• Mapping Question Megathread v3
    4,500 replies, posted
So is it not doable since no one replied?
[QUOTE=Pelvic Thrust;36309299]So is it not doable since no one replied?[/QUOTE] Extract content from the gcf's, then place them in the relevant ep2 folders.
[QUOTE=Zovox;36299547]How do I make moving lights? I've been trying to make the ghost train from Metro 2033 by using the light_dynamic. However the entity does not emit any lights at all. All I can get to work is the light beems from the front and back headlights.[/QUOTE]
[QUOTE=Zovox;36312854][/QUOTE] Env_projectedtexture is the entity, I think. Have a play with that.
Was that to me or? :v:
Yes :v:
Wow Miigga I didn't realize asking questions in the question thread in order to learn something was dumb. fucking asshole [editline]14th June 2012[/editline] [QUOTE=IronPhoenix;36312684]Extract content from the gcf's, then place them in the relevant ep2 folders.[/QUOTE] thanks
I'm having a bit of trouble getting an ambient_generic to loop. I have the sound selected, I made it play throughout the entire map, and made it trigger to start. I also unchecked "Is NOT Looped" in the flags. What am I doing wrong that doesn't make the sound loop?
[QUOTE=paulisdead18;36337227]I'm having a bit of trouble getting an ambient_generic to loop. I have the sound selected, I made it play throughout the entire map, and made it trigger to start. I also unchecked "Is NOT Looped" in the flags. What am I doing wrong that doesn't make the sound loop?[/QUOTE] If you're mapping for Counter Strike: Source, I've found this from the wiki for you. "Bug: ambient_generics used to play looping sounds in Counter-Strike Source must be activated with a logic_auto or they will stop playing once the first round starts."
I guess I'll ask this here just too confirm if it is true. Do all the textures that cs_office start with begin with "off"? Because I was going to reskin the map for personal use but I don't know which textures too use, or if reskinning any of them will conflict with other maps.
So, i've just started off with Hammer and i'm considering beginning a little...project. Pardon any ignorance on my part. Here's a quick shot of part of what i've got done so far. [IMG]http://cloud.steampowered.com/ugc/576707345716334579/74FBEE08FEF39D00C04D2C11E74B1F1E7FA30C12/[/IMG] Any advice on how i can make the curtains look a bit less...flat? ([URL="http://www.youtube.com/watch?v=XjeRCsoufII"]compare witht he original scene[/URL]) also, how much of a pain is it to set up lighting for someone who's been using hammer for about a hour in total? (The floor color's off if you compare to the video, yes, but the floor's a different color in the later episodes... Also, looks like i've got to rearrange the chairs a bit. i later added the little table next to Dale's chair.)
[QUOTE=KaRay;36340554]If you're mapping for Counter Strike: Source, I've found this from the wiki for you. "Bug: ambient_generics used to play looping sounds in Counter-Strike Source must be activated with a logic_auto or they will stop playing once the first round starts."[/QUOTE] It's for Garry's Mod, but I'll give that a try anyway, because that is exactly what happens. Thanks, I hope it works!
[QUOTE=Mr. Massacre;36343166]Any advice on how i can make the curtains look a bit less...flat? ([URL="http://www.youtube.com/watch?v=XjeRCsoufII"]compare with the original scene[/URL])[/QUOTE] Assuming it's a custom texture, you can add a bump map, or you could apply it to a model/displacement (preferably a model) to make it physically wavy. [QUOTE=Mr. Massacre;36343166]also, how much of a pain is it to set up lighting for someone who's been using hammer for about a hour in total?[/QUOTE] It's not a pain at all if your map is optimized.
Hi all. I'm trying to make a corpse like this: [img]http://i.imgur.com/ZRmeM.png[/img] I tried using prop_ragdoll, but I couldn't quite get it working. All I want is a corpse, you're never going to interract with it - so it doesn't need to be expensive. How would I do this? :)
Argh. the normal map plugin for GIMP the Valve Developer Wiki links to doesn't seem to play nice with 2.8...generated a bump map, though. EDIT: Wow! lighting was painless! Now i've just got to sort things out a bit detailwise. I've replaced the image in my previous post with a new one.
[QUOTE=KaRay;36340554]If you're mapping for Counter Strike: Source, I've found this from the wiki for you. "Bug: ambient_generics used to play looping sounds in Counter-Strike Source must be activated with a logic_auto or they will stop playing once the first round starts."[/QUOTE] Actually, I have no idea how I would activate an ambient_generic with a logic_auto. Anyone know how?
[QUOTE=DerTontaiLama;36344780]Hi all. I'm trying to make a corpse like this: [img]http://i.imgur.com/ZRmeM.png[/img] I tried using prop_ragdoll, but I couldn't quite get it working. All I want is a corpse, you're never going to interract with it - so it doesn't need to be expensive. How would I do this? :)[/QUOTE] This model is a prop static / dynamic i think.
[QUOTE=GoldPlatinum;36351338]This model is a prop static / dynamic i think.[/QUOTE] Okay, but do you have any idea how I would go about and pose him like in that picture? Or do I need to do that in a model program at first, and then import him...?
You dont need to pose anything, the model is already posed and all that, just find it in your model browser in hammer.
I don't quite understand... [img]http://i.imgur.com/N8G2J.png[/img]
[QUOTE=DerTontaiLama;36352868]I don't quite understand... [img]http://i.imgur.com/N8G2J.png[/img][/QUOTE] [QUOTE=TH3_L33T;18112639]You can use the map_edit command to update your .VMF with the positions of physics props after they've been settled into their final position by the game's physics system. This saves valuable CPU cycles at the start of the map, as well as preventing props from visually "dropping" into place when the map is loaded or a new round begins (in a multiplayer game). To use map_edit to update the position of prop_physics or prop_physics_multiplayer or entities: 1. Load the map in Hammer. 2. Compile the map to make sure the contents of the .BSP are identical to the current .VMF you have open. Important: Do not make any changes or even save the map after compiling, or the edit will fail! Remember to turn off auto-saves in Hammer if you have them on! 3. Minimize Hammer. 4. Start the game (windowed mode works best). 5. At the console, type map_edit <mapname> and the map will load (i.e. map_edit de_inferno). 6. After the map loads, wait a few moments for the physics props to settle. 7. Open the console and type wc_update_entity prop_physics or wc_update_entity prop_physics_multiplayer, depending on what type of props you are using. (Here and below, replace wc_update_entity with hammer_update_entity if necessary.) 8. Type quit to exit the game. 9. Switch back over to Hammer. The locations of the physics props should be updated. 10. Check the results, then save your changes to the map. 11. Recompile the map, and the physics props will start in the "settled" positions. You should now be able to safely mark many of the props with the Start Asleep flag. This will provide additional performance savings because no physics calculation will occur for the prop until it is acted upon by a physics force that would move it.[/QUOTE]
Wow, thanks a lot, guys! - Really useful! *Edit: Okay, I was reading about the different features of the Source SDK etc., and I realised you could actually decompile maps, so that you could edit them! (mindblown) Turns out that the corpse is just a model in that pre-set pose. Way simplier than I thought...! But still, thanks a lot for the help! I can definitely use that later on.
Is it possible to disable a displacement from receiving or casting any shadows ?
[QUOTE=JasonG5;36358040]Is it possible to disable a displacement from receiving or casting any shadows ?[/QUOTE] You could have one giant lightmap... or you can edit the texture, and make it an "unlitgeneric"... Also, Is there a way to suck a player toward a certain postisition while he is standing? not using point_push, but like a black hole, with a funnel that effects only a certain area.
[QUOTE=Stiffy360;36360458]You could have one giant lightmap... or you can edit the texture, and make it an "unlitgeneric"... Also, Is there a way to suck a player toward a certain postisition while he is standing? not using point_push, but like a black hole, with a funnel that effects only a certain area.[/QUOTE] trigger_gravity?
[QUOTE=TCB;36360713]trigger_gravity?[/QUOTE] that only sets how much gravity there is, not where it comes from.
Apparently, it's not possible.
[QUOTE=TCB;36361129]Apparently, it's not possible.[/QUOTE] I can use point_push, but that affects a widespread area. I need it to only affect a certain area. Trigger_push maybe?
Trigger_push
trigger_push could work, yeah.
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