• Mapping Question Megathread v3
    4,500 replies, posted
[QUOTE=metallics;36077856]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.[/QUOTE] What about areas the player won't see, but would be rendered anyway (such as behind a building or a rooftop)
[QUOTE=IronPhoenix;36078088]What about areas the player won't see, but would be rendered anyway (such as behind a building or a rooftop)[/QUOTE] Begs the question why are you building them? If the player cant see them then why isn't the skybox wrapped up against them?
[QUOTE=metallics;36078503]Begs the question why are you building them? If the player cant see them then why isn't the skybox wrapped up against them?[/QUOTE] You cannot wrap skybox around everything. Nodraw is a must. Use it on every face a player cannot see. It's common sense really.
[QUOTE=metallics;36078503]Begs the question why are you building them? If the player cant see them then why isn't the skybox wrapped up against them?[/QUOTE] There are some situations which can call for them. On one of my maps i had a room where i nodrawed the bits on the wall which the door was. The reason being that i didn't really want the player entering the room, but it looked nice to have a room there, where the player can look in through the windows and see stuff in the room. In that situation, there is no point rendering a wall you cannot see. I would attach an image but steam is being a total pain. Excuse me whilst i go to steam hq and bury an axe in their servers. On the way back i'll bury an axe in sphinxa's servers too. For those who don't follow this if function: if (Playername = metallics) { if (onfriendslist = true) { GUI.Label (Rect (20,20,1024,768), buildingimg)); } } Here is the image of the building. [img_thumb]http://cloud.steampowered.com/ugc/469736198836035960/AE4CFB147BD6408D69FE398BDE799F813E87C070/[/img_thumb] But yes, nodraw is not a magic optimisation tool, it should only be used in places that are not automatically culled but that will not be seen. func_detail is your friend. Staying on grid is your friend. Javascript is your friend.
[QUOTE=H4wkeye;36078832]You cannot wrap skybox around everything. Nodraw is a must. Use it on every face a player cannot see. It's common sense really.[/QUOTE] It's not going to save you 36 hours of compile time by itself, and whilst I follow the trend of mapping out in nodraw and then texturing because I agree there are a handful of faces the player won't see that need nodraw what I'm saying is the saving on compile time is minute in comparison with not mapping sloppily and ending up with a ton of area the player isnt going to see anyway. You'd make vvis savings as well. In short; nodraw isnt going to magically slice your compile in half.
anyone here know if Propper works anymore or if it's permanently broken? because nowadays it seems to only give the plain .smd with a fucked up .QC and if Propper's broken, are there any other similar converter tools?
[QUOTE=metallics;36078923]It's not going to save you 36 hours of compile time by itself, and whilst I follow the trend of mapping out in nodraw and then texturing because I agree there are a handful of faces the player won't see that need nodraw what I'm saying is the saving on compile time is minute in comparison with not mapping sloppily and ending up with a ton of area the player isnt going to see anyway. You'd make vvis savings as well. In short; nodraw isnt going to magically slice your compile in half.[/QUOTE] I didn't say it will. I just said that it's a good practice to nodraw stuff that is not viewable. How big is your map anyway? 36 hours seem waaaaay too long.
For some reason seemingly random detail props appear to be in complete shadow while others have lighting that matches their surroundings, has anyone else had this problem? [IMG]http://img41.imageshack.us/img41/8177/sdkcustomcontenttest000.jpg[/IMG]
[img]http://cloud.steampowered.com/ugc/594719743025544040/A6919B8A9AC0BF7D6A3C720B3CFDFC751CFCA036/[/img] Something just looks off with the lighting [editline]24th May 2012[/editline] Namely with those stand-up crates
[QUOTE=bIgFaTwOrM12;36079606]For some reason seemingly random detail props appear to be in complete shadow while others have lighting that matches their surroundings, has anyone else had this problem? [IMG]http://img41.imageshack.us/img41/8177/sdkcustomcontenttest000.jpg[/IMG][/QUOTE] Yeh, i got that with the ivy model. If you are using detail models, you might try disabling the shadows.
[QUOTE=IronPhoenix;36078917]There are some situations which can call for them. On one of my maps i had a room where i nodrawed the bits on the wall which the door was. The reason being that i didn't really want the player entering the room, but it looked nice to have a room there, where the player can look in through the windows and see stuff in the room. In that situation, there is no point rendering a wall you cannot see. I would attach an image but steam is being a total pain. Excuse me whilst i go to steam hq and bury an axe in their servers. On the way back i'll bury an axe in sphinxa's servers too. For those who don't follow this if function: if (Playername = metallics) { if (onfriendslist = true) { GUI.Label (Rect (20,20,1024,768), buildingimg)); } } Here is the image of the building. [img_thumb]http://cloud.steampowered.com/ugc/469736198836035960/AE4CFB147BD6408D69FE398BDE799F813E87C070/[/img_thumb] But yes, nodraw is not a magic optimisation tool, it should only be used in places that are not automatically culled but that will not be seen. func_detail is your friend. Staying on grid is your friend. Javascript is your friend.[/QUOTE] But you wouldn't be rendering the nodrawed face anyway, back face culling still applies to BSP because it works the same as a model, in fact it is a model. Each visleaf is pretty much the same as splitting the whole map into separate meshes, and then those are rendered based on visible leaves.
[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] I know it's not good for a final compile, but put VIS (I think) on fast when compiling if you're just going to test it. It'll reduce time, but it is in no way a way to optimize, because you still need to, but if you're just testing it for a small change, and it's not a final build, I don't see why not.
[QUOTE=IronPhoenix;36080489]Yeh, i got that with the ivy model. If you are using detail models, you might try disabling the shadows.[/QUOTE] I'm not using models, those are all sprites with a cross shape, although I did use the texture for the ivy model to make the sprite.
I heard about how in Alien Swarm you can choose materials to paint together on a displacement. Is this in CS:GO? And if so, could someone explain how to do this?
For some reason when I export my map it won't let me run it in Hammer. It works fine in PETI, but not in Hammer for some reason. I can edit it, but cannot compile it. Any way to fix this?
I was working on my map this morning when I saved and closed hammer. Haven't tried to compile in a few days. About an hour or two later, I opened it back up to be greeted by "out of memory loading solid" error, then a "Line 4441, error 7" error. I googled those up to find that it had to do something with the notepad file. I followed the suggestions listed and edited the notepad file, but now it's giving me an "unexpected end of file" error. I tried to look up how to fix that, but it turned out to be different for every map. So now I have no idea how to fix this: [quote] } editor { "color" "220 220 220" "groupid" "27725" "visgroupshown" "1" "visgroupautoshown" "1" } } solid { "id" "27729" side { "id" "16742" "plane" "(-507 1427 -322) (-508 1427 -322) (-508 1552 -322)" "material" "MIRRORSEDGE/WHITESQUARE_TILE" "uaxis" "[1 0 0 0] 0.25" "vaxis" "[0 -1 0 0] 0.25" "rotation" "0" "lightmapscale" "16" "smoothing_groups" "0" } side { "id" "16741" "plane" "(-507 1427 -345) (-508 1427 -345) (-508 1427 -322)" "material" "MIRRORSEDGE/WHITESQUARE_TILE" "uaxis" "[1 0 0 0] 0.25" "vaxis" "[0 0 -1 6] 0.25" "rotation" "0" "lightmapscale" "16" "smoothing_groups" "0" } side { "id" "16740" "plane" "(-508 1552 -345) (-508 1427 -345) (-507 1427 -345)" "material" "MIRRORSEDGE/WHITESQUARE_TILE" "uaxis" "[1 0 0 0] 0.25" "vaxis" "[0 -1 0 0] 0.25" "rotation" "0" "lightmapscale" "16" "smoothing_groups" "0" } side { "id" "16739" "plane" "(-508 1552 -322) (-508 1427 -322) (-508 1427 -345)" "material" "MIRRORSEDGE/WHITESQUARE_TILE" "uaxis" "[0 1 0 0] 0.25" "vaxis" "[0 0 -1 4] 0.25" "rotation" "0" "lightmapscale" "16" "smoothing_groups" "0" } side { "id" "16738" "plane" "(-507 1552 -345) (-507 1427 -345) (-507 1427 -322)" "material" "MIRRORSEDGE/WHITESQUARE_TILE" "uaxis" "[0 1 0 0] 0.25" "vaxis" "[0 0 -1 4] 0.25" "rotation" "0" "lightmapscale" "16" "smoothing_groups" "0" } side { "id" "16737" "plane" "(-508 1552 -345) (-507 1552 -345) (-507 1552 -322)" "material" "MIRRORSEDGE/WHITESQUARE_TILE" "uaxis" "[1 0 0 0] 0.25" "vaxis" "[0 0 -1 4] 0.25" "rotation" "0" "lightmapscale" "16" "smoothing_groups" "0" } editor { "color" "220 220 220" "groupid" "27725" "visgroupshown" "1" "visgroupautoshown" "1" } [/quote] That's the last few lines of the VMF. Can anyone help? EDIT: Upon closing hammer after the "unexpected end of file", I now also get this error message: Runtime Error! r6025 pure virtual function call
{ "color" "220 220 220" "groupid" "27725" "visgroupshown" "1" "visgroupautoshown" "1" } } That doesn't look right. You have two brackets closing, one opening. They should be paired with something. If one opens, one needs to close, not two...
How can i prevent this weird cubemap derp? [img]http://cloud.steampowered.com/ugc/542928347393847382/2C1DC7920D0901F040F878F90C630D3ABDC37294/[/img]
[QUOTE=sixAxis;36097318]How can i prevent this weird cubemap derp? [img]http://cloud.steampowered.com/ugc/542928347393847382/2C1DC7920D0901F040F878F90C630D3ABDC37294/[/img][/QUOTE] You can't, for some reason VBSP completely fucks up tangent data for complex brush shapes, the same happened on my map with the reflective gm_construct red wall shit - when I had a hole in the wall for a window the cubemaps got all fucked because of it.
[QUOTE=Legend286;36098630]when I had a hole in the wall for a window the cubemaps got all fucked because of it.[/QUOTE] Did you carve it?
[QUOTE=GoldPlatinum;36098937]Did you carve it?[/QUOTE] Obviously not. If you don't know what I'm talking about please don't try to be smart and think it has anything at all to do with hammer. Whether it was carved or not, VBSP would still fuck up tangents.
I was kidding, didnt mean to sound rude or anything.
[QUOTE=GoldPlatinum;36099392]I was kidding, didnt mean to sound rude or anything.[/QUOTE] Oh okay, never mind then.
[QUOTE=IronPhoenix;36091307]{ "color" "220 220 220" "groupid" "27725" "visgroupshown" "1" "visgroupautoshown" "1" } } That doesn't look right. You have two brackets closing, one opening. They should be paired with something. If one opens, one needs to close, not two...[/QUOTE] Alright, I fixed that, but it's still giving me 'unexpected end of file'. The end of the file is at the very bottom, and not some 20 lines up, so I assume the problem is with the last line.
[QUOTE=TurtleeyFP;36101672]Alright, I fixed that, but it's still giving me 'unexpected end of file'. The end of the file is at the very bottom, and not some 20 lines up, so I assume the problem is with the last line.[/QUOTE] Add a } on the last line.
[QUOTE=Legend286;36101864]Add a } on the last line.[/QUOTE] There already is. [quote] } solid { "id" "27728" side { "id" "16736" "plane" "(-508 1592 -322) (-508 1716 -322) (-507 1716 -322)" "material" "MIRRORSEDGE/WHITESQUARE_TILE" "uaxis" "[1 0 0 0] 0.25" "vaxis" "[0 -1 0 0] 0.25" "rotation" "0" "lightmapscale" "16" "smoothing_groups" "0" } side { "id" "16735" "plane" "(-508 1716 -345) (-507 1716 -345) (-507 1716 -322)" "material" "MIRRORSEDGE/WHITESQUARE_TILE" "uaxis" "[1 0 0 100.667] 0.75" "vaxis" "[0 0 -1 -124.667] 0.75" "rotation" "0" "lightmapscale" "16" "smoothing_groups" "0" } side { "id" "16734" "plane" "(-507 1716 -345) (-508 1716 -345) (-508 1592 -345)" "material" "MIRRORSEDGE/WHITESQUARE_TILE" "uaxis" "[1 0 0 0] 0.25" "vaxis" "[0 -1 0 0] 0.25" "rotation" "0" "lightmapscale" "16" "smoothing_groups" "0" } side { "id" "16733" "plane" "(-508 1716 -345) (-508 1716 -322) (-508 1592 -322)" "material" "MIRRORSEDGE/WHITESQUARE_TILE" "uaxis" "[0 1 0 0] 0.25" "vaxis" "[0 0 -1 4] 0.25" "rotation" "0" "lightmapscale" "16" "smoothing_groups" "0" } side { "id" "16732" "plane" "(-507 1592 -322) (-507 1716 -322) (-507 1716 -345)" "material" "MIRRORSEDGE/WHITESQUARE_TILE" "uaxis" "[0 1 0 0] 0.25" "vaxis" "[0 0 -1 4] 0.25" "rotation" "0" "lightmapscale" "16" "smoothing_groups" "0" } side { "id" "16731" "plane" "(-507 1592 -345) (-508 1592 -345) (-508 1592 -322)" "material" "MIRRORSEDGE/WHITESQUARE_TILE" "uaxis" "[1 0 0 0] 0.25" "vaxis" "[0 0 -1 4] 0.25" "rotation" "0" "lightmapscale" "16" "smoothing_groups" "0" } editor { "color" "220 220 220" "groupid" "27725" "visgroupshown" "1" "visgroupautoshown" "1" } [/quote]
[QUOTE=TurtleeyFP;36101932]There already is.[/QUOTE] Add another I mean. [img]http://puu.sh/xa1n[/img]
How would I replicate the way doors are opened in minecraft, I tried func_door_rotate, but it rotates from the middle side.
[QUOTE=xCladx;36102443]How would I replicate the way doors are opened in minecraft, I tried func_door_rotate, but it rotates from the middle side.[/QUOTE] Move the helper?
[QUOTE=Legend286;36102746]Move the helper?[/QUOTE] Sorry that I don't know this, but where is the helper? I looked through the options and there is no helper option, nonetheless thanks for the helpful reply.
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