• Mapping Question Megathread v3
    4,500 replies, posted
[QUOTE=NotExactly;34601608]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:[/QUOTE] Wait, I have an idea. But first, how did you make the straight edges in the first place?
[QUOTE=vexx21322;34601722]Wait, I have an idea. But first, how did you make the straight edges in the first place?[/QUOTE] Five blocks the length I wanted end to end, selected the top and side faces, made into a displacement, subdivided, and then deleted everything except the middle block which was therefore rounded and the right length.
how do hint brushes work in regard to displacements? At first I thought they might just go to the edge of the brush that made the displacement, but a displacement can go outside those boundaries, changing its visibility. Do you even use hint brushes with displacements? Surely it doesn't render all of them all the time. [editline]8th February 2012[/editline] perhaps I just don't understand the basic function of hint brushes/visleafs.
Displacements don't create visleafs so basically you have to make your own with the hint brushes. (such as a large mountain or something)
Hey everybody! I got a little problem with a map for my Portal 2 Mappack I'm currently working on. I have no idea what could cause this problem, there's only one prop_static which looks like this ingame: [img]http://dl.dropbox.com/u/55572802/Public/2012-02-07_00002.jpg[/img] I already tried to lower the brightness of the light entities and used a info_lightning, nothing worked. Please help me! Thanks for every answer. :)
Have you tried to place the info_lighting just above the prop_static? Also make sure you've linked it with the prop_static properly. [editline]8th February 2012[/editline] [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] Fill it with a block,make sure the edges touch correctly. Select its 3 faces (top,right,left) create displacement with same power as the other. Now try subdivide and sew.
[QUOTE=Lamarr;34603635]Have you tried to place the info_lighting just above the prop_static? Also make sure you've linked it with the prop_static properly. [editline]8th February 2012[/editline] Fill it with a block,make sure the edges touch correctly. Select its 3 faces (top,right,left) create displacement with same power as the other. Now try subdivide and sew.[/QUOTE] When I sew, it changes the shape of the existing displacements instead of the new one - is there a way to select which face sews to which?
Only subdivide the block in the corner,then select all and sew.
[QUOTE=Lamarr;34603950]Only subdivide the block in the corner,then select all and sew.[/QUOTE] It's still looking a bit lumpy - the new block is dragging all the joining ones out into a kind of squarey shape still. If I subdivided at a higher power would that help?
[QUOTE=NotExactly;34604099]It's still looking a bit lumpy - the new block is dragging all the joining ones out into a kind of squarey shape still. If I subdivided at a higher power would that help?[/QUOTE] Here ,maybe this'll help [url]http://dl.dropbox.com/u/11203777/corner.vmf[/url]
[QUOTE=aliensoldier;34603423]Hey everybody! I got a little problem with a map for my Portal 2 Mappack I'm currently working on. I have no idea what could cause this problem, there's only one prop_static which looks like this ingame: [img]http://dl.dropbox.com/u/55572802/Public/2012-02-07_00002.jpg[/img] Try disabling shadow of the prop static I already tried to lower the brightness of the light entities and used a info_lightning, nothing worked. Please help me! Thanks for every answer. :)[/QUOTE]
I made a skybox at 4096[SUP]2[/SUP] resolution. Now vbsp.exe stops working whenever I try to compile a map with it. Is this normal? :v:
[QUOTE=TBot Alpha;34605226]I made a skybox at 4096[SUP]2[/SUP] resolution. Now vbsp.exe stops working whenever I try to compile a map with it. Is this normal? :v:[/QUOTE] Works fine for me.
[QUOTE=Lamarr;34604209]Here ,maybe this'll help [url]http://dl.dropbox.com/u/11203777/corner.vmf[/url][/QUOTE] Well that's the right shape, but I still don't get how you did it. When I try to recreate it the everything just ends up lumpy.
Alright, so I set up an NPC to walk using the path_corner entity. How would I go about looping this? Like, have the NPC walk in an endless loop or something along the lines of that. Or, have something like the Train Station in HL2, at the part with citizens getting rations, and how one would appear, get rations, walk through a checkpoint, and another would spawn and repeat the cycle.
For some reason whenever I try to compile a map in L4D2 the compiler comes up for one second then closes, it won't let me see what it says and doesn't give a compile log either. What do I do? Edit: Got the log, all it shows is this. Running command: cd "c:\program files (x86)\steam\steamapps\common\left 4 dead 2 \bin"
I've been unable to download The Ship SDK because the download link is broken, it said to wait and try and that's not been working either. Can anyone upload the zip for me?
[QUOTE=Lamarr;34603635]Have you tried to place the info_lighting just above the prop_static? Also make sure you've linked it with the prop_static properly.[/QUOTE] Yes, I tried that out but it didn't work. Anyways, it didn't had to do anything with the light, light_spot and info_lightning entities anyways. You have to open the expertmode for compiling the map, then add these commands to "$light_exe" -StaticPropLighting -StaticPropPolys -TextureShadows
[QUOTE=Firegod522;34606453]Works fine for me.[/QUOTE] How odd. I have a compile log here, right up to the point where vbsp.exe stops responding, if that'll help solve this issue. It does run through vvis and vrad too, but I don't think there's anything wrong with those. [code]** Executing... ** Command: "d:\steam\steamapps\******\sourcesdk\bin\source2009\bin\vbsp.exe" ** Parameters: -game "d:\steam\steamapps\******\half-life 2 episode two\ep2" "D:\Steam\SteamApps\******\sourcesdk_content\hl2\mapsrc\gm_ss13.vmf" Valve Software - vbsp.exe (Sep 15 2011) 8 threads materialPath: d:\steam\steamapps\******\half-life 2 episode two\ep2\materials Loading D:\Steam\SteamApps\******\sourcesdk_content\hl2\mapsrc\gm_ss13.vmf Could not locate 'GameData' key in d:\steam\steamapps\******\half-life 2 episode two\ep2\gameinfo.txt 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 D:\Steam\SteamApps\******\sourcesdk_content\hl2\mapsrc\gm_ss13.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/starsA1*.vmt ! Run buildcubemaps in the engine to get the correct cube maps.[/code] Interloper's compile log checker doesn't flag up anything unusual. It's only for this one skybox, too. If I switch the skybox to anything else, the map compiles just fine. What could be causing this error?
How do I make these lines dissapear? [IMG]http://img407.imageshack.us/img407/3839/mapqs.png[/IMG]
By only selecting the top face of the brush when you make a displacement.
[QUOTE=IronPhoenix;34632605]By only selecting the top face of the brush when you make a displacement.[/QUOTE] Ah, I forgot about that. Thanks.
I'm working on a project and could really do with some help from a fellow mapper, preferably one who knows much more about Hammer and has far more experience than myself (pretty much accounts for everyone) because I have a few questions that are rather simplistic but I don't want to keep referring to this topic to get an answer. Equally, if there's any in-depth tutorials on arches and how to get every shape I'd love to read up on it.
[QUOTE=Pridit;34637991]I'm working on a project and could really do with some help from a fellow mapper, preferably one who knows much more about Hammer and has far more experience than myself (pretty much accounts for everyone) because I have a few questions that are rather simplistic but I don't want to keep referring to this topic to get an answer. Equally, if there's any in-depth tutorials on arches and how to get every shape I'd love to read up on it.[/QUOTE] Hit interlopers written tutorials, and watch mine, firegod's and sphinxa's video tutorials. [url]http://www.youtube.com/user/darkironphoenix?feature=mhee[/url] [url]http://www.youtube.com/user/IamAsparagus[/url] [url]http://www.youtube.com/user/Mappingfiregod[/url]
[QUOTE=IronPhoenix;34641309]Hit interlopers written tutorials, and watch mine, firegod's and sphinxa's video tutorials. [url]http://www.youtube.com/user/darkironphoenix?feature=mhee[/url] [url]http://www.youtube.com/user/IamAsparagus[/url] [url]http://www.youtube.com/user/Mappingfiregod[/url][/QUOTE] Thanks, I've watched a few already and they're really helpful - I found out I was doing doorways incorrectly this whole time, now I feel like a fucking moron.
The strangest thing keeps happening when I compile my map. Sometimes it reports a leak, and sometimes it doesn't, even without making a single change to my map. When it [I]does[/I] report a leak, the red line in Hammer often points to absolutely nothing, a spot in the black void very far away from my actual map. (Yes I've unhidden all objects, before you ask!) Is there something that typically causes this?
So Hammer won't configure itself for L4D2 for me. Everytime I start it it tells me to configure it myself. And when I do, the settings don't save so I have to configure it again. And starting the game first doesn't work either. And there is no option to reset game configs. Help? :smile:
[QUOTE=cloudbuster;34645484]The strangest thing keeps happening when I compile my map. Sometimes it reports a leak, and sometimes it doesn't, even without making a single change to my map. When it [I]does[/I] report a leak, the red line in Hammer often points to absolutely nothing, a spot in the black void very far away from my actual map. (Yes I've unhidden all objects, before you ask!) Is there something that typically causes this?[/QUOTE] A hole in the skybox, either caused by it not being there, or it being made a func_detail.
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This ones mostly for the train mappers but feel free to answer it with a good shot; When I'm making tracks, how do I go about making a good siding curve? I can make track switches, but say I wanted to make some tracks that go from track A to B, how do I do those curves on the first go? Or is it all trial-and-error?
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