• Mapping Question Megathread v3
    4,500 replies, posted
I haven't mapped in months, so I'm not sure if something changed. I can't find any entry in the Source SDK window for CS:S.
[QUOTE=benjgvps;34668239]I haven't mapped in months, so I'm not sure if something changed. I can't find any entry in the Source SDK window for CS:S.[/QUOTE] Its in source engine mp
Would it be a good idea to tie stairs to a func_brush entity? Or, well, something else to optimize them better.
[QUOTE=paulisdead18;34669951]Would it be a good idea to tie stairs to a func_brush entity? Or, well, something else to optimize them better.[/QUOTE] func_detail.
I need a little help with toruses. Not the primitive, I tried that and it made vbsp shit itself. The method I've tried a couple of times already is creating a series of arches to find where each of the points of the individual cylinders should meet on the grid. Even when I set it up as such and have the brushes vertex merged to to 5 faces so that the cylinders are made of triangular brushes meeting the central point, similar to an arch with wall radius maxed, whenever I compile the vertexes are distorted in position slightly, so the edges look jagged. This effect gets progressively worse the further away from axis-alignment of the brushes the curve is. Sorry if my explanation was hard to understand.
[QUOTE=vexx21322;34672236]func_detail.[/QUOTE] Well, what about if there are too many t-junctions, so func_detail isn't available. Would it THEN be good to do so? I know about Propper, but I don't think it would be necessary to make stairs into props.
[QUOTE=paulisdead18;34669951]Would it be a good idea to tie stairs to a func_brush entity? Or, well, something else to optimize them better.[/QUOTE] Stairs should always be func_detailed.
[QUOTE=Kommunist;34672788]Stairs should always be func_detailed.[/QUOTE] Ah, alright. Thanks. Gotta fix some stuff up then.
If you tied it to a func_brush it would take up ent data.
[QUOTE=Firegod522;34674960]If you tied it to a func_brush it would take up ent data.[/QUOTE] And... is that bad or something?
I would say unless you've optimized the hell out of everything and you can't minimize the amount of brushes you have it's not the best idea. It could be a viable scapegoat, I guess, but in the end you aren't really addressing the problem which is optimization, and scapegoats for problems eventually end up in problems.
[QUOTE=Zovox;34647896]So Hammer won't configure itself for L4D2 for me. Everytime I start it it tells me to configure it myself. And when I do, the settings don't save so I have to configure it again. And starting the game first doesn't work either. And there is no option to reset game configs. Help? :smile:[/QUOTE]
If I were to make a tutorial on something, what would you guys like to see?
Destroyable buildings
A ton of people know how to do that, I would like some advanced lighting tuts
[QUOTE=mopman999;34678443]A ton of people know how to do that, I would like some advanced lighting tuts[/QUOTE] The simple answer being- you can, but it looks shit, go use udk.
[QUOTE=mopman999;34678443]A ton of people know how to do that, I would like some advanced lighting tuts[/QUOTE] And this.
How do i make a one-brush square building look not so blocky?
[QUOTE=MaddaCheeb;34686824]How do i make a one-brush square building look not so blocky?[/QUOTE] Add indents for the doors, windows, etc. You can also add trimming or a lip to the top of the building.
[QUOTE=MaddaCheeb;34686824]How do i make a one-brush square building look not so blocky?[/QUOTE] Create Displacement + Subdivide
[QUOTE=mopman999;34688012]Add indents for the doors, windows, etc. You can also add trimming or a lip to the top of the building.[/QUOTE] thanks but refresh my memory, what's a lip (building wise)
I'm trying to get back to mapping after not touching the SDK for a while now, but for some reason "Ctrl + M" shortkey doesn't work. Every other key combination works, just not Transform. Anyone know what's up? [editline]14th February 2012[/editline] Oh, and if I choose it under the "tools" dropdown list, it works.
What's the best looking and easiest way to make a waterfall? I need to make a little waterfall coming out of a drainage pipe in a sewer environment.
[QUOTE=zach1193;34700133]What's the best looking and easiest way to make a waterfall? I need to make a little waterfall coming out of a drainage pipe in a sewer environment.[/QUOTE] make a particle effect.
[QUOTE=zach1193;34700133]What's the best looking and easiest way to make a waterfall? I need to make a little waterfall coming out of a drainage pipe in a sewer environment.[/QUOTE] Never messed with particle effects before, but I used this: [url]http://www.youtube.com/watch?v=km5kVAO-QjQ[/url] To create this: [IMG]http://img403.imageshack.us/img403/5847/tttnuclearpower0037.jpg[/IMG] and this: [IMG]http://img826.imageshack.us/img826/5734/tttnuclearpower0108.jpg[/IMG] Depending on the look you're going for you could use either method.
I guess I'll make a tutorial on lighting.
[QUOTE=MaddaCheeb;34689018]thanks but refresh my memory, what's a lip (building wise)[/QUOTE] They are little edges around the top, like this [IMG]http://i.imgur.com/8J6PV.png[/IMG]
snips
I'm confused with I'm supposed to do with the driveway. [IMG]http://i.imgur.com/MD4OH.jpg[/IMG] Should I raise the end towards the garage door up to the top of the foundation or keep it as it is? The reason why I'm having trouble deciding is because making the driveway slanted will force me to remake the pathway to the front patio, and I have a feeling that would be hard as fuck. Just in case I have to make the driveway slanted, how can I recreate the pathway?
Made a little informative tutorial on lighting. Nothing too special and it was kind of hard to explain for me. But I'll get it uploaded soon. [editline]16th February 2012[/editline] [media]http://www.youtube.com/watch?v=uaeveBqLlzo[/media]
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