• Mapping Question Megathread v3
    4,500 replies, posted
Quick question. Is it allowed to use some models and model packs from garrysmod.org in my L4D2 map? With proper credit to whoever made it, of course.
I just assumed that the Hl2 soundscapes were universal to all both Ep1 and Ep2 because they have all of the other assets from Hl2 in them?
[QUOTE=H4wkeye;35673500]Quick question. Is it allowed to use some models and model packs from garrysmod.org in my L4D2 map? With proper credit to whoever made it, of course.[/QUOTE] Who cares, those models are almost always ripped from other games.
Are there any good tutorials which cover just about everything in hammer?
Yes, check this site. He has like 90+ tutorials on Hammer, they are really good and in HD, he covers a metric ton of stuff. [url]http://www.tophattwaffle.com/?page_id=62[/url]
Last night i fooled around with some buttons trying to find the one which displays all walkable areas in the camera window, and I must've pressed something that unleashed the following horror. FYI if someone could tell me where that button is too that'd be great 'cause I never found it. Anyway, that's not my issue, my issue is everytime I open the properties window for a brush entity it turns it into a brush again. It's almost as if my 'Move to world' button has been rewired to work when double clicking on brush entities. Thanks in advance :)
Need some help; can't remember the fix to this water 'error'? [img]http://i.imgur.com/uW6Gr.png[/img] Much thanks if anyone can help. (It's a TF2 map, but that kind of error is universal.)
[QUOTE=Gamershaze;35677882]Need some help; can't remember the fix to this water 'error'? [img]http://i.imgur.com/uW6Gr.png[/img] Much thanks if anyone can help. (It's a TF2 map, but that kind of error is universal.)[/QUOTE] Never had that error, but in my eyes it looks as if you have an invalid texture. Try changing the texture and see if it works.
Yep, it was a texture issue. Possibly due to an HDR conflict as-well though, can't be sure.
[QUOTE=Gamershaze;35678036]Yep, it was a texture issue. Possibly due to an HDR conflict as-well though, can't be sure.[/QUOTE] mat_specular 0 buildcubemaps mat_specular 1 [editline]22nd April 2012[/editline] [QUOTE=Doom;35677797]Last night i fooled around with some buttons trying to find the one which displays all walkable areas in the camera window, and I must've pressed something that unleashed the following horror. FYI if someone could tell me where that button is too that'd be great 'cause I never found it. Anyway, that's not my issue, my issue is everytime I open the properties window for a brush entity it turns it into a brush again. It's almost as if my 'Move to world' button has been rewired to work when double clicking on brush entities. Thanks in advance :)[/QUOTE] The Display Walkable button is DW icon to the left of the compile icon. For the properties issue, make sure you have the selection mode set to group. (top right side bar.
[QUOTE=Firegod522;35678067]For the properties issue, make sure you have the selection mode set to group. (top right side bar.[/QUOTE] Thanks. Removing the selection bar apparently fucked it up.
What are those artifacts (the faint horizontal lines) in the distance and how can I fix them? Thanks. [URL=http://filesmelt.com/][IMG]http://filesmelt.com/dl/dm_rubble0037.jpg[/IMG][/URL]
I remember there being some kind of material setting where you could make blend textures work better or something..? A picture will probably show what I mean better: [img]http://dl.dropbox.com/u/5061840/Mapping/Pictures/BlendThing.png[/img] On the left, you have a normal blend texture where grass is overlayed over cobble. I want something more like the one on the right where the grass is completely ignored if there are large cobbles "sticking out" of it. I don't remember what this feature was called, but I know it exists, does anyone have proper usage/documentation/examples of this somewhere? maybe if I can remember the name I'll be able to look it up myself as well.
[QUOTE=Kavukamari;35683155]I remember there being some kind of material setting where you could make blend textures work better or something..? A picture will probably show what I mean better: [img]http://dl.dropbox.com/u/5061840/Mapping/Pictures/BlendThing.png[/img] On the left, you have a normal blend texture where grass is overlayed over cobble. I want something more like the one on the right where the grass is completely ignored if there are large cobbles "sticking out" of it. I don't remember what this feature was called, but I know it exists, does anyone have proper usage/documentation/examples of this somewhere? maybe if I can remember the name I'll be able to look it up myself as well.[/QUOTE] I've never done anything like that but I think this is what you're looking for [url]https://developer.valvesoftware.com/wiki/$blendmodulatetexture[/url]
[QUOTE=Kavukamari;35683155] [img_thumb]http://dl.dropbox.com/u/5061840/Mapping/Pictures/BlendThing.png[/img_thumb] [/QUOTE] Sorry, but green swiss cheese is never a good idea.
[QUOTE=Miigga;35683184]I've never done anything like that but I think this is what you're looking for [url]https://developer.valvesoftware.com/wiki/$blendmodulatetexture[/url][/QUOTE] I believe that's the exact thing I wanted, thanks [QUOTE=IronPhoenix;35683407]Sorry, but green swiss cheese is never a good idea.[/QUOTE] maybe it's one of those obscure foreign cheeses
If i use custom textures i need to provide them with the map in a materials folder or i could use pakrat to pack it? does someone have a pakrat tutorial? i dont really get it
so im trying to map for cs:go but im having a few problems. i successfully set up the editor and can compile maps fine, they come out alright but im having problems with custom textures - specifically prop_details emitting from displacements. i went on fpsbannana and found a really good looking grass texture for CS:S, includes a detail.vbsp and files for the sprites. i got it to work successfully for cs:s and figured it would be easy to do for CS:GO. i put everything in the places where they would go for cs:s, but in the csgo root folder. detail.vbsp went into the csgo root, the materials went into the materials folder. the problem im having now is that, when i place the texture down, the sprites emitting from the displacement arent right. infact, it looks like theyre coming from a different file. its showing some bushes with berry's on it and shit instead of the grass that it should be. the way the texture worked for CS:S is that it replaced the detail.vbsp that was in the root folder and the detailsprites materials file. since i just dragged and dropped everythign to where they would be but in the csgo root folder, i cant fingure out why its not working. any help?
My CC ends up being way too saturated than intended. However, I did find a fix involving editing the .raw files, but every time I open it up in Photoshop it asks me to describe its dimensions and it ends up being invalid when used in-game. Any idea how I can fix this?
[QUOTE=Azzator;35692881]My CC ends up being way too saturated than intended. However, I did find a fix involving editing the .raw files, but every time I open it up in Photoshop it asks me to describe its dimensions and it ends up being invalid when used in-game. Any idea how I can fix this?[/QUOTE] Don't edit the raw files in photoshop, they aren't the same format as photoraw images - they just share the same extension.
Is there a command to clear all the cubemap "cache" or storage or whatever? Because it takes like screenshots and then stores it in the .bsp files, as far as I know, but is it possible to clear them all and rebuild fresh? Cause buildcubemaps doesn't delete old screens, just makes new ones.
[QUOTE=H4wkeye;35699645]Is there a command to clear all the cubemap "cache" or storage or whatever? Because it takes like screenshots and then stores it in the .bsp files, as far as I know, but is it possible to clear them all and rebuild fresh? Cause buildcubemaps doesn't delete old screens, just makes new ones.[/QUOTE] Everytime you recompile it replaces the .bsp file.
Oh. So basically, by recompiling, it'll wipe out all the shots cubemaps took. Sweet, thanks.
[QUOTE=RedNinja;35684283]If i use custom textures i need to provide them with the map in a materials folder or i could use pakrat to pack it? does someone have a pakrat tutorial? i dont really get it[/QUOTE] Anyone?
So can I or can I not use Hl2 or Ep1 soundscapes in Ep2?
So I made a toolsplayerclipmetal texture so that I could hear metal footsteps on my metal stairs, and the texture itself works great with no errors at all. However, in the Hammer UI, the texture is jumbled. It's not a problem, but it's pretty annoying, anyone know how to fix it? [t]http://dl.dropbox.com/u/5061840/Mapping/Pictures/UIGlitch.png[/t] My vmt is pretty much the same as the normal playerclip texture, but changed to use the new material, it shouldn't be interfering or anything [code]"LightmappedGeneric" { // Original shader: BaseTimesLightmap "$basetexture" "Tools/toolsplayerclipmetal" "$surfaceprop" "metal" "$translucent" "1" "%compilenodraw" 1 "%compilepassbullets" 1 "%playerclip" 1 "%keywords" "airexchange,borealis,c17downtown,c17industrial,c17sewers,c17skyscraper,c17trainstation,combine,kraken,wasteland" } [/code]
Hello, New mapper here. Whenever I make the entity of prop_detail it just comes out to be a error. I thought it might of been the models but I tried it for css and half life 2. It works fine with prop_static, but I would hit the limit and it would just be invisible.
[QUOTE=xCladx;35701391]Hello, New mapper here. Whenever I make the entity of prop_detail it just comes out to be a error. I thought it might of been the models but I tried it for css and half life 2. It works fine with prop_static, but I would hit the limit and it would just be invisible.[/QUOTE] Prop_detail is the prop that vbsp places everywhere when you have Detail Sprites turned on for your displacements, you can't use it for normal props. Prop_static is the only thing you can use for stationary props if I remember correctly. What are you trying to accomplish in the first place? maybe you can find a tutorial on how to do it better online.
[QUOTE=xCladx;35701391]Hello, New mapper here. Whenever I make the entity of prop_detail it just comes out to be a error. I thought it might of been the models but I tried it for css and half life 2. It works fine with prop_static, but I would hit the limit and it would just be invisible.[/QUOTE] You would have to really spam props to hit the limit. More likely, you are setting a prop to a type that it cannot support. In the models panel, click on the info tab, and it will tell you what the prop type is. If it says physics/static, then it can only be a physics model. Question- Finally got the detail sprites to work...now they are floating. Any fix for this (search just brings up suggestions for l4d :( )
[QUOTE=IronPhoenix;35703092]You would have to really spam props to hit the limit. More likely, you are setting a prop to a type that it cannot support. In the models panel, click on the info tab, and it will tell you what the prop type is. If it says physics/static, then it can only be a physics model. Question- Finally got the detail sprites to work...now they are floating. Any fix for this (search just brings up suggestions for l4d :( )[/QUOTE] Edit your vbsp and make the centre point, or whatever it's called, higher. I'll try and find that interlopers tutorial. [editline]25th April 2012[/editline] [url]http://www.interlopers.net/tutorials/33402[/url] Move the green points in this image up. [img]http://www.interlopers.net/images/hl2tutorials/detail_sprites/dgdfgt.jpg[/img]
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