• Mapping Question Megathread v3
    4,500 replies, posted
Try adjusting the light falloff.
but this is from the sunlight
[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.
So, I was working on my second cave test, a larger but still very small cave. Episode 2 loads fine up until the point where the loading cursor switches to the regular cursor, which usually means the map is about to load. Then it just sits there... For a very long time. So here is the compile code: ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\---------\sourcesdk\bin\source2009\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\---------\half-life 2 episode two\ep2" "C:\Users\user\Desktop\vmf\Cavetest2.vmf" Valve Software - vbsp.exe (Sep 15 2011) 4 threads materialPath: c:\program files (x86)\steam\steamapps\---------\half-life 2 episode two\ep2\materials Loading C:\Users\user\Desktop\vmf\Cavetest2.vmf Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\---------\half-life 2 episode two\ep2\gameinfo.txt fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\user\Desktop\vmf\Cavetest2.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (1) (2694 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 17 texinfos to 12 Reduced 4 texdatas to 3 (77 bytes to 59) Writing C:\Users\user\Desktop\vmf\Cavetest2.bsp 2 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\---------\sourcesdk\bin\source2009\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\---------\half-life 2 episode two\ep2" "C:\Users\user\Desktop\vmf\Cavetest2" Valve Software - vvis.exe (Sep 15 2011) 4 threads reading c:\users\user\desktop\vmf\Cavetest2.bsp reading c:\users\user\desktop\vmf\Cavetest2.prt 12 portalclusters 27 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0) Optimized: 0 visible clusters (0.00%) Total clusters visible: 144 Average clusters visible: 12 Building PAS... Average clusters audible: 12 visdatasize:148 compressed from 192 writing c:\users\user\desktop\vmf\Cavetest2.bsp 0 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\---------\sourcesdk\bin\source2009\bin\vrad.exe" ** Parameters: -both -game "c:\program files (x86)\steam\steamapps\---------\half-life 2 episode two\ep2" "C:\Users\user\Desktop\vmf\Cavetest2" Valve Software - vrad.exe SSE (Sep 15 2011) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\users\user\desktop\vmf\Cavetest2.bsp Setting up ray-trace acceleration structure... Done (2.28 seconds) 97 faces 92273 square feet [13287424.00 square inches] 69 Displacements 12526 Square Feet [1803764.00 Square Inches] 97 patches before subdivision 605 patches after subdivision 5 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1) transfers 17484, max 121 transfer lists: 0.1 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(171, 170, 177) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(10, 10, 10) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(1, 1, 1) Build Patch/Sample Hash Table(s).....Done<0.0015 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 (1) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 7/8192 84/98304 ( 0.1%) brushsides 42/65536 336/524288 ( 0.1%) planes 104/65536 2080/1310720 ( 0.2%) vertexes 121/65536 1452/786432 ( 0.2%) nodes 43/65536 1376/2097152 ( 0.1%) texinfos 12/12288 864/884736 ( 0.1%) texdata 3/2048 96/65536 ( 0.1%) dispinfos 69/0 12144/0 ( 0.0%) disp_verts 19941/0 398820/0 ( 0.0%) disp_tris 35328/0 70656/0 ( 0.0%) disp_lmsamples 60858/0 60858/0 ( 0.0%) faces 97/65536 5432/3670016 ( 0.1%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 81/65536 4536/3670016 ( 0.1%) leaves 45/65536 1440/2097152 ( 0.1%) leaffaces 38/65536 76/131072 ( 0.1%) leafbrushes 23/65536 46/131072 ( 0.0%) areas 2/256 16/2048 ( 0.8%) surfedges 712/512000 2848/2048000 ( 0.1%) edges 373/256000 1492/1024000 ( 0.1%) LDR worldlights 5/8192 440/720896 ( 0.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 0/32768 0/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 0/65536 0/131072 ( 0.0%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 216660/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 148/16777216 ( 0.0%) entdata [variable] 1427/393216 ( 0.4%) LDR ambient table 45/65536 180/262144 ( 0.1%) HDR ambient table 45/65536 180/262144 ( 0.1%) LDR leaf ambient 152/65536 4256/1835008 ( 0.2%) HDR leaf ambient 45/65536 1260/1835008 ( 0.1%) 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] 1/12 ( 8.3%) pakfile [variable] 105667/0 ( 0.0%) physics [variable] 2694/4194304 ( 0.1%) physics terrain [variable] 90250/1048576 ( 8.6%) Level flags = 0 Total triangle count: 194 Writing c:\users\user\desktop\vmf\Cavetest2.bsp 5 seconds elapsed Valve Software - vrad.exe SSE (Sep 15 2011) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\users\user\desktop\vmf\Cavetest2.bsp Setting up ray-trace acceleration structure... Done (2.28 seconds) 97 faces 92273 square feet [13287424.00 square inches] 69 Displacements 12526 Square Feet [1803764.00 Square Inches] 97 patches before subdivision 605 patches after subdivision 5 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1) transfers 17484, max 121 transfer lists: 0.1 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(171, 170, 177) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(10, 10, 10) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(1, 1, 1) Build Patch/Sample Hash Table(s).....Done<0.0014 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 (1) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 7/8192 84/98304 ( 0.1%) brushsides 42/65536 336/524288 ( 0.1%) planes 104/65536 2080/1310720 ( 0.2%) vertexes 121/65536 1452/786432 ( 0.2%) nodes 43/65536 1376/2097152 ( 0.1%) texinfos 12/12288 864/884736 ( 0.1%) texdata 3/2048 96/65536 ( 0.1%) dispinfos 69/0 12144/0 ( 0.0%) disp_verts 19941/0 398820/0 ( 0.0%) disp_tris 35328/0 70656/0 ( 0.0%) disp_lmsamples 60858/0 60858/0 ( 0.0%) faces 97/65536 5432/3670016 ( 0.1%) hdr faces 97/65536 5432/3670016 ( 0.1%) origfaces 81/65536 4536/3670016 ( 0.1%) leaves 45/65536 1440/2097152 ( 0.1%) leaffaces 38/65536 76/131072 ( 0.1%) leafbrushes 23/65536 46/131072 ( 0.0%) areas 2/256 16/2048 ( 0.8%) surfedges 712/512000 2848/2048000 ( 0.1%) edges 373/256000 1492/1024000 ( 0.1%) LDR worldlights 5/8192 440/720896 ( 0.1%) HDR worldlights 5/8192 440/720896 ( 0.1%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 0/32768 0/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 0/65536 0/131072 ( 0.0%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 216660/0 ( 0.0%) HDR lightdata [variable] 216660/0 ( 0.0%) visdata [variable] 148/16777216 ( 0.0%) entdata [variable] 1427/393216 ( 0.4%) LDR ambient table 45/65536 180/262144 ( 0.1%) HDR ambient table 45/65536 180/262144 ( 0.1%) LDR leaf ambient 152/65536 4256/1835008 ( 0.2%) HDR leaf ambient 152/65536 4256/1835008 ( 0.2%) 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] 1/12 ( 8.3%) pakfile [variable] 105667/0 ( 0.0%) physics [variable] 2694/4194304 ( 0.1%) physics terrain [variable] 90250/1048576 ( 8.6%) Level flags = 0 Total triangle count: 194 Writing c:\users\user\desktop\vmf\Cavetest2.bsp 5 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\user\Desktop\vmf\Cavetest2.bsp" "c:\program files (x86)\steam\steamapps\---------\half-life 2 episode two\ep2\maps\Cavetest2.bsp" I'm not great with code irregularities so I'm not sure if anything is wrong.
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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