• Mapping Question Megathread v3
    4,500 replies, posted
Anybody know how to a dome like this? (I took this pic from Black Mesa's Wiki) [img]http://www.wiki.blackmesasource.com/images/9/98/2e2eyl4.jpg[/img]
Torus tool
[t]http://niggaupload.com/images/F8ptg.jpg[/t] Why is this ceiling completely black? I've got 2 separate light_spots shining at the damn thing!
[QUOTE=sirdownloadsalot;36411997][t]http://niggaupload.com/images/F8ptg.jpg[/t] Why is this ceiling completely black? I've got 2 separate light_spots shining at the damn thing![/QUOTE] You're most likely using a prop texture for it.
[QUOTE=Miigga;36412124]You're most likely using a prop texture for it.[/QUOTE] Seems you were right, I was using the vertex texture of the black wall instead of the regular one. Thanks man.
Everytime I try to carve an arch, Hammer crashes. I'm trying to get a look like this: [img]http://russiatrek.org/blog/wp-content/uploads/2012/01/admiralteyskaya-metro-station-saint-petersburg-russia-2-small.jpg[/img] Any other way I could achieve such a slick arch, instead of carving?
[QUOTE=DerTontaiLama;36412814]Everytime I try to carve an arch, Hammer crashes. I'm trying to get a look like this: [img]http://russiatrek.org/blog/wp-content/uploads/2012/01/admiralteyskaya-metro-station-saint-petersburg-russia-2-small.jpg[/img] Any other way I could achieve such a slick arch, instead of carving?[/QUOTE] Never use carve for any purpose ever Use the "arch" setting in the brush tool to make the arches. [url]https://developer.valvesoftware.com/wiki/Hammer_Arch_Properties[/url] [IMG]http://i.imgur.com/7bfCn.png[/IMG] This is what your brushwork would ideally look like: [IMG]http://i.imgur.com/9pBly.png[/IMG]
[QUOTE=Miigga;36412857]Never use carve for any purpose ever Use the "arch" setting in the brush tool to make the arches. [url]https://developer.valvesoftware.com/wiki/Hammer_Arch_Properties[/url] [IMG]http://i.imgur.com/7bfCn.png[/IMG] This is what your brushwork would ideally look like: [IMG]http://i.imgur.com/9pBly.png[/IMG][/QUOTE] Ah, I see now. I've tried using the arch tool before, but I seriously couldn't figure out how to use it. Thanks! [img]http://i.imgur.com/MHXUq.png[/img] I've got another question now, though. Even if I compile my map, and I try to play it in in GMod, it plays the earlier version of the map I just compiled? :v:
There's probably something wrong with your map right now. Post the compile log here.
[code] ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\der_tontai_lama\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\der_tontai_lama\counter-strike source\cstrike" "C:\Users\Anton Lund\Desktop\Garry's Mod\Mapping\ttt_metro2033.vmf" Valve Software - vbsp.exe (Apr 26 2012) 4 threads materialPath: c:\program files (x86)\steam\steamapps\der_tontai_lama\counter-strike source\cstrike\materials Loading C:\Users\me\Desktop\Garry's Mod\Mapping\ttt_metro2033.vmf Brush 53504: FloatPlane: bad normal Side 0 Texture: TILE/TILEWALL009B ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\der_tontai_lama\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\der_tontai_lama\counter-strike source\cstrike" "C:\Users\me\Desktop\Garry's Mod\Mapping\ttt_metro2033" Valve Software - vvis.exe (Apr 26 2012) 4 threads reading c:\users\me\desktop\garry's mod\mapping\ttt_metro2033.bsp reading c:\users\me\desktop\garry's mod\mapping\ttt_metro2033.prt LoadPortals: couldn't read c:\users\anton lund\desktop\garry's mod\mapping\ttt_metro2033.prt ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\der_tontai_lama\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\der_tontai_lama\counter-strike source\cstrike" "C:\Users\me\Desktop\Garry's Mod\Mapping\ttt_metro2033" Valve Software - vrad.exe SSE (Apr 26 2012) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad'] Loading c:\users\me\desktop\garry's mod\mapping\ttt_metro2033.bsp No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (0.78 seconds) 975 faces 944444 square feet [136000000.00 square inches] 1 Displacements 142 Square Feet [20504.88 Square Inches] 11 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2) Build Patch/Sample Hash Table(s).....Done<0.0010 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (3) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 246/8192 2952/98304 ( 3.0%) brushsides 1833/65536 14664/524288 ( 2.8%) planes 1166/65536 23320/1310720 ( 1.8%) vertexes 1718/65536 20616/786432 ( 2.6%) nodes 798/65536 25536/2097152 ( 1.2%) texinfos 209/12288 15048/884736 ( 1.7%) texdata 57/2048 1824/65536 ( 2.8%) dispinfos 1/0 176/0 ( 0.0%) disp_verts 81/0 1620/0 ( 0.0%) disp_tris 128/0 256/0 ( 0.0%) disp_lmsamples 400/0 400/0 ( 0.0%) faces 975/65536 54600/3670016 ( 1.5%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 606/65536 33936/3670016 ( 0.9%) leaves 800/65536 25600/2097152 ( 1.2%) leaffaces 1162/65536 2324/131072 ( 1.8%) leafbrushes 423/65536 846/131072 ( 0.6%) areas 2/256 16/2048 ( 0.8%) surfedges 7068/512000 28272/2048000 ( 1.4%) edges 4322/256000 17288/1024000 ( 1.7%) LDR worldlights 11/8192 968/720896 ( 0.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 115/32768 1150/327680 ( 0.4%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 2376/65536 4752/131072 ( 3.6%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 21/512 7392/180224 ( 4.1%) LDR lightdata [variable] 267796/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 10097/393216 ( 2.6%) LDR ambient table 800/65536 3200/262144 ( 1.2%) HDR ambient table 800/65536 3200/262144 ( 1.2%) LDR leaf ambient 3549/65536 99372/1835008 ( 5.4%) HDR leaf ambient 800/65536 22400/1835008 ( 1.2%) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) detail props [variable] 1/12 ( 8.3%) static props [variable] 1/5810 ( 0.0%) pakfile [variable] 214655/0 ( 0.0%) physics [variable] 81819/4194304 ( 2.0%) physics terrain [variable] 363/1048576 ( 0.0%) Level flags = 0 Total triangle count: 2751 Writing c:\users\me\desktop\garry's mod\mapping\ttt_metro2033.bsp 5 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\me\Desktop\Garry's Mod\Mapping\ttt_metro2033.bsp" "c:\program files (x86)\steam\steamapps\der_tontai_lama\garrysmod\garrysmod\maps\ttt_metro2033.bsp" [/code]
[QUOTE="READ THIS"]brush 53504: floatplane: bad normal side 0 texture: tile/tilewall009b Description: One of your brushes has a face with a bad normal (a 'normal' is a oriëntation of a texture on a face). Solution: First see if the problemchecker in Hammer (alt+p) can find and fix it. If it can't, find the brush and fix it manually (usually it's best to delete it and start all over) or select the brush and "align to face" it in the texture-tool. You can find the brush using view -> go to brush ( 53504 ). The specific brushside will have the tile/tilewall009b-texture, though that may be multiple sides See also: Reference: Finding the location of errors This error will cause your map to fail compiling completely[/QUOTE] You've got an error that's completely breaking vbsp and subsequently everything else. You'll have to fix it.
[QUOTE=DerTontaiLama;36413548]compilelog[/QUOTE] Brush 53504: FloatPlane: bad normal Side 0 Texture: TILE/TILEWALL009B Not sure what exactly the problem is but there is something wrong with brush 53504. Go here: [IMG]http://i.imgur.com/4msor.png[/IMG] And check out that brush. Remake the brush if necessary.
Apparently, it was the arch that had a problem with it's vertices. I built it again, and now it's fixed. Thanks, I couldn't have figued that out myself. [editline]20th June 2012[/editline] Gah, I got another error compiling. The Souce Wiki doesn't have anything on it. Brush 15001: parsing U axis definition Side 0 Texture: TOOLS/TOOLSNODRAW I've had the brush for quite some time, what's the problem with this one?
[QUOTE=Miigga;36412857]Never use carve for any purpose ever [IMG]http://i.imgur.com/7bfCn.png[/IMG] This is what your brushwork would ideally look like: [IMG]http://i.imgur.com/9pBly.png[/IMG][/QUOTE] I know that's what the brushwork should look like in the corners of the arch, but why? Is it the same principle of angling your T-junctions?
Removes additional faces. and reduces triangles.
Hey I'm having a problem with props not showing up when I run my map. I checked and yes the props can be used. I'm having a problem with a prop_static barrel not showing up and a prop_dynamic toilet not showing up. The model info tab says they can be used as such though.
[QUOTE=Slacker101;36415330]Hey I'm having a problem with props not showing up when I run my map. I checked and yes the props can be used. I'm having a problem with a prop_static barrel not showing up and a prop_dynamic toilet not showing up. The model info tab says they can be used as such though.[/QUOTE] Static and physics checked: physics only Static and dynamic checked: Static or dynamic
[QUOTE=Firegod522;36415349]Static and physics checked: physics only Static and dynamic checked: Static or dynamic[/QUOTE] In addition: If you want to make a physics-only model static, use prop_dynamic_override If you want to make a non-physics model use physics, use prop_physics_override
[QUOTE=Firegod522;36415349]Static and physics checked: physics only Static and dynamic checked: Static or dynamic[/QUOTE] So if statics and physics is checked I [I]can't[/I] use it as static?
Okay i've basically mapped a planet in Source, however how would I go about area portalling this planet so that once you're outside of it , nothing within the planet gets "rendered" ? :o
[QUOTE=Slacker101;36415412]So if statics and physics is checked I [I]can't[/I] use it as static?[/QUOTE] That is correct. because hammer
Guys, aren't you supposed to seal of your map with func_brush? Because when I compile, it tells me a I have a func_brush leak. :tinfoil:
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=Zovox;36416120]Guys, aren't you supposed to seal of your map with func_brush? Because when I compile, it tells me a I have a func_brush leak. :tinfoil:[/QUOTE] Only in the alienswarm version. [editline]20th June 2012[/editline] [QUOTE=Stiffy360;36416255]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] Nope [editline]20th June 2012[/editline] [QUOTE=JasonG5;36415559]Okay i've basically mapped a planet in Source, however how would I go about area portalling this planet so that once you're outside of it , nothing within the planet gets "rendered" ? :o[/QUOTE] You could try using an occluder
How would I use an occluder for the planets ? EDIT: as the spheres of the planets are displacements and not brushes
[QUOTE=Firegod522;36416326]Only in the alienswarm version. [/QUOTE] What should I use then?
[QUOTE=Zovox;36416671]What should I use then?[/QUOTE] Seal it tight with regular brushes [QUOTE=JasonG5;36416468]How would I use an occluder for the planets ? EDIT: as the spheres of the planets are displacements and not brushes[/QUOTE] Occluders only hide models that are blocked by them. So basically you just make a sphere around the planet. (assuming you're making it like spacebuild). whether or not the occluder has to be hollow or not, I don't know that answer. see [url=https://developer.valvesoftware.com/wiki/Func_occluder]func_occluder[/url]
Opened my CS:S map today in Hammer that I haven't touched in 3-4 Months and all the entities are gone, I haven't compiled the map to see but i checked the entity count and it said 0. All the Doors, props, lights, etc. are not there.
Sounds like it went corrupt. Why make a thread and ask in here? You could check your auto saves.
Well, I waited an hour and wasn't getting any responses, so i decided to give this thread a shot and well someone responded. >.> Not what i would like to hear, but thanks. Currently I am not using the computer that has the map files on it, but yesterday I checked and I couldn't find any auto-saves of the map that I've been working on for a good three months, which is reallllly weird.. Doesn't seem to be anything I can do; it doesn't make any sense to me. -Time to start a new map.
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