• Mapping Question Megathread v3
    4,500 replies, posted
[QUOTE=IronPhoenix;36045768]Your sprites are too low...modify the first two numbers in spritesize...as show here: [url]http://www.interlopers.net/tutorials/33402[/url][/QUOTE] Oh, so you just have to enter a coefficient of sorts that is applied to its respective dimension. No wonder the props are so weird, thanks.
[QUOTE=bIgFaTwOrM12;36045858]Oh, so you just have to enter a coefficient of sorts that is applied to its respective dimension. No wonder the props are so weird, thanks.[/QUOTE] Yes...that. :)
I have issues with pakrat. Can anyone recommend an easy alternative that also adds files automatically?
Hi, me again with the detail props. For some reason seemingly random props appear to be in complete shadow while others have lighting that matches their surroundings. [IMG]http://img41.imageshack.us/img41/8177/sdkcustomcontenttest000.jpg[/IMG]
[QUOTE=DerTontaiLama;36044239] But when I look up at the hole, this happens: [img]http://i.imgur.com/XS30d.png[/img][/QUOTE] This is a bug with the shader for that sky texture. I believe it is set to Sky, it should be set to UnlitGeneric. or the other way around I don't remember exactly.
[QUOTE=Doom;36039662]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][/QUOTE] Try no-clipping outside of the map and then use "r_lockpvs 1" then fly back into the map and take the picture.
Is it possible to have positional fog? I want to make a shaft seem endless but don't want fog that close for the rest of the map. Or would this just be easier to do with texture tricks?
Anybody got a tutorial for those combine door breaches? Where the door lock starts to beep then the door explodes and the soldiers come rushing in.
Hammer is compiling one of my clipped brushes wrong... it's octogonal in shape, but coming out as a square brush. The heck?
[QUOTE=vexx21322;36049491]Is it possible to have positional fog? I want to make a shaft seem endless but don't want fog that close for the rest of the map. Or would this just be easier to do with texture tricks?[/QUOTE] Fog controller with a combination of trigger_multiples, otherwise use particles
Small question. Is it a good idea to make your walls and ceiling overlap? If using nodraw the other sides wont be rendered anyway pic for explanation: [IMG]http://i48.tinypic.com/r2p2xi.png[/IMG]
[QUOTE=Sergesosio;36056070]Small question. Is it a good idea to make your walls and ceiling overlap? If using nodraw the other sides wont be rendered anyway pic for explanation: [IMG]http://i48.tinypic.com/r2p2xi.png[/IMG][/QUOTE] There is no reason for having anything overlapping.
[QUOTE=IronPhoenix;36056079]There is no reason for having anything overlapping.[/QUOTE] What about it saving you brushwork and time?
What's the new "light_environment" replacement thing in CSGO? I can't figure it out. Also, in CSGO, do I still need to add a light_environment?
[QUOTE=Sergesosio;36056129]What about it saving you brushwork and time?[/QUOTE] Nope...that sounds like you are being lazy to me.
[QUOTE=IronPhoenix;36056621]Nope...that sounds like you are being lazy to me.[/QUOTE] But wouldn't it be more efficient to overlap brushes if it would save brushes and not even be noticeable in game? Like two walls intersecting? [Img]http://puu.sh/wcw4[/Img] Also, how can I scale the detail of a texture?
[QUOTE=geogzm;36056418]What's the new "light_environment" replacement thing in CSGO? I can't figure it out. Also, in CSGO, do I still need to add a light_environment?[/QUOTE] env_cascade_light, you still need light env but as long as you compile in HDR you only have to add that entity to get dynamic shadows that look correct.
[QUOTE=vexx21322;36057043]But wouldn't it be more efficient to overlap brushes if it would save brushes and not even be noticeable in game? Like two walls intersecting? [Img]http://puu.sh/wcw4[/Img] Also, how can I scale the detail of a texture?[/QUOTE] That one possibly, but the example he gave, it doesn't take a minute to scale the brush...you arn't saving brush amounts, just being lazy.
I think the problem with leaving overlapping brushes is that when VBSP compiles it divides everything into polygons and intersecting brushes have to be divided into more polygons..? It was something to do with having too many T junctions or something, I only remember bits and pieces.
I've been wondering about nodraw and vis lately. Would it be better to func_detail the platform that a house rests on, then use hint brushes to seal the floor of the house, or just let vbsp make leafs with the platform?
[QUOTE=geogzm;36056418]What's the new "light_environment" replacement thing in CSGO? I can't figure it out. Also, in CSGO, do I still need to add a light_environment?[/QUOTE] [QUOTE=Firegod522;36042836]place an env_cascade_light[/QUOTE]
[QUOTE=J4censolo;36050222]Anybody got a tutorial for those combine door breaches? Where the door lock starts to beep then the door explodes and the soldiers come rushing in.[/QUOTE] [url=http://www.halfwit-2.com/?page=tutorials&id=210]This should be what you're looking for.[/url]
[QUOTE=Cheshire_cat;36061261][url=http://www.halfwit-2.com/?page=tutorials&id=210]This should be what you're looking for.[/url][/QUOTE] Yes! That's it, thanks.
[QUOTE=Kavukamari;36059643]I think the problem with leaving overlapping brushes is that when VBSP compiles it divides everything into polygons and intersecting brushes have to be divided into more polygons..? It was something to do with having too many T junctions or something, I only remember bits and pieces.[/QUOTE] T junctions are the the intersection between normal world geometry and func_detail IIRC, having too many of them is an unrelated error.
Are there any tutorials on the new displacement - sculpt - texture blend feature in CS:Go yet?
Typically, how long do maps take to compile. It's actually been about 36 hours, but it's taken awhile in the past. Not this long, but long. I'm debating if I should shut it down because I'm wondering if it's gone unresponsive.
[QUOTE=Pode;36077222]Typically, how long do maps take to compile. It's actually been about 36 hours, but it's taken awhile in the past. Not this long, but long. I'm debating if I should shut it down because I'm wondering if it's gone unresponsive.[/QUOTE] You're doing something god-awfully horribly wrong if its taking 36 hours. Unless its running on a P3 or something...
[QUOTE=Pode;36077222]Typically, how long do maps take to compile. It's actually been about 36 hours, but it's taken awhile in the past. Not this long, but long. I'm debating if I should shut it down because I'm wondering if it's gone unresponsive.[/QUOTE] You need to optimise desperatly. Start with ensuring you haven't named all your lights, func_detail any brushwork that does not fully block the player's view.
[QUOTE=IronPhoenix;36077419]You need to optimise desperatly. Start with ensuring you haven't named all your lights, func_detail any brushwork that does not fully block the player's view.[/QUOTE] Don't forget to nodraw all surfaces that aren't visable to the player.
[QUOTE=zach1193;36077717]Don't forget to nodraw all surfaces that aren't visable to the player.[/QUOTE] Why? 99% of faces the player can't see (covered by another face, touching the void (assuming the map is made properly and isnt just dumped in a big box..)) are removed by VBSP at compile, regardless if they are nodraw or not, so lighting is not calculated for them anyway. There isONE exception to this rule, brushes that seal underneath a displacement should be nodraw.
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