• Mapping Question Megathread v3
    4,500 replies, posted
[QUOTE=Framperton;36367820]I have a really stupid and embarrassing question; What is a good way to texture the edge of an arch for a tunnel? As in like the front edge that you would see as you are about to enter a tunnel or something? Everything I've tried so far has made it look like shit. Should I be using a model or something? Like the outer edge of this arch is what I'm trying to achive; [IMG]http://i.imgur.com/FB94q.jpg[/IMG][/QUOTE] I could really use a help out on this, I found a snark pit article, but the author of that tutorial later said it wasn't very good and neglected to update or make a new tutorial.
[QUOTE=jelknab;36369337]Alright, thanks for the reply[/QUOTE] Why don't you just load up SDK_d1_trainstation01 and copy it from there? It can be found in steamapps/username/sourcesdk_content/hl2/mapsrc.
So I just got propper, and I encountered a problem. I watched a tutorial on how to turn brushes into models. In the video he added a info_propper_option entity to the map, which I do not have. I'm using version 0.30 btw. What should I add instead?
How do I create a trigger so that when a spot is shot a brush is created on that spot?
How do I pack a custom soundscape into a TF2 map with VIDE?
[QUOTE=Framperton;36370759]I could really use a help out on this, I found a snark pit article, but the author of that tutorial later said it wasn't very good and neglected to update or make a new tutorial.[/QUOTE] [url]http://www.interlopers.net/tutorials/20367[/url] [editline]17th June 2012[/editline] [QUOTE=Doom;36374227]So I just got propper, and I encountered a problem. I watched a tutorial on how to turn brushes into models. In the video he added a info_propper_option entity to the map, which I do not have. I'm using version 0.30 btw. What should I add instead?[/QUOTE] propper_model
Sorry to keep posting, but I still need help with this problem: [QUOTE=TCB;36362170]Make it target a logic_case that will activate the loop.[/QUOTE] [QUOTE=paulisdead18;36345361]Actually, I have no idea how I would activate an ambient_generic with a logic_auto. Anyone know how?[/QUOTE] [QUOTE=paulisdead18;36362262]I don't what to put in outputs or the entity properties or anything. I've pretty much never used those entities ever. What exactly would I need to do?[/QUOTE] And this: [QUOTE=paulisdead18;36362148]\As another question, I heard about mipmaps and about how they should be used so textures don't look bad at distances. My question is, to what degree should I put it to?[/QUOTE]
Try using OnMultiNewRound For the mipmaps they are automatically generated using VTFEdit for you, so you don't need to mess with anything
[QUOTE=Firegod522;36377542]Try using OnMultiNewRound For the mipmaps they are automatically generated using VTFEdit for you, so you don't need to mess with anything[/QUOTE] Auto generated? My textures still look like crap at far distances though. At a certain distance, it starts to "move" and shifts size/scale. I mean, it doesn't REALLY do that, but it looks like it is. I can post a screen if it's really needed. Oh, and yes, the logic_auto did finally play the sound on map launch, but it still doesn't loop...
I am making a basic layout of a city and i have just started to lay down brushes for the ground part but im wondering which is the most optimal way to do it. Would i make seperate brushes and fit them around the buildings making the bottom of the brushes flush with the bottom of the buildings, or should I make a few giant brushes underneath the buildings? thanks.
[QUOTE=Firegod522;36375520][url]http://www.interlopers.net/tutorials/20367[/url][/QUOTE] Yeah I've seen that tutorial as well, but what the guy neglects to show (because all the pictures are so far zoomed out) is that there is actually quite a lot of disjointedness in that method You can see some of it just above the second vertical road stripe where there is a tiny stripe where the texture isn't aligned properly. I'm just wondering if there is another method with greater precision because disjointed messed up textures would be a lot more noticeable on a smaller surface like the entrance to a tunnel than on a road. [editline]18th June 2012[/editline] [QUOTE=mcilona;36378099]I am making a basic layout of a city and i have just started to lay down brushes for the ground part but im wondering which is the most optimal way to do it. Would i make seperate brushes and fit them around the buildings making the bottom of the brushes flush with the bottom of the buildings, or should I make a few giant brushes underneath the buildings? thanks.[/QUOTE] Start with a giant brush underneath a block for now, as it will be easier to change the layout if you decide the one you initially planned isn't what you want.
[QUOTE=paulisdead18;36377717]Auto generated? My textures still look like crap at far distances though. At a certain distance, it starts to "move" and shifts size/scale. I mean, it doesn't REALLY do that, but it looks like it is. I can post a screen if it's really needed. Oh, and yes, the logic_auto did finally play the sound on map launch, but it still doesn't loop...[/QUOTE] [url]https://developer.valvesoftware.com/wiki/Looping_a_Sound[/url] Try looking at that if you haven't done, and pull up a screenshot. [editline]18th June 2012[/editline] [QUOTE=Framperton;36381408]Yeah I've seen that tutorial as well, but what the guy neglects to show (because all the pictures are so far zoomed out) is that there is actually quite a lot of disjointedness in that method You can see some of it just above the second vertical road stripe where there is a tiny stripe where the texture isn't aligned properly. I'm just wondering if there is another method with greater precision because disjointed messed up textures would be a lot more noticeable on a smaller surface like the entrance to a tunnel than on a road. [editline]18th June 2012[/editline] Start with a giant brush underneath a block for now, as it will be easier to change the layout if you decide the one you initially planned isn't what you want.[/QUOTE] You could do what valve did and make the texture pre-aligned, then fit it. like on stone/stonewall006c
Im still wondering if it would be better to just make brushes flush with others and piece them around things or just to drop a few giant brushes below other things. heres a picture to help visualize what im talking about: [IMG]http://i596.photobucket.com/albums/tt41/mastercilona/facepunchbrushhelp.png[/IMG] I feel like i might be wasting time and effort by doing this, but im not sure. please help.
[QUOTE=mcilona;36389430]Im still wondering if it would be better to just make brushes flush with others and piece them around things or just to drop a few giant brushes below other things. heres a picture to help visualize what im talking about: [IMG]http://i596.photobucket.com/albums/tt41/mastercilona/facepunchbrushhelp.png[/IMG] I feel like i might be wasting time and effort by doing this, but im not sure. please help.[/QUOTE] Well whatever you do you'll still end up with the same end result in-game, but if you need the brushcount lowering I would just use a huge brush instead.
[QUOTE=mcilona;36389430]Im still wondering if it would be better to just make brushes flush with others and piece them around things or just to drop a few giant brushes below other things. heres a picture to help visualize what im talking about: [IMG]http://i596.photobucket.com/albums/tt41/mastercilona/facepunchbrushhelp.png[/IMG] I feel like i might be wasting time and effort by doing this, but im not sure. please help.[/QUOTE] I already answered your question.
[QUOTE=Firegod522;36383874][url]https://developer.valvesoftware.com/wiki/Looping_a_Sound[/url] Try looking at that if you haven't done, and pull up a screenshot. [/QUOTE] Thanks, that worked perfectly. Didn't know that was a way to do it, but it works. Still got the weird mipmap thing. I don't think VTFedit is giving my textures mipmaps. I see there's a part labeled mipmaps with a number next to it. It's 0 for all the textures I've made, so should I set it to 1? It's just labeled as Mipmap and it's on the top area of the Image category.
That is for previewing. What format are you using for the textures? dxt1 and dxt5? send me a screenshot of when you import a texture in vtf edit in the main tab with all the format settings.
[QUOTE=Firegod522;36392618]That is for previewing. What format are you using for the textures? dxt1 and dxt5? send me a screenshot of when you import a texture in vtf edit in the main tab with all the format settings.[/QUOTE] [URL=http://imageshack.us/photo/my-images/716/mipmapthing.jpg/][IMG]http://img716.imageshack.us/img716/5274/mipmapthing.jpg[/IMG][/URL] Hm. Apparently it's dxt1, and it says I have 9 mipmaps. I have no idea what any of that means :3
I meant [t]http://img219.imageshack.us/img219/2343/vtfedit1.jpg[/t] [editline]18th June 2012[/editline] and how it looks in game.
[QUOTE=Firegod522;36392773]I meant [t]http://img219.imageshack.us/img219/2343/vtfedit1.jpg[/t] [editline]18th June 2012[/editline] and how it looks in game.[/QUOTE] Oh I see. Here's the Import options that were set... [URL=http://imageshack.us/photo/my-images/94/mipmapthing.jpg/][IMG]http://img94.imageshack.us/img94/5274/mipmapthing.jpg[/IMG][/URL] And here it is in-game... [URL=http://cloud-2.steampowered.com/ugc/578959145606709802/1ED43EFF380196F558AE99629D09FC772BC65ED5/][IMG]http://cloud-2.steampowered.com/ugc/578959145606709802/1ED43EFF380196F558AE99629D09FC772BC65ED5/[/IMG][/URL] It does that for every single texture on the map, all of which were made by me, so it's definitely a problem when every texture starts and continues to look bad one a certain distance is reached.
Do you have any flags checked? I think that is just a general bug with 3d graphics that you can't fix.
[QUOTE=Firegod522;36392998]Do you have any flags checked? I think that is just a general bug with 3d graphics that you can't fix.[/QUOTE] According to some guy, who's said it twice to me, there aren't mipmaps or something, I dunno. The guy I'm referring to mentioned it in my "Optimizing a Big City Map" Thread, even though it wasn't my map. Regardless, it's the same problem, and according to this person, it could be fixed.
[QUOTE=Framperton;36392424]I already answered your question.[/QUOTE] Yes, to an extent though. Thank you for your answer, but i was more so wondering how what i was doing would affect the map in game.
Some of my prop_statics are not appearing in the game when I play?
[QUOTE=DerTontaiLama;36400310]Some of my prop_statics are not appearing in the game when I play?[/QUOTE] It's likely you're encountering an incompatibility, i.e a prop_physics model using the static entity, or vice versa. Go into your model browser and hit the info tab, checked entity types are usually what you can use with that mdl. file.
[QUOTE=Pelvic Thrust;36401528]It's likely you're encountering an incompatibility, i.e a prop_physics model using the static entity, or vice versa. Go into your model browser and hit the info tab, checked entity types are usually what you can use with that mdl. file.[/QUOTE] Ah, that worked! Well, for most of them ... There are still some prop_statics, where static is checked, but still doesn't appear... What could that be?
[QUOTE=DerTontaiLama;36402563]Ah, that worked! Well, for most of them ... There are still some prop_statics, where static is checked, but still doesn't appear... What could that be?[/QUOTE] Some are inaccurate, you can just use prop_dynamic_override in that case.
Anyone know how to see which content is missing when loading a bsp in gmod? I have the games, just installed on a computer other than this one.
[QUOTE=Iconic;36375236]How do I create a trigger so that when a spot is shot a brush is created on that spot?[/QUOTE] do you mean when anywhere is shot or when a specific area is shot? cause the first one is harder, but the second is really easy and there are a few ways to do it.
[QUOTE=Iconic;36375236]How do I create a trigger so that when a spot is shot a brush is created on that spot?[/QUOTE] func_button with "on damaged" flag checked
Sorry, you need to Log In to post a reply to this thread.