• Mapping Question Megathread v3
    4,500 replies, posted
Any idea why the hell my map/screen is tilting at an angle when testing it? [IMG]http://i.imgur.com/9kSDO.jpg[/IMG] And no, i didnt accidentally rotate the whole thing in hammer
You didn't tilt your map. You tilted your spawns, lol.
[QUOTE=wauterboi;35715052]You didn't tilt your map. You tilted your spawns, lol.[/QUOTE] You're right, I fixed it. In my 3 years of mapping I've never ever done that mistake. [sp]i feel pretty fucking retarded now[/sp]
Could someone please explain to me what exactly a T-junction is? I've searched around, couldn't find anything on valve developer wiki. All I've heard is that it has something to do with func_details' vertices touching non func_details' faces. thanks.
[QUOTE=mcilona;35719461]Could someone please explain to me what exactly a T-junction is? I've searched around, couldn't find anything on valve developer wiki. All I've heard is that it has something to do with func_details' vertices touching non func_details' faces. thanks.[/QUOTE] T-Junctions are where Func_details touch brush faces. Vbsp has to do some extra calculations to make sure there is no seam between the two.
[QUOTE=Firegod522;35719537]T-Junctions are where Func_details touch brush faces. Vbsp has to do some extra calculations to make sure there is no seam between the two.[/QUOTE] So having more of these T-junctions will only increase compile time?
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Does anyone knows a good dawn skybox texture?
[url]https://developer.valvesoftware.com/wiki/Sky_List[/url] There you go tf2scammer.
There are some additional game perimeters I wish to use for my map, but I'm not quite sure how to add them. What exactly would I need to type in to add the commands -staticproppolys, -textureshadows and -staticproplighting?
I want to put both the portal gun and the blue gravity gun (half-life series, not the sandbox physgun) in the same game, and in the same self-made map. Any ideas?
[QUOTE='[yournamehere];35726120']I want to put both the portal gun and the blue gravity gun (half-life series, not the sandbox physgun) in the same game, and in the same self-made map. Any ideas?[/QUOTE] I think normal half-life 2 weapons and such were disabled in portal and portal 2 at some point you'd have to make a sourcemod or use garrysmod.
Can I use the env_gunfire in counter-strike source?
[QUOTE=Kavukamari;35727897]I think normal half-life 2 weapons and such were disabled[/QUOTE] They were removed along with all Source base materials, models and sounds.
Could I add an episode 2 fgd? Does it even have one?
[QUOTE='[yournamehere];35728486']Could I add an episode 2 fgd? Does it even have one?[/QUOTE] [img]http://puu.sh/rKnt[/img] HL2 is what you're looking for, in the 2009/bin folder of the SDK as far as I know.
Why are all my doors doing this? [img]http://hashcookie.net/uploads/2d166cf417_gmoddoorbug.gif[/img] Basically they mostly open and close correctly, but if I press a door that is currently opening/closing, it starts rotating 360±90º. I've tried putting doors without anything around it, moving its origin, creating new ones from scratch, but I can't figure this out. However, I have seen this behaviour a few times recently in other maps, which makes me believe it's a new problem with GMod/Source and not the actual map?
[QUOTE=iostream;35731825]Why are all my doors doing this? [img]http://hashcookie.net/uploads/2d166cf417_gmoddoorbug.gif[/img] Basically they mostly open and close correctly, but if I press a door that is currently opening/closing, it starts rotating 360±90º. I've tried putting doors without anything around it, moving its origin, creating new ones from scratch, but I can't figure this out. However, I have seen this behaviour a few times recently in other maps, which makes me believe it's a new problem with GMod/Source and not the actual map?[/QUOTE] It usually does this when you map for CSS, since your mapping for Gmod, its all linked.
How could i replace for example all models(models/props/de_inferno/ClayOven.mdl) in map to models/props/de_inferno/clock01.mdl? How could i do that?
[QUOTE=GoldPlatinum;35732046]It usually does this when you map for CSS, since your mapping for Gmod, its all linked.[/QUOTE] Well, is it fixable and/or avoidable? [QUOTE=RedNinja;35732694]How could i replace for example all models(models/props/de_inferno/ClayOven.mdl) in map to models/props/de_inferno/clock01.mdl? How could i do that?[/QUOTE] Open the .vmf in your favorite text editor and s/ClayOven/clock01/.
[QUOTE=iostream;35732747]Well, is it fixable and/or avoidable? Open the .vmf in your favorite text editor and s/ClayOven/clock01/.[/QUOTE] Thanks mate!
[QUOTE=iostream;35732747]Well, is it fixable and/or avoidable? Open the .vmf in your favorite text editor and s/ClayOven/clock01/.[/QUOTE] It may not be the ideal solution but if you set the open direction it should prevent this from happening.
Does anyone know if it is possible to allow hammer to save the .vmf in multiple directories at a time? I'd like to save my vmf file in dropbox, on my main drive, and my second drive.
It does not.
[QUOTE=phantompain5;35739674]Does anyone know if it is possible to allow hammer to save the .vmf in multiple directories at a time? I'd like to save my vmf file in dropbox, on my main drive, and my second drive.[/QUOTE] [url]http://www.addictivetips.com/windows-tips/copy-multiple-files-to-multiple-directories-simultaneously/[/url] This may float your boat. Quick Google search of "save file in multiple directories" brought that up, but I'm sure if that doesn't work you can probably find something else. This seems like a generic problem someone should have ran into and decided to cover.
When I set an item_item_crate to spawn a npc, the npc comes out all crooked, even though the crate isn't. How can I fix this?
How can I increase the size of the Visgroup window on the Hammer sidebar? I saw some guy has Visgroups quite long. As you can see, I'd like to stretch it all the way down, so I can see all my Visgroups clearly, I've got a bunch. [t]http://localhostr.com/file/tA8Xqqk/Visgroup.png[/t]
Is there a way to make good-looking, dusty rooms? I want to make an apartment, already abandoned for many years, sunlight shining thorugh the windows. I already added func_dustmotes, but func_dustcloud looks way to ugly. Is there another "dust-like" effect I could use?
[QUOTE=Dysprogue;35733963]It may not be the ideal solution but if you set the open direction it should prevent this from happening.[/QUOTE] Unfortunately the door is still rotating like crazy. If I set it to only open forwards, it will still rotate 360º backwards (as it only bug-rotates in one direction for some reason). [QUOTE=H4wkeye;35745384]How can I increase the size of the Visgroup window on the Hammer sidebar?[/QUOTE] First drag and drop the Visgroup window outside Hammer to make a new window, and resize it to whatever size you want: [t]http://hashcookie.net/uploads/298b92ea02_visgroups01.png[/t] Then drag it back: [t]http://hashcookie.net/uploads/288579c6e8_visgroups02.png[/t] Success! Also I like doing this: [t]http://imgur.com/l8BfE.jpg[/t]
That worked like a charm, thanks man! And yeah, that's a perfect setup you got, but, I'm missing an extra monitor :P Sold it away a while ago, was an oldish 19" LCD. I may buy an extra one at some point again, I'll see.
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