• Mapping Question Megathread v3
    4,500 replies, posted
Ok, I do see the difference now. It's a very, very minimal difference and I was under the impression it would act similar to a heightmap. [editline]February 4[/editline] It even took me several minutes and a side by side comparison to barely spot the difference. Should it really be that hard to notice because I don't think so regardless?
You need to make the bumpmaps stronger. [t]http://www.katsbits.com/images/tutorials/creating_normal-maps/steps.jpg[/t]
Alright, I can see what's going on and this makes sense now. What scales would you use for regular bumpmaps and ssbumpmaps for your own work for good results?
anyone have tips for lighting? Right now I have a light spot and light (light being less bright than the spot) but otherwise I hate everything about my lights. Help?
[QUOTE=Firegod522;34551866]Make sure the texture itself has clamp s and clamp t flagged.[/QUOTE] Just tried that, thanks. I went through and re-imported every one of the .vtfs just to be sure, and set the clamp flags. The skybox still doesn't appear.
[QUOTE=ThePinkPanzer;34554824]anyone have tips for lighting? Right now I have a light spot and light (light being less bright than the spot) but otherwise I hate everything about my lights. Help?[/QUOTE] Try adding a point_spotlight to the light_spot(if not already done). Adjust the angles to fit your needs, by that I mean basically the "size" of the light, it should fit with the model, as in a small light bulb doesn't lights a full room. Try disabling quadratic lighting and change to linear(just change quadratic from 1 to 0 and linear from 0 to 1). Adjust the color(never use white lights), try adding a bit of yellow or blue, depening on the situation(interiors = artificial lights, more yellow/red colour; outdoors = natural lights, more blue colour). Play around with the 50% and 0% brightness fall off distance. Basically make a map with a few light models and play around until you find something you like.
[QUOTE=st ef you;34554222]Alright, I can see what's going on and this makes sense now. What scales would you use for regular bumpmaps and ssbumpmaps for your own work for good results?[/QUOTE] For bumpmaps depending on the maximum height you specified in the heightmap (white) then I would say an average scale is usually about 2 - 8 or so. [editline]5th February 2012[/editline] [QUOTE=TBot Alpha;34556259]Just tried that, thanks. I went through and re-imported every one of the .vtfs just to be sure, and set the clamp flags. The skybox still doesn't appear.[/QUOTE] you made sure to set the name as starsA1_ correct?
[QUOTE=Firegod522;34557754]you made sure to set the name as starsA1_ correct?[/QUOTE] No, actually. Just tried it and it suddenly worked, thanks. I don't remember reading about the underscore being necessary anywhere else... it certainly doesn't stop me using any of my other custom skyboxes. Is it some new quirk of Hammer that I'm unaware of?
[QUOTE=TBot Alpha;34558395]No, actually. Just tried it and it suddenly worked, thanks. I don't remember reading about the underscore being necessary anywhere else... it certainly doesn't stop me using any of my other custom skyboxes. Is it some new quirk of Hammer that I'm unaware of?[/QUOTE] You specified the texture as starsA1_bk normally it would be startsA1bk but since you have the underscore it thinks that is the skybox name. Look at valve's textures they are called sky_01_01bk
[QUOTE=Firegod522;34558574]You specified the texture as starsA1_bk normally it would be startsA1bk but since you have the underscore it thinks that is the skybox name. Look at valve's textures they are called sky_01_01bk[/QUOTE] Oh. Thanks for spelling that out. Had a feeling it was one of those annoying little details.
What happens if everyone tools_ textures to make Lightmap Scele 128(is it highest?). I think its correct way. ps: sorry for my english *Already found*
Well i guess i can ask again, but in the right place this time. i got a leak in my map that goes through the skybox. i tried making a new skybox but it still doesn't work can someone help me? =(
[QUOTE=dave1120;34559644]Well i guess i can ask again, but in the right place this time. i got a leak in my map that goes through the skybox. i tried making a new skybox but it still doesn't work can someone help me? =([/QUOTE] Load pointfile.
Yea i know, but how do i fix it? the red line goes from a prop and then through the skybox. but there is no hole in the skybox.
[QUOTE=dave1120;34560975]Yea i know, but how do i fix it? the red line goes from a prop and then through the skybox. but there is no hole in the skybox.[/QUOTE] Did you hollow the skybox to make it?
Yea, -32
[QUOTE=dave1120;34561243]Yea, -32[/QUOTE] Don't. Make the skybox with solid brushes surrounding the map. Texture this with the toolsskybox texture, and do not make it a func_detail.
What should i make instead of func_detail then?
[QUOTE=dave1120;34561388]What should i make instead of func_detail then?[/QUOTE] A brush. Skybox is created when ran through the compiler. When you set it to a func_detail, the compiler skips over it when looking for the skybox texture; so no skybox is ever created. Here's another tip: Never ever use hollow or carve; just completely ignore them.
I tried it but it still doesn't work :(
[QUOTE=dave1120;34561800]I tried it but it still doesn't work :([/QUOTE] Are you making the skybox brush then leaving it alone? Or are you pressing ctrl+t on it.
Is there a way to make info_player_starts not activate until a certain point in HL2:DM. For example not spawning you in a building until you've pushed a button in that building.
You could make trigger_teleport there, and make it to disable when the button is pushed.
[IMG]http://i.imgur.com/hDqyk.jpg[/IMG] How can I get it to stop doing this? This is the default vbsp file, what the christ. It's also in a mod I'm working on. I just realized how shitty that screenshot looks, but I haven't gotten around to normal mapping those textures or playing with the lighting any.
Is there a way to spawn a weapon in HL2:DM that doesn't respawn? I'm using a trigger multiple, a point_template and weapon_rpg, so when you drop a prop into a box, it spawns an RPG. Unfortunately the rpg will keep spawning in the dispenser every 30 seconds or so.
Does anyone know how to make the Combine doors like the ones you see in city maps? Like City 18.
[QUOTE=ThePinkPanzer;34565965]Does anyone know how to make the Combine doors like the ones you see in city maps? Like City 18.[/QUOTE] Prop dynamic, search for the model combine_door, or something.
so what's the best way to make a hollow cylinder? by hand? I know I shouldn't use hollow but i want one of the rooms in a TF2 map i'm working on to be a vertical cylinder.
[QUOTE=raginglettuce;34568244]so what's the best way to make a hollow cylinder? by hand? I know I shouldn't use hollow but i want one of the rooms in a TF2 map i'm working on to be a vertical cylinder.[/QUOTE] Use the arch brush primitive.
I added displacements to my map, both in the level and in the 3d skybox, they were constructed so they lined up, now I get weird lighting errors on compile. Can't contribute much data cause I'm at school but what possibly went wrong? Just a leak?
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