[QUOTE=MaxOfS2D;36638625][IMG]http://i.imgur.com/itdYz.png[/IMG]
anyone has any idea what's happening with these weird lighting blotches?[/QUOTE]
Are compiling -final and -bounce not set too high?
figured it out — it was smoothing groups. adding -smooth 30 fixed it
[editline]5th July 2012[/editline]
[IMG]http://i.imgur.com/UzUso.png[/IMG]
[QUOTE=MaxOfS2D;36639279]figured it out — it was smoothing groups. adding -smooth 30 fixed it
[editline]5th July 2012[/editline]
[IMG]http://i.imgur.com/UzUso.png[/IMG][/QUOTE]
Hmph, well I guess it makes sense because of how VRad works.
At least you haven't had your normals butchered by vbsp like I have with the alien swarm deferred stuff.
How do you turn while selecting faces in the displacement windows? I'm trying to subdivide a tunnel and I can't select some faces due to me not being able to turn...
[QUOTE=flamehead5;36641360]How do you turn while selecting faces in the displacement windows? I'm trying to subdivide a tunnel and I can't select some faces due to me not being able to turn...[/QUOTE]
Hold space and click in the viewport.
how do you get a door to rotate on an angle?
for example I want this cellar door to rotate on its proper angle as a func door opposed to just the Y axis
[url=http://cloud-2.steampowered.com/ugc/594723435407412034/F3D23D06E621F40184D86C3E27ED2ACBE02CDBCB/]Open[/url]
[URL="http://cloud.steampowered.com/ugc/594723435407411600/8691C918651586A68FBBA152132A593DDFB67032/"]Closed[/URL]
[QUOTE=Glaber;36641833]how do you get a door to rotate on an angle?
for example I want this cellar door to rotate on its proper angle as a func door opposed to just the Y axis
[url=http://cloud-2.steampowered.com/ugc/594723435407412034/F3D23D06E621F40184D86C3E27ED2ACBE02CDBCB/]Open[/url]
[URL="http://cloud.steampowered.com/ugc/594723435407411600/8691C918651586A68FBBA152132A593DDFB67032/"]Closed[/URL][/QUOTE]
func_rotating with the angle set to your brush angle (it's going to be difficult unless you kept to common grid angles such as 1:1 1:2 1:4 etc.)
How can you effectively parent a prop_physics object to a func_tracktrain? I tried the method described here [url]https://developer.valvesoftware.com/wiki/Prop_physics[/url] [code]prop_physics can be parented if the 'parentname' value is manually added with smartedit turned off. Parenting prop_physics can be unpleasant and buggy in some situations.[/code]
But I am not getting any results.
[QUOTE=Legend286;36641904]func_rotating with the angle set to your brush angle (it's going to be difficult unless you kept to common grid angles such as 1:1 1:2 1:4 etc.)[/QUOTE]
so rotate the actual brush then?
[QUOTE=Glaber;36642407]so rotate the actual brush then?[/QUOTE]
No, you set the rotation axis.
[QUOTE=Legend286;36642607]No, you set the rotation axis.[/QUOTE]
how do I do that?
[QUOTE=Glaber;36642668]how do I do that?[/QUOTE]
On second thought I don't think you can, if the axis isn't relative to the brush orientation then you're fucked.
Is there a keyvalue similar to gmod_allowphysgun 0 that eliminates all player interaction with that entity? I've seen it done on gm_mobenix. all the doors and other entities can't be removed with the toolgun or picked up with the physgun etc.
Rookie Question Time.
Does anyone have any ideas why the room on the right looks overly bright, while the room on the left which uses the exact same lighting renders fine?
[thumb]https://dl.dropbox.com/u/14728864/SSthread/Station13/rp_station13_b80102.jpg[/thumb]
For reference, the lab used to look like [url=https://dl.dropbox.com/u/14728864/SSthread/BlogStuff/OctNov/rp_station13_b004_jacksonwipstuff20007.jpg]this.[/url] It wasn't touched at all while other parts of the map were worked on, and then it suddenly went in to [url=https://dl.dropbox.com/u/14728864/SSthread/Station13/sterileasfuck.jpg]crazy superlighted mode.[/url] The exact same thing happened with the adjacent weapons lab. Which used to look like [url=https://dl.dropbox.com/u/14728864/SSthread/BlogStuff/researchlab130004.jpg]this,[/url] and now looks like [url=https://dl.dropbox.com/u/14728864/SSthread/Station13/rp_station13_b80103.jpg]this.[/url]
I'm kind've stumped on this. As an aside I've tried re-lighting both rooms, and also tried removing all light sources from both labs, and still get the problem. I'm not inclined to think it's a fullbright issue because a lab right next to these ones is lighting just fine, within the same map. (none of these are being isoloated, there are plenty of other light sources on the map during compile) If there's some glaring rookie mistake here, can anyone point it out please?
(PS - apologies in advance if the poor brushwork/misaligned textures bother anyone, it's all still WIP)
-snip-
I need help, I had closed the little tab on the left with all the tools and now I don't how to re-open them.
View > Screen Elements > Maptools Bar
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Warning: overflowed 74 displacement corner-neighbor lists.Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
Displacement 57 has bad geometry near 3072.00 -1088.00 157.67
Can't compile displacement physics, exiting. Texture is NATURE/BLENDDIRTGRASS001A
It won't compile the terrain, anyone know what I can do to get around this?
remake the displacement at
3072.00 -1088.00 157.67
view> go to coordinates
[QUOTE=Wargate;36650954]Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Warning: overflowed 74 displacement corner-neighbor lists.Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
Displacement 57 has bad geometry near 3072.00 -1088.00 157.67
Can't compile displacement physics, exiting. Texture is NATURE/BLENDDIRTGRASS001A
It won't compile the terrain, anyone know what I can do to get around this?[/QUOTE]
Delete the broken displacement.
Thank you both I will give that a try
Edit:
Now it's giving me shit at -192.00 -1152.00 -224.68 , and that is out of the sky box. It doesn't look like there is anything there. Is there a way to delete by coordinate?
Edit:
After deleting terrain at random it seems to compile. I guess that's good.
[QUOTE=TCB;36650675]View > Screen Elements > Maptools Bar[/QUOTE]
Thank man.
Anyone have any idea what's going on with [URL="http://i.imgur.com/0hEBF.png"]this leak?[/URL] the room is perfectly sealed and the pointfile is doing some sort of wierd death spiral.
Repost from last page, not sure if anyone saw it. :downs:
[QUOTE=mopman999;36641913]How can you effectively parent a prop_physics object to a func_tracktrain? I tried the method described here [url]https://developer.valvesoftware.com/wiki/Prop_physics[/url] [code]prop_physics can be parented if the 'parentname' value is manually added with smartedit turned off. Parenting prop_physics can be unpleasant and buggy in some situations.[/code]
But I am not getting any results.[/QUOTE]
I've made a CP map for TF2 that ends the round as soon as the set-up timer starts. (not that it matters, but it ends with my team losing regardless of what team it is)
What do I need to do to fix this?
I'm a new mapper, I don't need your funnies :(
It's not that the issue is simple or anything, it's just the idea of joining a map and then it instantly ending, that's what's funny about it.
Unfortunately, I never map for TF2, so I can't really help you, but have you changed how long the timer lasts? It could be ending instantly because it's set to 0.
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