My shadows keep riding up on the wall.
[t]http://puu.sh/skJX[/t]
My light_environment settings are:
0 108 0
-35
Holy shit
So I decided to get back into mapping after so fucking long and it turns out I've lost my ability to seal leaks.
[url]http://filesmelt.com/dl/dickslord.zip[/url]
Could someone tell me why that brush is stopping me from compiling? I recall that func_brush sealed leaks. Maybe I'm being retarded.
[QUOTE=DireAvenger;35780273]Holy shit
So I decided to get back into mapping after so fucking long and it turns out I've lost my ability to seal leaks.
[url]http://filesmelt.com/dl/dickslord.zip[/url]
Could someone tell me why that brush is stopping me from compiling? [B]I recall that func_brush sealed leaks.[/B] Maybe I'm being retarded.[/QUOTE]
Entities can't be touching the void.
[QUOTE=slayer20;35780527]Entities can't be touching the void.[/QUOTE]
ffffffffff
I'll un-brushify the things sealing it off
That fixed it, thanks for the help.
Why is Tools -> Align/Flip Objects sometimes enabled, and sometimes not?
I'm yet to find any patterns to this.
For example when align/flip get disabled, I can shift-drag some object and go to the Tools menu, and find that they are again enabled, and the keyboard shortcuts works again (but not before going to the actual menu).
Really weird.
What does interpolate time do in env_fog_controller?
[QUOTE=H4wkeye;35783166]What does interpolate time do in env_fog_controller?[/QUOTE]
Seems to be the duration of its "StartFogTransition" event or something.
I'm having trouble with playing my custom sound in game. In Hammer it plays just fine but when I go in game, and trigger it, I get an error in the console saying "S_StartSound: Failed to load sound file probably missing from disk/repository". The sound file is a .wav, 44.1khz and it's looped using waveousaur. It's in sound/custom/music (since I read that putting it directly in sound dir can cause bugs). Still, it doesn't want to play in game. Any ideas?
[editline]1st May 2012[/editline]
I forgot to rebuild the sound cache. Silly me. Problem solved. :smith:
So I've been mapping in CS:S for a very long time, just because a community I was in was CS:S only. Should I switch back to mapping in HL2? And would it be with HL2:DM (if it is, looks like I can only use the 2006 source engine. is that okay?). Thanks!
CS:S and Hl2:DM are both on source engine MP.
CS:S has all the content that hl2:dm and hl2 has, plus its own, so CS:S would be a better choice in texture and model content.
How might I make an npc start facing in a particular direction?
I'm trying to put in a stairs model in a portal 2 map, and I used prop_static.
But, when I test it in-game, it doesn't show up!
In Editor:
[img]http://puu.sh/subE[/img]
In-Game:
[img]http://puu.sh/suaw[/img]
Any help?
Oh, and another question.
How do you make the moveable panels?
I'm thinking about replacing the catwalk stairs with one of those.
Make sure the prop is not into any of the brushes, even a tiny bit or else it won't spawn. At least, mine never do when they are touching the brush a bit (prop_statics at least).
[QUOTE=H4wkeye;35789765]Make sure the prop is not into any of the brushes, even a tiny bit or else it won't spawn. At least, mine never do when they are touching the brush a bit (prop_statics at least).[/QUOTE]
Ah, i'll try that.
Thanks.
Also, how do I make the door open when I get near it?
With a trigger. Put down a trigger_multiple. Then make your door and name it, like door1. Then on the trigger_multiple under Output add a new one OnStartTouch > door1 > open.
[QUOTE=H4wkeye;35790516]With a trigger. Put down a trigger_multiple. Then make your door and name it, like door1. Then on the trigger_multiple under Output add a new one OnStartTouch > door1 > open.[/QUOTE]
Then OnEndTouch > door1 > Close
[QUOTE=GoldPlatinum;35791536]Then OnEndTouch > door1 > Close[/QUOTE]
That seems like it would work, but I can't seem to get the trigger brush to be invisible when testing.
Maybe it's glaringly obvious and i'm dumb, but I can't get it to work!
[QUOTE=mattmanlex;35791836]That seems like it would work, but I can't seem to get the trigger brush to be invisible when testing.
Maybe it's glaringly obvious and i'm dumb, but I can't get it to work![/QUOTE]
The entire thing is textured in the trigger texture?
[QUOTE=vexx21322;35791930]The entire thing is textured in the trigger texture?[/QUOTE]
Completely, yes.
[QUOTE=mattmanlex;35791836]That seems like it would work, but I can't seem to get the trigger brush to be invisible when testing.
Maybe it's glaringly obvious and i'm dumb, but I can't get it to work![/QUOTE]
Did you convert it into a trigger_multiple entity? Because simply making a block with a trigger texture wont work.
Hey. I don't come in this section often , I'm more a Lua coder type of guy, but I have some questions concerning mapping. I need to use smoothing groups, and no matter what I do ( on a pillar for example ), the contrast between the shadows on 2 adjacent faces make my map look really blocky. Could anyone help me and give me a point in the right direction for using this feature? Thanks
[QUOTE=James xX;35793858]Hey. I don't come in this section often , I'm more a Lua coder type of guy, but I have some questions concerning mapping. I need to use smoothing groups, and no matter what I do ( on a pillar for example ), the contrast between the shadows on 2 adjacent faces make my map look really blocky. Could anyone help me and give me a point in the right direction for using this feature? Thanks[/QUOTE]
Make sure the lightmap grid is aligned properly. You may have to lower the lightmapscale.
[QUOTE=James xX;35793858]Hey. I don't come in this section often , I'm more a Lua coder type of guy, but I have some questions concerning mapping. I need to use smoothing groups, and no matter what I do ( on a pillar for example ), the contrast between the shadows on 2 adjacent faces make my map look really blocky. Could anyone help me and give me a point in the right direction for using this feature? Thanks[/QUOTE]
Could also try adding more faces to the object.
[QUOTE=mattmanlex;35791836]That seems like it would work, but I can't seem to get the trigger brush to be invisible when testing.
Maybe it's glaringly obvious and i'm dumb, but I can't get it to work![/QUOTE]
When you make the brush and texture it in Trigger texture, select it and press ctrl+t to tie it to an entity, then in the list select trigger_multiple and click apply.
Does anyone know how to open these?
[IMG]http://puu.sh/sySo[/IMG]
Try removing the autosave from the one you want and just leave it at .vmf maybe?
[QUOTE=Rzor;35795553]Does anyone know how to open these?
[IMG]http://puu.sh/sySo[/IMG][/QUOTE]
Open them like you'd open any other .vmf.
Isn't there an option when loading .vmf's to change the format of files to open to .vmf_autosave's?
Opened it as a VMF file, thanks for the help.
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