• Mapping Question Megathread v3
    4,500 replies, posted
[QUOTE=timmah1112;36529123]Well, yes the problem was in the entities. Did it say specifically? I believe it was node with unbounded volume. My best guess was when I merged the vertices with the vertex tool, or when I placed the npc nodes, because right after that I tried to compile my map. I compiled it before I added nodes and used the vertex tool, and the map compiled fine. Now all of my entities are gone, and I'm in a far enough stage of the map where it would take incredibly long to add all the entities back.[/QUOTE] Well my only other guess is file corruption. This has happened to a few people I know, and plenty on the forums. Is there any autosave near your most current progress that has the entities? Sounds like a file corruption though :/
[QUOTE=timmah1112;36529123]Well, yes the problem was in the entities. Did it say specifically? I believe it was node with unbounded volume. My best guess was when I merged the vertices with the vertex tool, or when I placed the npc nodes, because right after that I tried to compile my map. I compiled it before I added nodes and used the vertex tool, and the map compiled fine. Now all of my entities are gone, and I'm in a far enough stage of the map where it would take incredibly long to add all the entities back.[/QUOTE] Which entity does it claim is the unbounded volume?
[quote] [IMG]http://cloud-2.steampowered.com/ugc/595848712821371124/EFA5F533F6A7379EAF01E9C3B59D636D193C0196/[/IMG] [IMG]http://cloud-2.steampowered.com/ugc/595848712821366776/FEDE7EB92A80E665DDE17C476F723759210E9470/[/IMG] [IMG]http://cloud.steampowered.com/ugc/595848712821363608/8FAD7E933538FDE3D0B29B2E09A017E3FBC9AF0F/[/IMG] [/quote] The gears are a func_rotating, any way to make the lighting less weird? or could someone direct me to some gear models?
When I compile a map in the Portal 2 SDK and run it, none of it is rendered while I'm inside the world. It's like all visleafs are not visible, and all I can see is the skybox. There are no leaks, and no errors in the log as far as I can tell, so what's going on?
[QUOTE=st ef you;36538424]When I compile a map in the Portal 2 SDK and run it, none of it is rendered while I'm inside the world. It's like all visleafs are not visible, and all I can see is the skybox. There are no leaks, and no errors in the log as far as I can tell, so what's going on?[/QUOTE] This is an issue with some skyboxes for some reason. Try using a portal 2 skybox like black or something
[QUOTE=masterwolf;36529183]Well my only other guess is file corruption. This has happened to a few people I know, and plenty on the forums. Is there any autosave near your most current progress that has the entities? Sounds like a file corruption though :/[/QUOTE] Tried the autosave, but it just kept crashing when I would load it, so I'll just have to place every entity again back where it was, probably take a while but might as well get started now.
[QUOTE=Firegod522;36538921]This is an issue with some skyboxes for some reason. Try using a portal 2 skybox like black or something[/QUOTE] Depends what shader they use, some use UnlitGeneric which doesn't work.
Do the 3ds max measurement values, e.g inches, carry over to valve hammer editor?
[QUOTE=Pelvic Thrust;36545359]Do the 3ds max measurement values, e.g inches, carry over to valve hammer editor?[/QUOTE] I was going to ask the same question, except I'm using Maya.
[QUOTE=Legend286;36539889]Depends what shader they use, some use UnlitGeneric which doesn't work.[/QUOTE] Actually, I did a little bit of experimenting and it turns out skyboxes that use UnlitGeneric actually work and the ones that use Sky don't work. $ignorez also can't be set to 1. What the hell happened?
[QUOTE=st ef you;36546875]Actually, I did a little bit of experimenting and it turns out skyboxes that use UnlitGeneric actually work and the ones that use Sky don't work. $ignorez also can't be set to 1. What the hell happened?[/QUOTE] I knew it was something like that, just use unlit generic I guess. Pretty sure the sky shader works if you do it right though.
Anyone know CS:GO's crouch height?
[QUOTE=LegoGuy;36538311][quote] [IMG]http://cloud-2.steampowered.com/ugc/595848712821371124/EFA5F533F6A7379EAF01E9C3B59D636D193C0196/[/IMG] [IMG]http://cloud-2.steampowered.com/ugc/595848712821366776/FEDE7EB92A80E665DDE17C476F723759210E9470/[/IMG] [IMG]http://cloud.steampowered.com/ugc/595848712821363608/8FAD7E933538FDE3D0B29B2E09A017E3FBC9AF0F/[/IMG] [/quote] The gears are a func_rotating, any way to make the lighting less weird? or could someone direct me to some gear models?[/QUOTE] Please help?
[QUOTE=LegoGuy;36550877]Please help?[/QUOTE] Lighting for rotating/moving brush entities is created at VRAD and is static, which means the shadows are carried along with the moving object (which is really silly and ugly). At least I believe this is the case. Try disabling receiving shadows, consider using a light_dynamic (I swear this is like the only time I will ever recommend this), using Propper to turn it into a prop for better lighting (I think), or an env_projectedtexture if you're using your own mod codebase or the Portal 2/Alien Swarm branch. I doubt you're using either though since you appear to be on EP2. Also looks like you need cubemaps.
Does anyone know of a good way to make volumetric light? The models that are included with HL2 are good but they're way too big for what I need.
I'm having an issue with lighting in my map, it started randomly happening for some reason and I'm not sure how to fix it.. In the picture, everything is pitch black except for the pyramid beams, and the top of red spawn. [IMG]http://cloud.steampowered.com/ugc/956136853707384343/CCFAF3B7CD40B14760CDC0E911D057D2677BB358/[/IMG] In comparison to the version that works. (Note: this picture had a pitch of -80 and pitch yaw roll of -80 0 0) [IMG]http://cloud.steampowered.com/ugc/956136683224664157/75770A350B8E59EF517ACA256DED21F7012BC1A4/[/IMG] here are the settings for light environment [IMG]http://puu.sh/EBxL[/IMG] the shadow_control [IMG]http://puu.sh/EBym[/IMG] Here's the compile log [url]http://pastebin.com/QX9CAtjN[/url] I noticed one error in the compile log and that is " Zero Area Child Patch" which I don't know how to fix or what causes it. One other thing I noticed is this started happening right when I renamed the map which may or may not have anything to do with this issue. Hopefully someone can help me, thanks in advance.
Zero area child patch is usually caused by dodgy vertex editing. It can cause oddness.
[QUOTE=IronPhoenix;36557016]Zero area child patch is usually caused by dodgy vertex editing. It can cause oddness.[/QUOTE] Turns out it was this, I spent a solid 4 hours cordoning and testing every little thing turned out to be I'm just bad at making arches. Thank you!
So, I made a Prop_Dynamic Ravenholm door that opens when you push a button, but I cant for the life of me figure out how to make the door closed when you push it a second time. That, and sequenced activated objects; Like, you must activate a power box before you can open a bunker door, and turn on the lights.
[QUOTE=flamehead5;36570187]So, I made a Prop_Dynamic Ravenholm door that opens when you push a button, but I cant for the life of me figure out how to make the door closed when you push it a second time. That, and sequenced activated objects; Like, you must activate a power box before you can open a bunker door, and turn on the lights.[/QUOTE] Not really enough information on the first one, I think. How have you set up your entities at present? As for the second, depends on how you do it. If it's strictly how you describe, you can set the button that opens the bunker door to start locked (there's a setting for this), and activating the powerbox unlocks the button that opens the door. It's pretty easy.
[QUOTE=Zanarias;36570542]Not really enough information on the first one, I think. How have you set up your entities at present? As for the second, depends on how you do it. If it's strictly how you describe, you can set the button that opens the bunker door to start locked (there's a setting for this), and activating the powerbox unlocks the button that opens the door. It's pretty easy.[/QUOTE] A prop dynamic door (Like a hinge-less door like the Ravenholm door) that opens when you push a button, and closes when you push the button a second time. The way I've set it up is with the button brush using the 'setanimation' function with a parameter override of the door's animation. (And the same thing for the button plus a button animation) The problem is when you press the button a second time it just restarts the open door animation.
[QUOTE=flamehead5;36571293]A prop dynamic door (Like a hinge-less door like the Ravenholm door) that opens when you push a button, and closes when you push the button a second time. The way I've set it up is with the button brush using the 'setanimation' function with a parameter override of the door's animation. (And the same thing for the button plus a button animation) The problem is when you press the button a second time it just restarts the open door animation.[/QUOTE] [URL]https://dl.dropbox.com/u/26382658/sdk_doordemo.vmf[/URL] Download that, it was easier to make this than actually explain it. If you have questions about it I'll answer, but it's pretty straightforward.
[QUOTE=Zanarias;36577324][URL]https://dl.dropbox.com/u/26382658/sdk_doordemo.vmf[/URL] Download that, it was easier to make this than actually explain it. If you have questions about it I'll answer, but it's pretty straightforward.[/QUOTE] Alright I think I understand. Thanks :smile:
Any tips on making smooth hills? I don't understand the smooth tool in displacements.
Does env_sprite_orientated only rotate on the yaw? I need to have a sprite be completely static on the yaw while still showing the texture on both sides.
[QUOTE=vexx21322;36584421]Does env_sprite_orientated only rotate on the yaw? I need to have a sprite be completely static on the yaw while still showing the texture on both sides.[/QUOTE] Make it a brush and render it as a sprite (World glow).
[QUOTE=GoldPlatinum;36587692]Make it a brush and render it as a sprite (World glow).[/QUOTE] That works perfectly, thank you. [Editline]a[/Editline] How expensive is this compared to if I was to use a model? [Editline]a[/Editline] It might be a fault of the texture, but it seems that textures are overlapping each other when I look at two of the 'sprites'.
My VMF has been saying "unexpected end of file" and I don't know how to properly seal the ending. Here's the last few lines of the VMF. Can anyone repair it? [quote] solid { "id" "27728" side { "id" "16736" "plane" "(-508 1592 -322) (-508 1716 -322) (-507 1716 -322)" "material" "MIRRORSEDGE/WHITESQUARE_TILE" "uaxis" "[1 0 0 0] 0.25" "vaxis" "[0 -1 0 0] 0.25" "rotation" "0" "lightmapscale" "16" "smoothing_groups" "0" } side { "id" "16735" "plane" "(-508 1716 -345) (-507 1716 -345) (-507 1716 -322)" "material" "MIRRORSEDGE/WHITESQUARE_TILE" "uaxis" "[1 0 0 100.667] 0.75" "vaxis" "[0 0 -1 -124.667] 0.75" "rotation" "0" "lightmapscale" "16" "smoothing_groups" "0" } side { "id" "16734" "plane" "(-507 1716 -345) (-508 1716 -345) (-508 1592 -345)" "material" "MIRRORSEDGE/WHITESQUARE_TILE" "uaxis" "[1 0 0 0] 0.25" "vaxis" "[0 -1 0 0] 0.25" "rotation" "0" "lightmapscale" "16" "smoothing_groups" "0" } side { "id" "16733" "plane" "(-508 1716 -345) (-508 1716 -322) (-508 1592 -322)" "material" "MIRRORSEDGE/WHITESQUARE_TILE" "uaxis" "[0 1 0 0] 0.25" "vaxis" "[0 0 -1 4] 0.25" "rotation" "0" "lightmapscale" "16" "smoothing_groups" "0" } side { "id" "16732" "plane" "(-507 1592 -322) (-507 1716 -322) (-507 1716 -345)" "material" "MIRRORSEDGE/WHITESQUARE_TILE" "uaxis" "[0 1 0 0] 0.25" "vaxis" "[0 0 -1 4] 0.25" "rotation" "0" "lightmapscale" "16" "smoothing_groups" "0" } side { "id" "16731" "plane" "(-507 1592 -345) (-508 1592 -345) (-508 1592 -322)" "material" "MIRRORSEDGE/WHITESQUARE_TILE" "uaxis" "[1 0 0 0] 0.25" "vaxis" "[0 0 -1 4] 0.25" "rotation" "0" "lightmapscale" "16" "smoothing_groups" "0" } editor { "color" "220 220 220" "groupid" "27725" "visgroupshown" "1" "visgroupautoshown" "1" } [/quote]
[QUOTE=TurtleeyFP;36594486]My VMF has been saying "unexpected end of file" and I don't know how to properly seal the ending. Here's the last few lines of the VMF. Can anyone repair it?[/QUOTE] Add a }
[QUOTE=Legend286;36594972]Add a }[/QUOTE] [quote] solid { "id" "27728" side { "id" "16736" "plane" "(-508 1592 -322) (-508 1716 -322) (-507 1716 -322)" "material" "MIRRORSEDGE/WHITESQUARE_TILE" "uaxis" "[1 0 0 0] 0.25" "vaxis" "[0 -1 0 0] 0.25" "rotation" "0" "lightmapscale" "16" "smoothing_groups" "0" } side { "id" "16735" "plane" "(-508 1716 -345) (-507 1716 -345) (-507 1716 -322)" "material" "MIRRORSEDGE/WHITESQUARE_TILE" "uaxis" "[1 0 0 100.667] 0.75" "vaxis" "[0 0 -1 -124.667] 0.75" "rotation" "0" "lightmapscale" "16" "smoothing_groups" "0" } side { "id" "16734" "plane" "(-507 1716 -345) (-508 1716 -345) (-508 1592 -345)" "material" "MIRRORSEDGE/WHITESQUARE_TILE" "uaxis" "[1 0 0 0] 0.25" "vaxis" "[0 -1 0 0] 0.25" "rotation" "0" "lightmapscale" "16" "smoothing_groups" "0" } side { "id" "16733" "plane" "(-508 1716 -345) (-508 1716 -322) (-508 1592 -322)" "material" "MIRRORSEDGE/WHITESQUARE_TILE" "uaxis" "[0 1 0 0] 0.25" "vaxis" "[0 0 -1 4] 0.25" "rotation" "0" "lightmapscale" "16" "smoothing_groups" "0" } side { "id" "16732" "plane" "(-507 1592 -322) (-507 1716 -322) (-507 1716 -345)" "material" "MIRRORSEDGE/WHITESQUARE_TILE" "uaxis" "[0 1 0 0] 0.25" "vaxis" "[0 0 -1 4] 0.25" "rotation" "0" "lightmapscale" "16" "smoothing_groups" "0" } side { "id" "16731" "plane" "(-507 1592 -345) (-508 1592 -345) (-508 1592 -322)" "material" "MIRRORSEDGE/WHITESQUARE_TILE" "uaxis" "[1 0 0 0] 0.25" "vaxis" "[0 0 -1 4] 0.25" "rotation" "0" "lightmapscale" "16" "smoothing_groups" "0" } editor { "color" "220 220 220" "groupid" "27725" "visgroupshown" "1" "visgroupautoshown" "1" } } [/quote] "Unexpected end of file", still. I also tried: } } And: }}' EDIT: Huh. Sort-of fixed it. I added 3 }s. However, all of my vertexes and props are gone. So.. partial victory.
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