• Mapping Question Megathread v3
    4,500 replies, posted
[QUOTE=vexx21322;34566968]Prop dynamic, search for the model combine_door, or something.[/QUOTE] No no no, the ones you see on the nexus, not the giant road block ones.
[QUOTE=ThePinkPanzer;34573518]No no no, the ones you see on the nexus, not the giant road block ones.[/QUOTE] Could you post an example? I'm not exactly sure which doors you mean.
[QUOTE=vexx21322;34573771]Could you post an example? I'm not exactly sure which doors you mean.[/QUOTE] [img]http://i.imgur.com/LSETH.png[/img]
[QUOTE=ThePinkPanzer;34576869][img]http://i.imgur.com/LSETH.png[/img][/QUOTE] That's two brushes.
But how do they work, with the button clicking and the door moving thingamajig.
func_door func_button
[QUOTE=ThePinkPanzer;34578898]But how do they work, with the button clicking and the door moving thingamajig.[/QUOTE] A func_button tied to a nodraw box is placed over the combine button, you press this button, it animates the combine button, and tells the door to move up.
[QUOTE=Ehmmett;34579789]Is there a sort of checklist of entities to add to make a map look better?[/QUOTE] Proper lighting, details, fitting textures. That's all you really need.
I'm trying to make a maze is there any quick/easy way to go about making one?
I have yet another problem that i cannot solve to my knowledge. rather than trying to explain what the problem looks like i took several pics. [URL="http://steamcommunity.com/profiles/76561198012914348/screenshot/468609253909199255?tab=public"]pic1[/URL] [URL="http://steamcommunity.com/profiles/76561198012914348/screenshot/468609253909196999/?tab=public"]pic2[/URL] [URL="http://steamcommunity.com/profiles/76561198012914348/screenshot/468609253909198103/?tab=public"]pic3[/URL] I recently added in a 3d skybox to my map. It lines up just how i'd like it to, but as you can see, something went wrong. the water in the map isn't rendering until you swim in it, which gave me the idea that i had a leak. I go to load pointfile but it just brings me to a file browser with nothing to select. it also appears that my 3d skybox is rendering the whole map again but 16 times the original map inside the 3d skybox. i've checked every seam in my map, and couldn't come up with anything. looked through the compile log, but couldn't find anything of importance. I mean, there's a few errors with props but I wouldn't think that could be the problem. there is also a problem with seeing other parts of my map through the 3d skybox.
Are you compiling vis on fast?
My brush edges keep snapping to the grid every one units instead of snapping according to the grid's zoom/size. How do I switch it back to normal snapping?
Press ] to increase the grid size. Press [ to decrease.
[QUOTE=Sorin;34583752]My brush edges keep snapping to the grid every one units instead of snapping according to the grid's zoom/size. How do I switch it back to normal snapping?[/QUOTE] There's an entry in the map drop down list that says snap to grid.
[QUOTE=Firegod522;34583537]Are you compiling vis on fast?[/QUOTE] Right now vis is off because of the ridiculously long compile time but compiling with all normal settings results in the same exact thing.
[QUOTE=Firegod522;34583800]Press ] to increase the grid size. Press [ to decrease.[/QUOTE] Sorry, I don't think I worded the problem correctly. Here's a screenshot: [img]http://i.imgur.com/Pmron.png[/img] Regardless of how far I'm zoomed out, brush edges keep snapping to the grid as if I'm zoomed in to the 1x1 grid. [b]Nevermind. Fixed.[/b] [QUOTE=vexx21322;34583863]There's an entry in the map drop down list that says snap to grid.[/QUOTE]
[QUOTE=Sorin;34583874]Sorry, I don't think I worded the problem correctly. Here's a screenshot: [img]http://i.imgur.com/Pmron.png[/img] Regardless of how far I'm zoomed out, brush edges keep snapping to the grid as if I'm zoomed in to the 1x1 grid.[/QUOTE] It is not snapping to the grid, shift+w.
[QUOTE=mcilona;34583476] select. it also appears that my 3d skybox is rendering the whole map again but 16 times the original map inside the 3d skybox. .[/QUOTE] i dont know wich tut you followed for making a 3d skybox ,but have you removed the camera from youre playing map. only the 3d box must have the camera.
[QUOTE=cyboy bunny;34585972]i dont know wich tut you followed for making a 3d skybox ,but have you removed the camera from youre playing map. only the 3d box must have the camera.[/QUOTE] [url]http://www.youtube.com/watch?v=lxVo-_Vy5sA&feature=plcp&context=C34ca0e9UDOEgsToPDskLinaKvZz0Coe_o02ybBED7[/url] The 3d skybox is the only thing containing a sky_camera in my map
Are there any stock self-illuminating textures in Half-Life 2/CSS? I can't quite figure out what to search for and I'd like to not import custom content because of reasons.
You mean texture lights? There are several and my modifying tge rad file for the texture you should be able to make any texture into a texture light (I think).
I'm making an American style diner, how would I make a corner that fit all these 3 displacements? [img]http://i.imgur.com/nRToK.png[/img]
[QUOTE=NotExactly;34596749]I'm making an American style diner, how would I make a corner that fit all these 3 displacements? [img]http://i.imgur.com/nRToK.png[/img][/QUOTE] Sacrifice your soul.
How do you manage the grid, even with small buildings, it is so amazingly convoluted.
[QUOTE=ThePinkPanzer;34599762]How do you manage the grid, even with small buildings, it is so amazingly convoluted.[/QUOTE] Visgroups.
Visgroups?
[QUOTE=ThePinkPanzer;34600511]Visgroups?[/QUOTE] It's the ability to hide/unhide objects and user defined groups easily to avoid visual clutter. It is rather simple just alt+enter anything and hit the visgroup tab to edit its properties. You will have a list with check box's in your interface window.
Thanks mate! Much obliged.
Don't forget to re-enable anything you don't want omitted before a compile.
[QUOTE=vexx21322;34599357]Sacrifice your soul.[/QUOTE] I'm afraid you might be right. I managed to make a rounded bit that mostly fits but looks a bit weird, I'll see if I can sew it. Texture alignment's not going to be fun :v:
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