• Mapping Question Megathread v3
    4,500 replies, posted
I have like, 30 overlays in my map. Most of them are on about 5 or 6 faces at most.
That MAY be causing the issues. I have over 100 up to this point, but 99% touch only 1 face. I have like 6 that touch 3 and that's about it.
Well I got it to compile again, apparently the problem did have to do with the lightmaps. They were set to 2 on most surfaces, ( I set them back up to 4 ) but why Hammer said my overlays were having problems is beyond me.
Okay, I know hammer is known for being crash-happy, but mine seems to be crashing really excessively: -Twice hammer crashed while i wasn't even using it. I had it open, but I was away doing something and when I came back it had crashed. -Many times when I try to rotate the 3d view it crashes. -It also crashes a lot when i try to open entity properties. I have Windows 7 64 bit, idk what other info I should put if this is an unusual problem. [editline]4th May 2012[/editline] yep, just crashed again while i was moving the camera around....
[QUOTE=crazymonkay;35828635]Okay, I know hammer is known for being crash-happy, but mine seems to be crashing really excessively: -Twice hammer crashed while i wasn't even using it. I had it open, but I was away doing something and when I came back it had crashed. -Many times when I try to rotate the 3d view it crashes. -It also crashes a lot when i try to open entity properties. I have Windows 7 64 bit, idk what other info I should put if this is an unusual problem. [editline]4th May 2012[/editline] yep, just crashed again while i was moving the camera around....[/QUOTE] It's probably more related to your system's configuration than Hammer itself.
How do you set up images like this? What kind of tags do you need? [IMG]http://i45.tinypic.com/2cxw8qr.png[/IMG]
Do you guys have any suggestions for making an interesting way to switch off a Combine shield door?
I am trying to add rain to my CS:GO map, but the rain won't appear? I'm using func_precipitation.
Make sure the func_precipitation is at least 760 units tall. For some reason, for me at least, it never worked if I put it low enough. Only when I raised the height of the brush to like 800 units, the rain appeared.
How do you use the dynamic music in portal 2? I'd like to implement it into my map.
[QUOTE=Azzator;35834168]It's probably more related to your system's configuration than Hammer itself.[/QUOTE] What do you mean by my system's configuration? My configuration in hammer or something else?
[QUOTE=Doom;35838361]How do you set up images like this? What kind of tags do you need? [IMG]http://i45.tinypic.com/2cxw8qr.png[/IMG][/QUOTE] That's just one image, made from a bunch of images, before being turned into one big image.
[QUOTE=zach1193;35847346]That's just one image, made from a bunch of images, before being turned into one big image.[/QUOTE] No, it is not. You can click on each individual image so it get's enlarged. If you wanna check it out yourself, it's from the rp_rapture WIP thread.
[QUOTE=Doom;35838361]What kind of tags do you need?[/QUOTE] [php][t]http://path.to/image.jpg[/t][/php] T as in thumbnail. You can also click "Reply" on the post to see the raw text.
Thanks man. I'm completely retarded, I already used thumbnails, I just didn't stack them next to one another. :suicide:
How do I change the path of packed files in VIDE's pakfile lump editor? After selecting files to add manually you click on a few buttons to pick the root folder, however, VIDE automagically prefixes it with the two last letters of the parent directory. For example I'm trying to add some materials, and the resulting path is "od/materials/what/ever", because it's in garrysm[i]od[/i]. How can I fix (work around) this? (VIDE also generates BSP files unopenable in GCFScape for some reason?)
While poking around Valve L4D2 maps, I noticed they place both light_environment and light_directional. What's the use for light_directional?
Does anyone know where to get any good sprite grass textures? How did the guy managed to get them move in Dear Escher?
How would I go about getting Alien Swarm models into Garry's Mod? (For Mapping)
[QUOTE=paulisdead18;35850984]How would I go about getting Alien Swarm models into Garry's Mod? (For Mapping)[/QUOTE] Pardon me if I'm wrong, but I don't think you can do that. They're not based off of the same engine, so porting is not as easy as porting from HL2 to Garry's Mod. I'm a bit unsure though.
How can I make an npc hold a layer_pace pose on player spawn?
[QUOTE=Doom;35852312]Pardon me if I'm wrong, but I don't think you can do that. They're not based off of the same engine, so porting is not as easy as porting from HL2 to Garry's Mod. I'm a bit unsure though.[/QUOTE] Can probably docompile then and then recompile for the ob.
Since Cs:Go has dynamic lighting is it necessary to have the -staticpropolys, -textureshadows, and -staticproplighting parameters in the compile options?
Can anyone help me out with this weird transparent texture issue I'm having in hammer? I made a custom texture, and it works fine ingame, but in hammer I can see through some faces evn though they are textured. I converted them from .tga instead of .jpg, could that be it? I got rid of the alpha channel as well, so that isn't the issue.
[IMG]http://filesmelt.com/dl/HammerHelp1.png[/IMG] tl;dr How do I make a seamless (Typo in image recognised) endless corridor? (If you thought that was too long then that's worrying)
[QUOTE=Zombie Strider;35858190][IMG]http://filesmelt.com/dl/HammerHelp1.png[/IMG] tl;dr How do I make a seamless (Typo in image recognised) endless corridor? (If you thought that was too long then that's worrying)[/QUOTE] You can do it in the portal2 engine but I don't think gmod supports it, you wanna use a world portal
[QUOTE=Kavukamari;35858907]You can do it in the portal2 engine but I don't think gmod supports it, you wanna use a world portal[/QUOTE] Overv once created a Lua world portal which might be worth checking out, if still working. [url]http://facepunch.com/threads/1085911[/url]
I'm trying to put a color correction into my map and i have setted up a colorful style with (Colorcorrectionui) into console. Next thing is i saved it with the name: cc_Darknight and it's cc_Darknight.raw Now when i go into hammer and set this into the color correction Look up table filename: materials\correction\cc_Darknight.raw It doesn't work ingame when i compile it again. And yes the Color_correction Lookup fall off distances are set to -1 so the color is everwhere where i go.
Want this to look like police lights, help. [t]http://filesmelt.com/dl/csgo_2012-05-07_14-56-32-15.png[/t]
Alright, I think there's an issue with my FGD files since I can't find func_door on the entity list And I can't find any of the info textures like nodraw and skybox and such so I'm probably missing some WADs [IMG]http://puu.sh/trbi[/IMG] [IMG]http://puu.sh/trba[/IMG] help
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