Is it somehow possible to reload the current FGDs without restarting Hammer (except removing the FGD from the Options and adding it again)?
I've never really used Propper before, so I'm trying to set it up for Episode 2.
[media]http://www.youtube.com/watch?v=nyE4BY5ySUg[/media]
This is the tutorial I'm using. I did exactly what he said to do, but propper.fgd isn't showing up or anything. I'm guessing I installed it wrong, but I have absolutely no idea.
I'm having a really annoying issue. I've setup my custom campaign in left4dead2/addons folder and it all works fine. The map thumbnail is there and so is the loading screen poster. BUT, when I exit the game, and start it again, the map thumbnail and the poster are purple/black checker board and the console says Missing vgui material vgui/maps. The thing is, 30 seconds ago it WORKED and it's not fucking missing anything it's all there and done properly. What the fuck is going on?
Edit: Alright, after HOURS of getting pissed off I may have solved it, I hope at least. Renamed the main folder of my campaign to all lower case and no spaces. And so far it worked, after restarting the game twice.
Edit2: Oh God it's broken again. I give up. This shit has a mind of it's own. One moment it works, then it doesn't for no reason at all, then it works again and so on. Jesus H. Christ.
I haven't mapped in quite a while now and I was wondering what source settings is Garry's Mod 13 going to be using?
Is it Source Engine 2009 and Episode 2 or is it Source Engine MP and Team Fortress 2?
[QUOTE=Doritos_Man;35802999]I haven't mapped in quite a while now and I was wondering what source settings is Garry's Mod 13 going to be using?
Is it Source Engine 2009 and Episode 2 or is it Source Engine MP and Team Fortress 2?[/QUOTE]
It's 09 and EP2.
Hey,
Any idea on why a model would show up properly in HLMV and Hammer but not in-game? I have checked the prop type, prop_static here as it has no moving parts; plus I compiled the model with $staticprop in the .qc file.
I checked in the console logs see if there were any loading errors but nothing.
Something basic i forgot how to and google ain't helpin'
How do i 'remove or disable' those big yellow model boxes if possible
[img]http://img839.imageshack.us/img839/9569/20120503111325.png[/img]
Tools - > Options -> 3DViews -> Model render distance
[QUOTE=James xX;35805826]Tools - > Options -> 3DViews -> Model render distance[/QUOTE]
Quite sad; I've been mapping heavily with models for the past month or so and thought that was hard coded in... until I found the setting by accident. I was so happy. :v:
[QUOTE=azgag;35804569]Hey,
Any idea on why a model would show up properly in HLMV and Hammer but not in-game? I have checked the prop type, prop_static here as it has no moving parts; plus I compiled the model with $staticprop in the .qc file.
I checked in the console logs see if there were any loading errors but nothing.[/QUOTE]
post the compile log.
Is there any way to have dynamic specular reflections of light sources? So basically where a texture doesn't use cubemaps and only reflects glow from light sources depending on the players position. It's hard to explain but I swear I've seen this done in the source engine.
[QUOTE=someguyihate;35807148]Is there any way to have dynamic specular reflections of light sources? So basically where a texture doesn't use cubemaps and only reflects glow from light sources depending on the players position. It's hard to explain but I swear I've seen this done in the source engine.[/QUOTE]
Phong but only on models.
fuck
[QUOTE=Firegod522;35806793]post the compile log.[/QUOTE]
nvm, recompiled the model on another pc, works now
Is it possible to have a ambient_generic trigger after the player looks at another entity? If so what would the name of that entity be?
Yes. Use Info_target and trigger_look.
Thank you! Worked like a champ.
If I make turn my roads into displacements, VVIS won't take them into calculation, correct? I noticed Valve's roads are mostly displacements.
[QUOTE=H4wkeye;35818030]If I make turn my roads into displacements, VVIS won't take them into calculation, correct? I noticed Valve's roads are mostly displacements.[/QUOTE]
I believe so, but don't quote me on it!
What do I need to map for Counter Strike 1.6? I already have some knowledge of hammer for Source, but I have no clue of what files or programs I need (besides the gcfs for CS and HL, ofc)
-snip i'm a retard-
[QUOTE=latin_geek;35818160]What do I need to map for Counter Strike 1.6?[/QUOTE]
Valve Hammer Editor 3.4 (and the 3.5 update), and the rest is just the same as Source (except textures are in WADs and you have to compile through CSG as well).
Can't get phsy_hinges to work for shit, anyone know where i can find a tutorial?
[QUOTE=WarRage333;35820873]Can't get phsy_hinges to work for shit, anyone know where i can find a tutorial?[/QUOTE]
[url]http://www.halfwit-2.com/?page=tutorials&id=121[/url] that tutorial should help you out.
[QUOTE=mcilona;35821872][url]http://www.halfwit-2.com/?page=tutorials&id=121[/url] that tutorial should help you out.[/QUOTE]
Helpers were disabled that's what i forgot... damn i'm stupid sometimes.
[QUOTE=WarRage333;35822110]Helpers were disabled that's what i forgot... damn i'm stupid sometimes.[/QUOTE]
Happens to the best of us.
I'm having an odd problem with compiling here, I keep getting this error saying;
[b]Overlay touching too many faces (touching 79, max 64)
Overlay overlays/tideline01b at 1152.0 320. -32.0[/b]
It occurs every time I try to compile, I went to that overlay and tried deleting it and remaking it but it still persists. It's practically doing this with all overlays on my map (delete one and it points out another), it was compiling fine 5 minutes ago.
Interlopers says you can fix this by just deleting, resizing or moving the overlay, but I tried all of this and as I said it just moves on to another overlay as if it wants them all removed from my map.
Anybody know what the deal is?
[editline]4th May 2012[/editline]
The only reason I can imagine it started doing this was because I changed my lightmap scale in most areas to 2, which IIRC is fine (just takes a while longer to compile) and I can't imagine what this has to do with overlays at all.
[QUOTE=J4censolo;35825995]I'm having an odd problem with compiling here, I keep getting this error saying;
[b]Overlay touching too many faces (touching 79, max 64)
Overlay overlays/tideline01b at 1152.0 320. -32.0[/b]
It occurs every time I try to compile, I went to that overlay and tried deleting it and remaking it but it still persists. It's practically doing this with all overlays on my map (delete one and it points out another), it was compiling fine 5 minutes ago.
Interlopers says you can fix this by just deleting, resizing or moving the overlay, but I tried all of this and as I said it just moves on to another overlay as if it wants them all removed from my map.
Anybody know what the deal is?
[editline]4th May 2012[/editline]
The only reason I can imagine it started doing this was because I changed my lightmap scale in most areas to 2, which IIRC is fine (just takes a while longer to compile) and I can't imagine what this has to do with overlays at all.[/QUOTE]
Try using decals instead, overlays don't like being applied to too many brushes at the same time. Maybe some of your overlays apply to unnecessarily many brush faces, you can just manually tell them which brush faces to apply to.
I also think I remember something about a relatively low overlay limit, but I am unsure. Might just want to try replacing a few overlays with decals, if possible and see if it works out.
I believe overlay limit is 512.
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