[QUOTE=GoldPlatinum;35962360]Make sure to choose the proper shader option when creating a vmt for your texture.[/QUOTE]
And that is...? I have no idea lol...
[QUOTE=sixAxis;35962376]And that is...? I have no idea lol...[/QUOTE]
Ill try to fix it for you as soon as i have time
[url=http://puu.sh/uVlS]Picture.[/url]
I have a set of windows with shutters which can be opened & closed, now, when they are open (right) the light comes through as I want it to, but when they are closed (left), the light from the sun still comes through, is it possible to block that light when the shutters are closed, but bring it back when they are opened?
Would giving a brush the block light texture, tieing it to an entity then parenting it to the shutters work?
--
Second question, how can I stop decals from going through walls? I've placed the decal on the outside ([URL="http://puu.sh/uVq4"]picture[/URL]) but in-game it shows up on both the outside and inside of the wall ([URL="http://puu.sh/uVqc"]picture[/URL]).
I want to use the camera on my other monitor, does anyone know if I can make a modular window that goes outside of hammer or something? or some trick
[quote][url]http://i.imgur.com/5EfHA.png[/url] edit
[img]http://i.imgur.com/0KKpt.png[/img][/quote]
: - D
holy shit i did it never mind guys i am window expert now
So I was browsing Reddit yesterday when I found a post which included this image
[T]http://i.imgur.com/gJVUA.jpg[/T]
Now, I've been thinking about if doing this would be possible in any possible way. As far as I know you can't throw physics on a brush, so that's not and option, nor can you throw portals on a model. Any suggestions?
[QUOTE=Doom;35977411]So I was browsing Reddit yesterday when I found a post which included this image
[T]http://i.imgur.com/gJVUA.jpg[/T]
Now, I've been thinking about if doing this would be possible in any possible way. As far as I know you can't throw physics on a brush, so that's not and option, nor can you throw portals on a model. Any suggestions?[/QUOTE]
It's impossible.
[QUOTE=Doom;35977411]So I was browsing Reddit yesterday when I found a post which included this image
[T]http://i.imgur.com/gJVUA.jpg[/T]
Now, I've been thinking about if doing this would be possible in any possible way. As far as I know you can't throw physics on a brush, so that's not and option, nor can you throw portals on a model. Any suggestions?[/QUOTE]
Impossible
[QUOTE=Doom;35977411]So I was browsing Reddit yesterday when I found a post which included this image
[T]http://i.imgur.com/gJVUA.jpg[/T]
Now, I've been thinking about if doing this would be possible in any possible way. As far as I know you can't throw physics on a brush, so that's not and option, nor can you throw portals on a model. Any suggestions?[/QUOTE]
Did anyone try that?
[QUOTE=GoldPlatinum;35978250]Did anyone try that?[/QUOTE]
I did try to make on brush on top of another brush, and have the first brush move through the second brush using a func_tracktrain entity, but my compile kinda failed and I quit. I don't know if the explanation makes sense, but I don't see why it wouldn't work. Feel free to give it a go yourself id you'd like.
[QUOTE=Doom;35978268]I did try to make on brush on top of another brush, and have the first brush move through the second brush using a func_tracktrain entity, but my compile kinda failed and I quit. I don't know if the explanation makes sense, but I don't see why it wouldn't work. Feel free to give it a go yourself id you'd like.[/QUOTE]
Like in the neurotoxin sequence.
Cube would not fit in portal I think.
So about mipmaps.
What if we had a grass texture, picture taking from birds eye, then the first order mipmap was edited to be a different image of a slightly angled grass texture, a second order mipmap an even more extreme angle. I.E. 3D effect of blades of grass. Is there anyway to change mipmaps in that way?
[QUOTE=Doom;35977411]So I was browsing Reddit yesterday when I found a post which included this image
[T]http://i.imgur.com/gJVUA.jpg[/T]
Now, I've been thinking about if doing this would be possible in any possible way. As far as I know you can't throw physics on a brush, so that's not and option, nor can you throw portals on a model. Any suggestions?[/QUOTE]
A guy did the same thing with world portals, you can find a video of that on YouTube
Placing two portals over each other using that command to disable portal bumping makes it into a mirror.
vbsp.exe has decided to start crashing on me whenever I compile.
[code]
** Executing...
** Command: "c:\program files\steam\steamapps\username\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\username\counter-strike source\cstrike" "C:\Users\Chris\Desktop\mapping\square.vmf"
Valve Software - vbsp.exe (Apr 26 2012)
2 threads
materialPath: c:\program files\steam\steamapps\username\counter-strike source\cstrike\materials
Loading C:\Users\Chris\Desktop\mapping\square.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files\steam\steamapps\username\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 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)[/code]
(Windows: vbsp.exe has stopped working.)
Any ideas?
Edit: found the problem, seems to be a set of stairs I have.
[QUOTE=Drakehawke;35984331]vbsp.exe has decided to start crashing on me whenever I compile.
[code]
** Executing...
** Command: "c:\program files\steam\steamapps\username\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\username\counter-strike source\cstrike" "C:\Users\Chris\Desktop\mapping\square.vmf"
Valve Software - vbsp.exe (Apr 26 2012)
2 threads
materialPath: c:\program files\steam\steamapps\username\counter-strike source\cstrike\materials
Loading C:\Users\Chris\Desktop\mapping\square.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files\steam\steamapps\username\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 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)[/code]
(Windows: vbsp.exe has stopped working.)
Any ideas?[/QUOTE]
Did you mess with the config before you compiled?
Alright, a question.
I was originally going to post this in Map Pimpage, then I decided I would do it in Yap & Blabber, but then I realized it was a question so I decided to put it here.
This isn't really much of a question [i]about[/i] a map so much as it is a question related to mapping.
Anyway, I saw a youtube video about a test-map using Mirror's Edge textures; "unbrokenjack" (hiyougami) made a comment complimenting the author on using his textures.
[quote]
Woo!* Nice use of my textures. I'd love to see an outdoor scene that uses them :)
unbrokenjack 5 months ago[/quote]
Can anyone direct me to the textures referenced?
Thanks.
[QUOTE=TurtleeyFP;35986324]Alright, a question.
I was originally going to post this in Map Pimpage, then I decided I would do it in Yap & Blabber, but then I realized it was a question so I decided to put it here.
This isn't really much of a question [i]about[/i] a map so much as it is a question related to mapping.
Anyway, I saw a youtube video about a test-map using Mirror's Edge textures; "unbrokenjack" (hiyougami) made a comment complimenting the author on using his textures.
Can anyone direct me to the textures referenced?
Thanks.[/QUOTE]
The only ones I could find are poorly ported ones that are pretty low res, might have to do a bit of searching
[QUOTE=mopman999;35986379]The only ones I could find are poorly ported ones that are pretty low res, might have to do a bit of searching[/QUOTE]
Here's the video. To be specific, I'm looking for the orange/white tile texture.
[url]http://www.youtube.com/watch?v=FtQwrKTeG2Y[/url]
Here are some textures by Hiyougami, he made freecity, is this what kind of thing you want?
[url]http://www.garrysmod.org/downloads/?a=view&id=114896[/url]
[QUOTE=mopman999;35986609]Here are some textures by Hiyougami, he made freecity, is this what kind of thing you want?
[url]http://www.garrysmod.org/downloads/?a=view&id=114896[/url][/QUOTE]
Yes, thank you.
I have 3 doors, named embassyfrontdoor, embassybackdoor1 and embassybackdoor2. Each door has an areaportal in front of it to seal off the same room. they are named embassyfrontdoorportal, embassybackdoor1portal and embassybackdoor2portal and they all have their initial state set to Closed. I also have a math_counter entity named embassydoorportalcompare with its initial value set to 0, its Minimum Legal Value set to 1 and it's Maximum Legal Value set to 3.
each door has the following outputs:
OnFullyClosed / embassydoorportalcompare / Subtract / 1 / 0.00
OnOpen / embassydoorportalcompare / Add / 1 / 0.00
and the math_counter entity has the following outputs:
OnHitMax / embassyfrontdoorportal / Open / - / 0.00
OnHitMax / embassybackdoor1portal / Open / - / 0.00
OnHitMax / embassybackdoor2portal / Open / - / 0.00
OnHitMin / embassyfrontdoorportal / Close / - / 0.00
OnHitMin / embassybackdoor1portal / Close / - / 0.00
OnHitMin / embassybackdoor2portal / Close / - / 0.00
I want to have it so that if one or more doors are open then all areaportals are open and have them close if all doors are closed.
Help is appreciated! :D
[QUOTE=sixAxis;35987717]I have 3 doors, named embassyfrontdoor, embassybackdoor1 and embassybackdoor2. Each door has an areaportal in front of it to seal off the same room. they are named embassyfrontdoorportal, embassybackdoor1portal and embassybackdoor2portal and they all have their initial state set to Closed. I also have a math_counter entity named embassydoorportalcompare with its initial value set to 0, its Minimum Legal Value set to 1 and it's Maximum Legal Value set to 3.
each door has the following outputs:
OnFullyClosed / embassydoorportalcompare / Subtract / 1 / 0.00
OnOpen / embassydoorportalcompare / Add / 1 / 0.00
and the math_counter entity has the following outputs:
OnHitMax / embassyfrontdoorportal / Open / - / 0.00
OnHitMax / embassybackdoor1portal / Open / - / 0.00
OnHitMax / embassybackdoor2portal / Open / - / 0.00
OnHitMin / embassyfrontdoorportal / Close / - / 0.00
OnHitMin / embassybackdoor1portal / Close / - / 0.00
OnHitMin / embassybackdoor2portal / Close / - / 0.00
I want to have it so that if one or more doors are open then all areaportals are open and have them close if all doors are closed.
Help is appreciated! :D[/QUOTE]
initial value set to 0, its Minimum Legal Value set to 1 and it's Maximum Legal Value set to 3.
How can the minimum legal value be 1 if the initial value is 0?
Also, I don't understand why you want them to be closed only when all the doors are closed. You could just link each areaportal to each door and it should work fine. (there's a keyvalue on the areaportal for that)
[QUOTE=Miigga;35988145]initial value set to 0, its Minimum Legal Value set to 1 and it's Maximum Legal Value set to 3.
How can the minimum legal value be 1 if the initial value is 0?
Also, I don't understand why you want them to be closed only when all the doors are closed. You could just link each areaportal to each door and it should work fine. (there's a keyvalue on the areaportal for that)[/QUOTE]
I honestly have no idea what im doing with the math counter, i was just hoping someone could point me in the right direction... i really need detailed instructions on what to do...
the reason i want this is to save on processing when noone is currently in the building.
Edit: Well the way you suggested works sort of, the front door still has an area portal on while the back doors dont, all three should be off the moment i open any door... Though i guess its problem solved since i have a seal if all the doors are closed, which is what i wanted to begin with so thank you lol
-snip-
Did anyone else managed to decompile Dear Esther maps? I managed only to decmpile world geometry as for entities, hammer keeps crashing everytime i decompile with them. Any suggestions? :words:
Are you using bsp source
[QUOTE=Firegod522;36006115]Are you using bsp source[/QUOTE]
Yup.
I'm almost done with my map, and I have this thing I kinda wanna do. I want three planes to fly in over my map, say like one minute through. How would I go about doing that? It's nothing fancy smanshy, just flying straight in over the map.
- And if it's not too much trouble, I've been wondering. In my maps, bots tend to only walk to one bombsite. Is there any navmesh command that allows me to make them go to the other once in a while? - thanks.
[QUOTE=Doom;36010579]I'm almost done with my map, and I have this thing I kinda wanna do. I want three planes to fly in over my map, say like one minute through. How would I go about doing that? It's nothing fancy smanshy, just flying straight in over the map.
- And if it's not too much trouble, I've been wondering. In my maps, bots tend to only walk to one bombsite. Is there any navmesh command that allows me to make them go to the other once in a while? - thanks.[/QUOTE]
For the first, you could just add some skybox plane models - I think that Day of Defeat has some - and parent them to a func_traintrack that's in the skybox world. Then just set it up to loop and connect it to a timer. If you decompiled the map with the trainstation in the middle of the world, then that's the map you're looking for.
Also, I have a question of my own:
When making displacements, how often should you use the subdivide function? I'm working on a World War II-themed trench map, and it's a pain making the terrain look natural.
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