I've created a custom decal, and I can clearly see it in Hammer and Counter Strike: Source.
But I can't see it in Garry's Mod, which the map is intended for. This is because I haven't placed the .vmt & .vft inside the garrysmod folder, right?(?)
I've tried placing it in various places, but I can't figure out which folder - it keeps displaying as a missing texture. Where do I place it?
***
got it working, god damn complicated folders
[QUOTE=Firegod522;36419334]
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][/QUOTE]
Yeah the problem I have is that the spheres surrounding my planet are not made from brushes, and so can't be made into a func_ .. is there any other way ?
I already searched gamebanana and several other sites for it, but I can't find a decent rain skybox with thick, grey clouds. Could someone help me with that?
[QUOTE=JasonG5;36423297]Yeah the problem I have is that the spheres surrounding my planet are not made from brushes, and so can't be made into a func_ .. is there any other way ?[/QUOTE]
You make a separate sphere like I said, and texture it with occluder and hint/skip.
[editline]21st June 2012[/editline]
[QUOTE=Marbledemon;36423466]I already searched gamebanana and several other sites for it, but I can't find a decent rain skybox with thick, grey clouds. Could someone help me with that?[/QUOTE]
let me see what I can make today
When compiling, portal flow takes ages. What should I optimize? My visleafs?
You have too many visleafs. Chances are you have some brushes that should be turned into func_details.
If you have some large open area where everything can be seen from anywhere, making portalflow useless, you can use this: [url]https://developer.valvesoftware.com/wiki/Func_viscluster[/url]
Is there a way to make an area have no gravity?
[QUOTE=Slacker101;36427174]Is there a way to make an area have no gravity?[/QUOTE]
trigger_gravity
[QUOTE=Firegod522;36427298]trigger_gravity[/QUOTE]
Will this work with ragdolls and props? I'm making a ttt map in set in space.
Yes
[QUOTE=Miigga;36427013]You have too many visleafs. Chances are you have some brushes that should be turned into func_details.
If you have some large open area where everything can be seen from anywhere, making portalflow useless, you can use this: [url]https://developer.valvesoftware.com/wiki/Func_viscluster[/url][/QUOTE]
Thanks a lot :)
Yep, you got that spot on. I already had visclusters, which did help out a bit, but not really that much. I, for some reason, completely forgot to func_detail stuff, which helped out a huge amoun. Thank you very much :)
I hear a lot of people talking about using dev textures and switching to nodraw automatically when there finished. what do they mean by this?
[QUOTE=TC Dominic;36428799]I hear a lot of people talking about using dev textures and switching to nodraw automatically when there finished. what do they mean by this?[/QUOTE]
Texture the map with dev textures, then in the texture application tool, you can hit replace button and choose the texture to replace and with what.
[QUOTE=Firegod522;36424137]You make a separate sphere like I said, and texture it with occluder and hint/skip.
[/QUOTE]
Doesn't work sadly x)
Does anyone know how to fix these "blocky" shadows? I think there was a fix somewhere but I forgot.
[t]http://cloud.steampowered.com/ugc/577833752898540005/2DD27E9E97A429B77E2C8AFB37DA217494B1F208/[/t]
[QUOTE=mopman999;36431561]Does anyone know how to fix these "blocky" shadows? I think there was a fix somewhere but I forgot.
[t]http://cloud.steampowered.com/ugc/577833752898540005/2DD27E9E97A429B77E2C8AFB37DA217494B1F208/[/t][/QUOTE]
You gotta turn down the lightmap scale, that way the shadows will be crisper and less blocky
It's in the texture application dialogue
[QUOTE=Kavukamari;36433331]You gotta turn down the lightmap scale, that way the shadows will be crisper and less blocky
It's in the texture application dialogue[/QUOTE]
I have already tried this.
You're using a light_spot, right? Put in a separate light (just light) in the middlish of the room with the same color values, turn down the brightness, and see if it fixes anything.
Alternatively you could try compiling with -final and see if that fixes anything, but I dunno.
Does vvis fast skip func_areaportal and areaportalwindow? Jorpakko takes 4 hours normal vis, that's going to be a problem if i want to optimize.
[QUOTE=Zanarias;36437230]You're using a light_spot, right? Put in a separate light (just light) in the middlish of the room with the same color values, turn down the brightness, and see if it fixes anything.
Alternatively you could try compiling with -final and see if that fixes anything, but I dunno.[/QUOTE]
Nah, they are normal lights. Compiling with -final got me the same results.
[QUOTE=mopman999;36433485]I have already tried this.[/QUOTE]
Then its no low enough, tuen it lower and customize your shadow_control settings
Does anyone have a solution to my problem ? I have a sphere surrounding my planet, but it is made out of displacements. I've tried area portalling it and making it a hint/skip/occluder but none of it worked, so how would I go about having it sothat if you're outside of the planet, nothing inside the planet gets rendered for you
[QUOTE=JasonG5;36440384]Does anyone have a solution to my problem ? I have a sphere surrounding my planet, but it is made out of displacements. I've tried area portalling it and making it a hint/skip/occluder but none of it worked, so how would I go about having it sothat if you're outside of the planet, nothing inside the planet gets rendered for you[/QUOTE]
Make a brush sphere and tie it to an area portal?
[QUOTE=GameDev;36438929]Does vvis fast skip func_areaportal and areaportalwindow? Jorpakko takes 4 hours normal vis, that's going to be a problem if i want to optimize.[/QUOTE]
Vvis on fast only runs through like one check for everything.
[editline]22nd June 2012[/editline]
[QUOTE=JasonG5;36440384]Does anyone have a solution to my problem ? I have a sphere surrounding my planet, but it is made out of displacements. I've tried area portalling it and making it a hint/skip/occluder but none of it worked, so how would I go about having it sothat if you're outside of the planet, nothing inside the planet gets rendered for you[/QUOTE]
Try making it a brush
[QUOTE=IronPhoenix;36440417]Make a brush sphere and tie it to an area portal?[/QUOTE]
But each segment will then be treated as its own portal, only area portals on the same plane are merged.
Which means a bazillion view frustum tests from each portal face...
Yeah .. are there any other solutions or is it just impossible to optimize the planet ?
Why is there no difference in color when I twiddle around with colorcorrectionui on my map? I've got it enabled.
[editline]22nd June 2012[/editline]
nevermind :v:
[QUOTE=JasonG5;36443062]Yeah .. are there any other solutions or is it just impossible to optimize the planet ?[/QUOTE]
/Iwaswrong.jpg
I tried it and it doesn't, just crashes my game. Doing some research right now.
[editline]22nd June 2012[/editline]
okay so basically you need to make a giant hollow sphere around it, and texture only the outside/inside faces with occluder, everything else with skip.
The faces touching each other (from side to side) MUST be skip
How would i make a hollow sphere that won't bug out .. each time I manage to do it, theres few holes and stuff in them and I can't really close them, but the map still compiles :x
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