• Mapping Question Megathread v3
    4,500 replies, posted
Your question about why he is popular? Who the hell knows why
[QUOTE=mopman999;36024256]Your question about why he is popular? Who the hell knows why[/QUOTE] [QUOTE='[yournamehere];36020424']I want npcs to explore or just move around randomly when not attacking people, how do?[/QUOTE] Nice reading skills. You could probably look around the hl2 maps for it. I think they used a path_corner for a lot of it though. Not a lot of people have NPC practice down, including me.
I accidentally read doom's post sorry, no need to get sarcastic
[QUOTE='[yournamehere];36023893']Quit talking about 3kliks and answer my question. Or else I'll just go ask him.[/QUOTE] If using a combine or a citizen npc, theres an output option "StartPatrolling".
[QUOTE=Doom;36022598]I thought I was the only one who didn't like him? How come he's so popular if he teaches so messed up stuff? Btw Firegod, Sphinxa and [B]I[/B]. Good grief, get some manners![/QUOTE] It's grammar, not manners.
[QUOTE=Doom;36019635]Personally I don't prefer this dude, but a lot of people do so have a crack at it - [url]http://www.youtube.com/user/3kliksphilip[/url] I would like to tell you though, you cannot learn mapping quickly. It will take you years to become a good mapper. I've mapped for a bit over a year and I'm still only decent. The most important thing is NEVER rush a map - ever. Take your time, regardless of how long it takes. Good luck :)[/QUOTE] lucky me, i got the time :) people are saying, hes tuts aren't that good, so i guess im gonna pick another one :| [QUOTE=simzboy;36019706]Doesn't 3kliksphilip teach a lot of bad mapping habits? These are some good references I use for mapping. [url]https://developer.valvesoftware.com/wiki/Category:Level_Design[/url] [url]http://www.interlopers.net/tutorials/[/url][/QUOTE] Thanks, i will check those links.. [QUOTE=IronPhoenix;36022281]Good god, don't use 3kliks...he is a complete dick, and his tutorials teach really odd things. There is a reason why his tutorials leave more questions than answers. Firegod, Sphinxa and me have video tutorials.[/QUOTE] links could be useful, even tought i think i will use simzboys "Interlopers" site.. [QUOTE=mopman999;36022667]He got clip and carve confused, teaches that cutting triangles up and making them into physboxes are acceptable, a lot of dumb things. You can watch his vids but be careful. I really recommend using FPers tuts because you can always ask them anything here[/QUOTE] who's FP? i downloaded Source SDK, but in the "current game" scroll, there is no Garry's mod, just CS:S and TF2. should i choose CS:S since GMod can work with just about any source engine game?
FP = Facepunch BTW
[QUOTE=itai970;36026497]lucky me, i got the time :) people are saying, hes tuts aren't that good, so i guess im gonna pick another one :| Thanks, i will check those links.. links could be useful, even tought i think i will use simzboys "Interlopers" site.. who's FP? i downloaded Source SDK, but in the "current game" scroll, there is no Garry's mod, just CS:S and TF2. should i choose CS:S since GMod can work with just about any source engine game?[/QUOTE] Well...i have my youtube on my profile...sphinxa and firegod probably do as well. 3kliks blocked me from posting on any of his vids because i told him he should be using func_breakable_surf for glass, not the physboxes he was using :)
so I'm not really a mapper but I've decided to give it a shot. I'm trying to create a brush entity called 'lua_trigger', but since it's not a real entity my brush always reverts to func_detail - is there any way around this?
[QUOTE=Banana Lord.;36027982]so I'm not really a mapper but I've decided to give it a shot. I'm trying to create a brush entity called 'lua_trigger', but since it's not a real entity my brush always reverts to func_detail - is there any way around this?[/QUOTE] Turn smartedit off?
[QUOTE=metallics;36028039]Turn smartedit off?[/QUOTE] it still reverts had to use a custom FGD file
[QUOTE=Banana Lord.;36028105]it still reverts had to use a custom FGD file[/QUOTE] You're definitely doing something wrong, I've never had a problem with it. But then again an fgd takes all of 10 seconds.
[QUOTE=Banana Lord.;36027982]so I'm not really a mapper but I've decided to give it a shot. I'm trying to create a brush entity called 'lua_trigger', but since it's not a real entity my brush always reverts to func_detail - is there any way around this?[/QUOTE] Do you have "ignore groups" on? That usually fucks up my entities. It's the ig icon to the left of the red box.
Startpatrolling works excellent for combine but I wanted some way to get fastzombies to do the same. Sorry for being a tad short btw. Not intended.
Then try to use pathtracks or corners, they are easy to use
Is it normal to have lag when two ambient_generics are playing. I have a part of my map where I have a trigger_once that triggers one of them to play, and a button nearby that triggers another, and once I both play, there's MAJOR lag, as in 1-2FPS lag. Is that normal?
I'm trying to create a minimap for my map, but when I enter the game this happens - [T]http://i46.tinypic.com/2mr8jf4.png[/T]
How can I avoid getting leak errors when I try to make holes in ceiling in a Portal 2 puzzle, with a skybox above? Like the destroyed theme at the start of the game. [img]https://developer.valvesoftware.com/w/images/thumb/4/41/2011-05-10_00003.jpg/800px-2011-05-10_00003.jpg[/img]
[QUOTE=DerTontaiLama;36040347]How can I avoid getting leak errors when I try to make holes in ceiling in a Portal 2 puzzle, with a skybox above? Like the destroyed theme at the start of the game. [img]https://developer.valvesoftware.com/w/images/thumb/4/41/2011-05-10_00003.jpg/800px-2011-05-10_00003.jpg[/img][/QUOTE] If there's a sealed skybox you won't get a leak. It's somewhere else.
How are you supposed to get those fancy cascaded shadows in cs:go?
[QUOTE=paulisdead18;36030758]Is it normal to have lag when two ambient_generics are playing. I have a part of my map where I have a trigger_once that triggers one of them to play, and a button nearby that triggers another, and once I both play, there's MAJOR lag, as in 1-2FPS lag. Is that normal?[/QUOTE] Ok, so if it shouldn't be doing that, what could be wrong that's causing it?
[QUOTE=G-foxisus;36041506]How are you supposed to get those fancy cascaded shadows in cs:go?[/QUOTE] place an env_cascade_light
[QUOTE=Mr Anonymous;36041834]Use cordon to seal off your map.[/QUOTE] Wouldn't that only be a temporary solution when editing? [QUOTE=Doom;36041308]If there's a sealed skybox you won't get a leak. It's somewhere else.[/QUOTE] Okay, I'm pretty new with the Hammer Editor, so I'm not entirely sure how it works yet. This is my map as it is: [img]http://i.imgur.com/NA0QG.png[/img] Obviously, something is wrong, but I don't really know what is. :v: Wouldn't I only need a 2D skybox as well? Since you would only have a glimpse of it some places in the puzzle. Anyway, I had tried [url=https://developer.valvesoftware.com/wiki/Skybox_(2D)#Creating_a_Custom_2D_Skybox_Texture]Valve SDK Community Tutorial[/url], but I still don't get have a skybox works. Do you simply seal your level as a box, but with the skybox instead? I thought I read on the wiki it was a bad idea, and read it other places as well. An explanation would be nice :smile:
You have to seal the whole thing "as a box" like you said not by making a huge box around the map, that's bad but by sealing those two weird spaces you have between those weird things also what you're trying to achieve is a 2D skybox so I am not sure what you're talking about also this might help you understand what a leak is and why you have so many funny ratings [url]https://developer.valvesoftware.com/wiki/Leak[/url]
I'm having trouble with some custom detail props that I made. They appear in-game, but show up in huge clusters several units below the displacement, what did I do wrong?
[QUOTE=Miigga;36043694] also what you're trying to achieve is a 2D skybox so I am not sure what you're talking about [/QUOTE] Well, since a 3D skybox is more expensive, and I would only have glimpse of the sky, wouldn't it be logical to use a 2D skybox..? :v: I'm looking for something like this: [img]http://i.imgur.com/IR7Hq.jpg[/img] Anyway, I sealed off the gaps around the top of the room, as you guys recommend - and it worked: (I can use nodraw, right?) [img]http://i.imgur.com/XIw20.png[/img] However, I got a new problem by that. Now I can play in the level: [img]http://i.imgur.com/eyF2t.png[/img] But when I look up at the hole, this happens: [img]http://i.imgur.com/XS30d.png[/img]
Post the compile log
[code] ------------------------------------------------------------------------------- Running command: cd "c:\program files (x86)\steam\steamapps\common\portal 2\bin" ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Running command: "c:\program files (x86)\steam\steamapps\common\portal 2\bin\vbs p.exe" -game "c:\program files (x86)\steam\steamapps\common\portal 2\portal2" "C :\Program Files (x86)\Steam\steamapps\common\portal 2\sdk_content\maps\tutorial0 1.vmf" ------------------------------------------------------------------------------- Valve Software - vbsp.exe (May 7 2012) 4 threads materialPath: c:\program files (x86)\steam\steamapps\common\portal 2\portal2\mat erials Loading C:\Program Files (x86)\Steam\steamapps\common\portal 2\sdk_content\maps\ tutorial01.vmf ConVarRef gpu_level doesn't point to an existing ConVar fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files (x86)\Steam\steamapps\common\portal 2\sdk_content\maps\ tutorial01.prt...Building visibility clusters... done (0) Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (0) (15407 bytes) Error! To use model "models/a4_destruction/fin4_fencegrate_dyn.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/a4_destruction/fin4_fencegrate_dyn.mdl"! Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 50 texinfos to 42 Reduced 12 texdatas to 12 (357 bytes to 357) Writing C:\Program Files (x86)\Steam\steamapps\common\portal 2\sdk_content\maps\ tutorial01.bsp 0 seconds elapsed ------------------------------------------------------------------------------- Running command: cd "c:\program files (x86)\steam\steamapps\common\portal 2\bin" ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Running command: "c:\program files (x86)\steam\steamapps\common\portal 2\bin\vvi s.exe" -game "c:\program files (x86)\steam\steamapps\common\portal 2\portal2" "C :\Program Files (x86)\Steam\steamapps\common\portal 2\sdk_content\maps\tutorial0 1" ------------------------------------------------------------------------------- Valve Software - vvis.exe (Apr 30 2012) 4 threads reading c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\ tutorial01.bsp reading c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\ tutorial01.prt 48 portalclusters 131 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0) Optimized: 5 visible clusters (0.00%) Total clusters visible: 1415 Average clusters visible: 29 Building PAS... Average clusters audible: 45 visdatasize:983 compressed from 768 writing c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\ tutorial01.bsp 0 seconds elapsed ------------------------------------------------------------------------------- Running command: cd "c:\program files (x86)\steam\steamapps\common\portal 2\bin" ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Running command: "c:\program files (x86)\steam\steamapps\common\portal 2\bin\vra d.exe" -game "c:\program files (x86)\steam\steamapps\common\portal 2\portal2" " C:\Program Files (x86)\Steam\steamapps\common\portal 2\sdk_content\maps\tutorial 01" ------------------------------------------------------------------------------- Valve Software - vrad.exe SSE (Apr 30 2012) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [59 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\ tutorial01.bsp Setting up ray-trace acceleration structure... Done (0.10 seconds) 136 faces 23328 square feet [3359317.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 136 patches before subdivision 5020 patches after subdivision 3 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0) transfers 200381, max 237 transfer lists: 1.5 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(1606, 2319, 4186) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(378, 539, 961) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(86, 122, 217) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(20, 28, 50) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(5, 6, 11) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(1, 1, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(0, 0, 1) Build Patch/Sample Hash Table(s).....Done<0.0007 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 43/8192 516/98304 ( 0.5%) brushsides 268/65536 2144/524288 ( 0.4%) planes 140/65536 2800/1310720 ( 0.2%) vertexes 225/65536 2700/786432 ( 0.3%) nodes 109/65536 3488/2097152 ( 0.2%) texinfos 42/12288 3024/884736 ( 0.3%) texdata 12/2048 384/65536 ( 0.6%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_multiblend 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 136/65536 7616/3670016 ( 0.2%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 131/65536 7336/3670016 ( 0.2%) facebrushes 60/0 120/0 ( 0.0%) facebrushlists 136/0 544/0 ( 0.0%) leaves 111/65536 3552/2097152 ( 0.2%) leaffaces 162/65536 324/131072 ( 0.2%) leafbrushes 66/65536 132/131072 ( 0.1%) areas 2/256 16/2048 ( 0.8%) surfedges 1174/512000 4696/2048000 ( 0.2%) edges 671/256000 2684/1024000 ( 0.3%) LDR worldlights 3/8192 300/819200 ( 0.0%) HDR worldlights 0/8192 0/819200 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 8/32768 80/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 171/65536 342/131072 ( 0.3%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 1/512 352/180224 ( 0.2%) LDR lightdata [variable] 152596/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 983/16777216 ( 0.0%) entdata [variable] 1121/393216 ( 0.3%) LDR ambient table 111/65536 444/262144 ( 0.2%) HDR ambient table 111/65536 444/262144 ( 0.2%) LDR leaf ambient 192/65536 5376/1835008 ( 0.3%) HDR leaf ambient 111/65536 3108/1835008 ( 0.2%) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) detail props [variable] 1/12 ( 8.3%) static props [variable] 1/2218 ( 0.0%) pakfile [variable] 74438/0 ( 0.0%) physics [variable] 15407/4194304 ( 0.4%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 378 Writing c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\ tutorial01.bsp 0 seconds elapsed ------------------------------------------------------------------------------- Running command: copy "C:\Program Files (x86)\Steam\steamapps\common\portal 2\sd k_content\maps\tutorial01.bsp" "c:\program files (x86)\steam\steamapps\common\po rtal 2\portal2\maps\tutorial01.bsp" ------------------------------------------------------------------------------- Finished. Press a key to close.[/code]
About the custom detail props I made, here are some screen shots, any idea what could cause this? Above the Displacement: [IMG]http://img600.imageshack.us/img600/8177/sdkcustomcontenttest000.jpg[/IMG] Below the Displacement: [IMG]http://img254.imageshack.us/img254/8177/sdkcustomcontenttest000.jpg[/IMG] [IMG]http://img837.imageshack.us/img837/8177/sdkcustomcontenttest000.jpg[/IMG] If it's any help, here are the codes for the various files related to the material and the detail props. VMT file for the detail props' texture: [code] "UnlitGeneric" { "$translucent" 1 "$basetexture" "detail/detail_forest" "$nocull" 1 "$vertexcolor" 1 "$vertexalpha" 1 } [/code] VMT file for the material that has the detail props: [code] "WorldVertexTransition" { "$basetexture" "nature/dirtfloor012a" "$basetexture2" "nature/dirtfloor006a" "%tooltexture" "nature/blenddirtgrass001a_tooltexture" "%detailtype" "forest_underbrush" } [/code] VBSP file for the detail props: [code] detail { forest_underbrush { density 1500 bushes { "alpha" "0.0" ivy_bush { "sprite" "0 0 264 264 512" "spritesize" "138 13 40 40" "spriterandomscale" "3" "amount" "0.5" "detailorientation" "0" "sprite_shape" "cross" "sway" "0.2" "maxangle" "180" } "alpha" "1.0" reed_bush { "sprite" "251 235 264 264 512" "spritesize" "138 13 40 40" "spriterandomscale" "3" "amount" "0.5" "detailorientation" "0" "sprite_shape" "cross" "sway" "0.2" "maxangle" "180" } } } } [/code]
Your sprites are too low...modify the first two numbers in spritesize...as show here: [url]http://www.interlopers.net/tutorials/33402[/url]
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