I it possible to make a sound move with an object? I want elevator music to play in an elevator i made, but I'm not sure how i make it move with the elevator. Anyone know how?
[QUOTE=paulisdead18;35747235]I it possible to make a sound move with an object? I want elevator music to play in an elevator i made, but I'm not sure how i make it move with the elevator. Anyone know how?[/QUOTE]
[url]https://developer.valvesoftware.com/wiki/Ambient_generic#Keyvalues[/url]
See "SourceEntityName".
[QUOTE=iostream;35747291][url]https://developer.valvesoftware.com/wiki/Ambient_generic#Keyvalues[/url]
See "SourceEntityName".[/QUOTE]
Thanks a lot. I'm going to test that out now.
EDIT: Awesome, it worked. Thanks!
[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]
Manipulate [Img]http://puu.sh/s0Si[/Img]
So it would be something like:
Copy File $path\$file.vmf new\directory\$file.vmf
Of course this will only work when you compile your map.
You could also try messing with symlinks.
I registered solely to post my problem, anyway, I have a problem compiling my map, and I can't seem to find out where it is, it has something to do with
nature/blendgrassgravel001a uses unknown detail object type coastline_redgrass02!
But it doesn't tell me where and why its a problem.
Compile log as followed (and ignore the WARNING: Too many light styles as they don't affect my map)
[QUOTE]** Executing...
** Command: "f:\steam\steamapps\wapcec\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "f:\steam\steamapps\wapcec\counter-strike source\cstrike" "F:\Steam\steamapps\wapcec\sourcesdk_content\hl2\mapsrc\TiB_House_v1.vmf"
Valve Software - vbsp.exe (Oct 25 2011)
2 threads
materialPath: f:\steam\steamapps\wapcec\counter-strike source\cstrike\materials
Loading F:\Steam\steamapps\wapcec\sourcesdk_content\hl2\mapsrc\TiB_House_v1.vmf
Could not locate 'GameData' key in f:\steam\steamapps\wapcec\counter-strike source\cstrike\gameinfo.txt
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 (1)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing F:\Steam\steamapps\wapcec\sourcesdk_content\hl2\mapsrc\TiB_House_v1.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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (0) (1086361 bytes)
Placing detail props : 0...1...2...3...4...5...6...7..Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
.Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02!
8...9...10
Compacting texture/material tables...
Reduced 983 texinfos to 574
Reduced 49 texdatas to 43 (1261 bytes to 1005)
Writing F:\Steam\steamapps\wapcec\sourcesdk_content\hl2\mapsrc\TiB_House_v1.bsp
4 seconds elapsed
** Executing...
** Command: "f:\steam\steamapps\wapcec\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "f:\steam\steamapps\wapcec\counter-strike source\cstrike" "F:\Steam\steamapps\wapcec\sourcesdk_content\hl2\mapsrc\TiB_House_v1"
Valve Software - vvis.exe (Oct 25 2011)
2 threads
reading f:\steam\steamapps\wapcec\sourcesdk_content\hl2\mapsrc\TiB_House_v1.bsp
reading f:\steam\steamapps\wapcec\sourcesdk_content\hl2\mapsrc\TiB_House_v1.prt
875 portalclusters
2795 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (167)
Optimized: 674 visible clusters (0.00%)
Total clusters visible: 139849
Average clusters visible: 159
Building PAS...
Average clusters audible: 709
visdatasize:151734 compressed from 196000
writing f:\steam\steamapps\wapcec\sourcesdk_content\hl2\mapsrc\TiB_House_v1.bsp
2 minutes, 49 seconds elapsed
** Executing...
** Command: "f:\steam\steamapps\wapcec\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "f:\steam\steamapps\wapcec\counter-strike source\cstrike" "F:\Steam\steamapps\wapcec\sourcesdk_content\hl2\mapsrc\TiB_House_v1"
Valve Software - vrad.exe SSE (Oct 25 2011)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading f:\steam\steamapps\wapcec\sourcesdk_content\hl2\mapsrc\TiB_House_v1.bsp
Setting up ray-trace acceleration structure... Done (0.83 seconds)
3841 faces
15 degenerate faces
881096 square feet [126877880.00 square inches]
54 Displacements
116171 Square Feet [16728750.00 Square Inches]
3826 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
54544 patches after subdivision
sun extent from map=0.000000
sun extent from map=0.000000
sun extent from map=0.000000
48 direct lights
BuildFacelights: 0
WARNING: Too many light styles on a face at (1.000000, -44.000000, 112.675003)
WARNING: Too many light styles on a face at (1.000000, -60.000000, 124.675003)
...1.
WARNING: Too many light styles on a face at (264.000031, 348.000000, 289.000000)
WARNING: Too many light styles on a face at (328.000000, 215.000000, 386.140015)
WARNING: Too many light styles on a face at (380.000000, 215.000000, 395.070007)
WARNING: Too many light styles on a face at (380.000000, 208.000000, 289.000000)
WARNING: Too many light styles on a face at (328.000000, 208.000000, 289.000000)
WARNING: Too many light styles on a face at (840.000061, 215.000000, 402.140015)
..
WARNING: Too many light styles on a face at (360.000000, 228.000000, 65.000000)
WARNING: Too many light styles on a face at (440.000000, 220.000000, 65.000000)
WARNING: Too many light styles on a face at (376.000000, 120.000000, 65.000000)
WARNING: Too many light styles on a face at (324.000000, 72.000008, 65.000000)
2
WARNING: Too many light styles on a face at (316.000000, 212.000000, 65.000000)
WARNING: Too many light styles on a face at (8.000000, 216.000000, 65.000000)
...
WARNING: Too many light styles on a face at (8.000000, -8.000000, 65.000000)
3...4..
WARNING: Too many light styles on a face at (-196.000000, 128.000000, 289.000000)
.
WARNING: Too many light styles on a face at (-104.000000, 95.999985, 289.000000)
WARNING: Too many light styles on a face at (-180.000000, 144.000000, 289.000000)
WARNING: Too many light styles on a face at (-180.000000, 28.000000, 289.000000)
WARNING: Too many light styles on a face at (-88.000000, 24.000000, 297.000000)
WARNING: Too many light styles on a face at (-372.000000, 431.999939, 289.000000)
WARNING: Too many light styles on a face at (-260.000000, 128.000000, 289.000000)
WARNING: Too many light styles on a face at (-408.000000, 416.000000, 289.000000)
WARNING: Too many light styles on a face at (-308.000000, 144.000000, 289.000000)
WARNING: Too many light styles on a face at (-308.000000, 96.000000, 289.000000)
5
WARNING: Too many light styles on a face at (-72.000000, 232.000000, 65.000000)
WARNING: Too many light styles on a face at (-0.420803, 248.000000, 65.000000)
WARNING: Too many light styles on a face at (-54.608749, 215.999985, 65.000000)
WARNING: Too many light styles on a face at (-215.999985, 383.000000, 129.349991)
.
WARNING: Too many light styles on a face at (-248.000000, 376.000000, 65.000000)
WARNING: Too many light styles on a face at (-215.999969, 212.000000, 65.000000)
..
WARNING: Too many light styles on a face at (-144.000000, -63.000000, 322.140015)
WARNING: Too many light styles on a face at (-92.000000, -63.000000, 301.070007)
WARNING: Too many light styles on a face at (-92.000000, -63.000000, 308.000000)
WARNING: Too many light styles on a face at (-92.000000, -63.000000, 317.070007)
WARNING: Too many light styles on a face at (-64.000000, -63.000000, 338.140015)
WARNING: Too many light styles on a face at (-28.000000, -63.000000, 338.140015)
WARNING: Too many light styles on a face at (-56.000000, -8.000000, 313.000000)
WARNING: Too many light styles on a face at (-40.000000, -8.000000, 321.000000)
WARNING: Too many light styles on a face at (-72.000000, -8.000000, 305.000000)
WARNING: Too many light styles on a face at (-88.000000, -8.000000, 297.000000)
6.
WARNING: Too many light styles on a face at (-56.000000, -28.000000, 113.000000)
WARNING: Too many light styles on a face at (-23.999992, -36.000000, 121.000000)
WARNING: Too many light styles on a face at (-87.994400, -52.000000, 129.000000)
WARNING: Too many light styles on a face at (-87.994400, -68.000000, 129.000000)
..7..
WARNING: Too many light styles on a face at (1612.698364, -255.555557, 58.000000)
WARNING: Too many light styles on a face at (1967.238037, -429.290436, 58.000000)
WARNING: Too many light styles on a face at (-231.281494, 15.878389, 58.000000)
.8...9...10 (17)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (12)
transfers 2658599, max 453
transfer lists: 20.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(32387, 19609, 13051)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(2837, 1241, 645)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(533, 182, 71)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(137, 38, 10)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(43, 9, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(15, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(5, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0351 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (13)
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 (12)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 54/1024 2592/49152 ( 5.3%)
brushes 543/8192 6516/98304 ( 6.6%)
brushsides 4527/65536 36216/524288 ( 6.9%)
planes 5262/65536 105240/1310720 ( 8.0%)
vertexes 7096/65536 85152/786432 (10.8%)
nodes 2521/65536 80672/2097152 ( 3.8%)
texinfos 574/12288 41328/884736 ( 4.7%)
texdata 43/2048 1376/65536 ( 2.1%)
dispinfos 54/0 9504/0 ( 0.0%)
disp_verts 4790/0 95800/0 ( 0.0%)
disp_tris 7680/0 15360/0 ( 0.0%)
disp_lmsamples 281406/0 281406/0 ( 0.0%)
faces 3841/65536 215096/3670016 ( 5.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1922/65536 107632/3670016 ( 2.9%)
leaves 2576/65536 82432/2097152 ( 3.9%)
leaffaces 4166/65536 8332/131072 ( 6.4%)
leafbrushes 1962/65536 3924/131072 ( 3.0%)
areas 3/256 24/2048 ( 1.2%)
surfedges 26869/512000 107476/2048000 ( 5.2%)
edges 15181/256000 60724/1024000 ( 5.9%)
LDR worldlights 46/8192 4048/720896 ( 0.6%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 334/32768 3340/327680 ( 1.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5550/65536 11100/131072 ( 8.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 3409712/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 151734/16777216 ( 0.9%)
entdata [variable] 242345/393216 (61.6%)
LDR ambient table 2576/65536 10304/262144 ( 3.9%)
HDR ambient table 2576/65536 10304/262144 ( 3.9%)
LDR leaf ambient 7039/65536 197092/1835008 (10.7%)
HDR leaf ambient 2576/65536 72128/1835008 ( 3.9%)
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] 1/996 ( 0.1%)
pakfile [variable] 175047/0 ( 0.0%)
physics [variable] 1086361/4194304 (25.9%)
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 11193
Writing f:\steam\steamapps\wapcec\sourcesdk_content\hl2\mapsrc\TiB_House_v1.bsp
57 seconds elapsed
Valve Software - vrad.exe SSE (Oct 25 2011)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']
Loading f:\steam\steamapps\wapcec\sourcesdk_content\hl2\mapsrc\TiB_House_v1.bsp
Setting up ray-trace acceleration structure... Done (0.84 seconds)
3841 faces
15 degenerate faces
881096 square feet [126877880.00 square inches]
54 Displacements
116171 Square Feet [16728750.00 Square Inches]
3826 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
54544 patches after subdivision
sun extent from map=0.000000
sun extent from map=0.000000
sun extent from map=0.000000
48 direct lights
BuildFacelights: 0
(EDITED TO REMOVE WARNING: Too many light styles on a face at)
.8...9...10 (17)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (13)
transfers 2658599, max 453
transfer lists: 20.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(32387, 19609, 13051)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(2837, 1241, 645)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(533, 182, 71)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(137, 38, 10)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(43, 9, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(15, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(5, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0373 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (14)
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 (12)
Writing leaf ambient...done[/QUOTE]
I cut out the "ready to finish" segment.
Anyone know how to make jump pad like in Quake 3/Live?
[QUOTE=Xenosaur;35754036]I registered solely to post my problem, anyway, I have a problem compiling my map, and I can't seem to find out where it is, it has something to do with
nature/blendgrassgravel001a uses unknown detail object type coastline_redgrass02!
But it doesn't tell me where and why its a problem.
Compile log as followed (and ignore the WARNING: Too many light styles as they don't affect my map)
I cut out the "ready to finish" segment.[/QUOTE]
Another thing you should do is fix the fact that there's more than 4(?) different colors of light on a brush somewhere
I forget how to turn off detail sprites though... maybe look up a tutorial on how to turn them on and then just work backwards
[QUOTE=Kavukamari;35754783]Another thing you should do is fix the fact that there's more than 4(?) different colors of light on a brush somewhere
I forget how to turn off detail sprites though... maybe look up a tutorial on how to turn them on and then just work backwards[/QUOTE]
4 differently named lights touching the same brushface. It has nothing to do with colour, as you could have hundreds of lights named the same with different colours and it would work. It's only when you have too many that it'll complain.
[QUOTE=NoY_The_Nut;35754261]Anyone know how to make jump pad like in Quake 3/Live?[/QUOTE]
Trigger_push
Does anyone have some good tips for lighting?
[QUOTE=kaine123;35756418]Does anyone have some good tips for lighting?[/QUOTE]
I'm sort of asking the same thing. Here's a room I made. I like the color the light is giving off in the room, but it just doesn't "pop". It just feels like it's missing something, the way the light is cast makes everything look a bit stale to me. Would sprites for each fluorescent light fixture be beneficial (right?)? I know that isn't the full the solution though, it's the lighting itself. I know it's missing SOMETHING to make it a bit more atmospheric, but I just don't know what that could be. Any ideas?
[URL=http://cloud.steampowered.com/ugc/578954588136873026/51BAB2065211179CE601BA2D6E5D2FB9638C5769/][IMG]http://cloud.steampowered.com/ugc/578954588136873026/51BAB2065211179CE601BA2D6E5D2FB9638C5769/[/IMG][/URL]
That looks full-bright, just orange. It also does not match the light-texture in any way. What are you using for the lighting? Use light_spots + sprites.
[QUOTE=wauterboi;35759552]That looks full-bright, just orange. It also does not match the light-texture in any way. What are you using for the lighting? Use light_spots + sprites.[/QUOTE]
I'm using a light_spot with a wide angle. Yeah, it looks pretty orange, and that's the problem. It looks to much of a uniform light, bland and stuff. Should I try reducing the angle and possibly the light a bit? Here's the brightness I'm using for them along with the angles... (And there's one light_spot in the middle of each of the florescent light fixtures)
Brightness: 200 190 181 200
Inner (Bright) Angle: 65
Outer (Fading) Angle: 90 (too much, right?)
Yeah, and either you switch the texture to match the color of your lighting now or you change your lighting to match your textures. Right now it looks very unrealistic.
[QUOTE=wauterboi;35759710]Yeah, and either you switch the texture to match the color of your lighting now or you change your lighting to match your textures. Right now it looks very unrealistic.[/QUOTE]
What color would you suggest then? Would Blue be good because it's a contrast to Orange?
[QUOTE=paulisdead18;35759734]What color would you suggest then? Would Blue be good because it's a contrast to Orange?[/QUOTE]
A very light yellow would be a better idea, to match the use of flourecent lights.
I'm having trouble figuring out the leak here. What I did, is added a 1 unit thick Areaportal tied to func_areaportalwindow and then I added a func_brush also 1 unit thick on it, with black texture and connected each other. But, every time I compile, it whines about a leak. The room is sealed off as well as the building the room is in.
[t]http://localhostr.com/file/gUdxlxg/Leak.png[/t]
[QUOTE=H4wkeye;35762474]I'm having trouble figuring out the leak here. What I did, is added a 1 unit thick Areaportal tied to func_areaportalwindow and then I added a func_brush also 1 unit thick on it, with black texture and connected each other. But, every time I compile, it whines about a leak. The room is sealed off as well as the building the room is in.
[t]http://localhostr.com/file/gUdxlxg/Leak.png[/t][/QUOTE]
Is the areaportaled room completely sealed so that one side of the area portal cannot ever touch the other side without passing through another areaportal.
There is only one room. It's for the infected to spawn in. That's the only room in that building.
I fixed it. Forgot that I func_detailed one wall of the room, so that's why it leaked. Working now.
Edit: Mein automerge
[t]http://dl.dropbox.com/u/5061840/Mapping/Pictures/padtest0000.jpg[/t]
How do I make this look good? (There is a light_spot coming from where the spotlight blur is, and slightly forward and about 64 units above from the curve is a light entity to illuminate the entire room, but it looks odd everywhere else if I move it away from the beam of the light_spot; Yes the curve is func_detail 'ed)
[t]http://dl.dropbox.com/u/5061840/Mapping/Pictures/padtest0001.jpg[/t][t]http://dl.dropbox.com/u/5061840/Mapping/Pictures/padtest0002.jpg[/t]
Alternatively we have this where the full-room light is directly under the spotlight, which looks better overall, but are these contrasted shadows in the second pic bad looking? I don't know if they're "realistic" or not
I've read a lot of tutorials on Hint/Skip brushes and I'm still quite confused about it. The side that you hint, what does it do? And what happens behind the side you Hint'ed? If you make the brush a big box and put it above an area and Hint the top side, what would that do?
[QUOTE=H4wkeye;35765184]I've read a lot of tutorials on Hint/Skip brushes and I'm still quite confused about it. The side that you hint, what does it do? And what happens behind the side you Hint'ed? If you make the brush a big box and put it above an area and Hint the top side, what would that do?[/QUOTE]
The face with hint on it is the exact slice that will be cast through the visleafs
the skip sides do nothing at all
[QUOTE=H4wkeye;35765184]I've read a lot of tutorials on Hint/Skip brushes and I'm still quite confused about it. The side that you hint, what does it do? And what happens behind the side you Hint'ed? If you make the brush a big box and put it above an area and Hint the top side, what would that do?[/QUOTE]
[url]http://optimization.interlopers.net/index.php?chapter=visleafs[/url]
[url]http://optimization.interlopers.net/index.php?chapter=hints[/url]
Yeah I've read those tutorials, gonna read them again. Thanks. Figuring this out properly is a bitch.
So I've been wondering. How exactly do you take screenshots like this (IE. without any hud nor weapon appearing on your screen)
[IMG]http://desmond.imageshack.us/Himg713/scaled.php?server=713&filename=atlantisremakeplus0000.jpg&res=landing[/IMG]
[QUOTE=Doom;35771282]So I've been wondering. How exactly do you take screenshots like this (IE. without any hud nor weapon appearing on your screen)
[IMG]http://desmond.imageshack.us/Himg713/scaled.php?server=713&filename=atlantisremakeplus0000.jpg&res=landing[/IMG][/QUOTE]
cl_drawhud 0 in console.
[QUOTE=GoldPlatinum;35771446]cl_drawhud 0 in console.[/QUOTE]
That removes the hud, not the weapon.
[QUOTE=Doom;35771568]That removes the hud, not the weapon.[/QUOTE]
r_drawviewmodel 0.
GlodPlatnum is a dumbass!!!
[QUOTE=Legend286;35771639]r_drawviewmodel 0.
GlodPlatnum is a dumbass!!![/QUOTE]
Thank you :)
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