/img809/844/sdkcustommodeltest0000.jpg[/IMG]
I'm posting about that skybox problem I'm still having. The compile log's been pretty useless but I did manage to find this bit of text in the console in-game: [code] Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/militia_hdrrt) Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/militia_hdrbk) Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/militia_hdrlf) Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/militia_hdrft) Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/militia_hdrup) Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/militia_hdrdn) [/code] Also, I found some other reds which I thought I should share here [code] SOLID_VPHYSICS static prop with no vphysics model! (models/props/cs_office/doorknobb.mdl) SOLID_VPHYSICS static prop with no vphysics model! (models/props/de_train/de_train_securityguard.mdl) [/code] Thanks.
[QUOTE=Azzator;35588730]I'm posting about that skybox problem I'm still having. The compile log's been pretty useless but I did manage to find this bit of text in the console in-game: [code] Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/militia_hdrrt) Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/militia_hdrbk) Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/militia_hdrlf) Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/militia_hdrft) Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/militia_hdrup) Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/militia_hdrdn) [/code] Also, I found some other reds which I thought I should share here [code] SOLID_VPHYSICS static prop with no vphysics model! (models/props/cs_office/doorknobb.mdl) SOLID_VPHYSICS static prop with no vphysics model! (models/props/de_train/de_train_securityguard.mdl) [/code] Thanks.[/QUOTE] It looks like you named your skybox wrong or the game you are testing in does not have cs:s ported/is not cs:s. Probably the last option. e: Nevermind. I'm stumped. e2: Wait, your CS:S isn't showing up under the Source MP category? Make sure when you set up CS:S for source 2009 you placed the correct path to the .fgd in the options section.
^ As I said before, I got it to appear already so the setup probably isn't an issue. Right now, I'm retexturing my glass brushes as it might be conflicting with it or something. Thanks for trying to help. [editline]16th April 2012[/editline] Fuck, nothing happened. I'm going crazy over staring at the same, disgusting, pink-checkered sky. Goddamnit Hammer.
Will anything drastically bad happen performance wise if I use particle-based water for waterfalls in a multiplayer TTT map? It should work fine if I pakrat the particle files, right?
I'm making a lot of cubicles just using Hammer. Should I use func_detail or Propper?
[QUOTE=Azzator;35591531]I'm making a lot of cubicles just using Hammer. Should I use func_detail or Propper?[/QUOTE] How do you want the lighting to be on them?
The cubicles will be put in a dim room so I guess they don't need that good lighting.
[QUOTE=Azzator;35591656]The cubicles will be put in a dim room so I guess they don't need that good lighting.[/QUOTE] Propper: + Possibility for more detail (does not have to be on-grid) - Crappier lighting Func_detail: + Nicer lighting - Less detail is possible Sounds like in your case you don't need fancy lighting so propper should probably be your choice. If you do choose propper, make sure you make it more detailed than you would with func_detail. For instance, you can scale it up 8 or 16 times, work with that grid and then scale it back down to normal size and turn it into a prop.
Is it possible to make rain puddles in Hammer? I mean if it's raining outside, the surface should be wet/have puddles, but I'm not sure if it's doable or how.
[QUOTE=H4wkeye;35593495]Is it possible to make rain puddles in Hammer? I mean if it's raining outside, the surface should be wet/have puddles, but I'm not sure if it's doable or how.[/QUOTE] Displacements with water in them
Ah good idea. That should work. And what about the surface being wet? Is that even possible in hammer?
[QUOTE=H4wkeye;35593560]Ah good idea. That should work. And what about the surface being wet? Is that even possible in hammer?[/QUOTE] Depends on how wet you mean. You can always have a tiny little surface of water over parts of the map (Which are really puddles, I suppose), but you could also, with work, insert noises that sound like someone stepping/sloshing in muddy terrain just for effect.
[QUOTE=H4wkeye;35593560]Ah good idea. That should work. And what about the surface being wet? Is that even possible in hammer?[/QUOTE] Specularity map with lots of white. (white is reflective) or for a more fancy effect render target with the camera nxt to it. To everything is reflected.
[QUOTE=mdeceiver79;35593922]Specularity map with lots of white. (white is reflective) or for a more fancy effect render target with the camera nxt to it. To everything is reflected.[/QUOTE] I have no idea how to do that or what all that means. But it sounds complicated. I think I'll just stick to making some puddles :v: [editline]16th April 2012[/editline] [QUOTE=Prez;35593686]Depends on how wet you mean. You can always have a tiny little surface of water over parts of the map (Which are really puddles, I suppose), but you could also, with work, insert noises that sound like someone stepping/sloshing in muddy terrain just for effect.[/QUOTE] Yeah, I think I'll just do some puddles.
I have a quick question [url]http://www.gamebanana.com/css/maps/164363?dirname=css[/url] Ive recently downloaded several css maps off of game banana among them being the one im showing here and several of them simply end up crashing gmod while loading.....i have no idea what could be causeing it so any help would be appreciated
Does anyone know of good places to get skybox textures besides GameBanana and [url=facepunch.com/threads/970112]this thread[/url]?
Did I just completely screw my curves or are these alright? [IMG]http://i39.tinypic.com/2vbr7zc.png[/IMG]
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