Nobody has any solutions to my problem other then Raijin rating me dumb for no particular reason.
It was probably because you hid your steam name, because we have steam guard now.
Do you have any power of 4 displacements?
[QUOTE=Firegod522;36665388]It was probably because you hid your steam name, because we have steam guard now.
Do you have any power of 4 displacements?[/QUOTE]
Yes, all of them are.
And I don't like people knowing my Steam name, since I'm not popular with everyone on the forum, and the fact it would just be another chance that I could get invited to another group. Since I get invited every day pretty much I don't want more spam, or any reason to suspect FP of spam.
Lower them down to 3.
I just downloaded a nice custom skybox texture, and I would like to use it in my map. So... How would I use this custom texture for my skybox?
Make sure the vmt and vtf files are inside your materials\skybox folder
And if they name is something like
sky_day001_hdrbk
Then in hammer you would go to map>map properties and make the skybox name
sky_day001_hdr
Anyone have tips on how to make something look wrecked, like a bombed out building or something of the sort. Scary if possibly, very stalker or fallout like. Thank you in advance any and all help is appreciated.
[QUOTE=TCB;36661757]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.[/QUOTE]
I followed the CP tutorial on valve dev wiki and everything. Even used the round timer entity thing (can't remember the exact name).
[QUOTE=Wargate;36670139]Anyone have tips on how to make something look wrecked, like a bombed out building or something of the sort. Scary if possibly, very stalker or fallout like. Thank you in advance any and all help is appreciated.[/QUOTE]
Small details and use of wrecked props. Exposed rebar, individual bricks knocked from a wall, broken plaster, shattered floorboards. Damage will look better if you can estimate where the damage has come from, where the stresses occur, where things will fall, break and come to rest.
How do I setup CS:GO with the light settings? I can see the shadow casting on the viewmodel, but not in the world. How do I fix this?
[QUOTE=IronPhoenix;36673821]Small details and use of wrecked props. Exposed rebar, individual bricks knocked from a wall, broken plaster, shattered floorboards. Damage will look better if you can estimate where the damage has come from, where the stresses occur, where things will fall, break and come to rest.[/QUOTE]
Do you know of any good textures I should use? I was also wondering about particles, I have never worked with them before except for that vol_light from ep2. Thank you for the response Phoenix I appreciate it.
[QUOTE=Wargate;36676286]Do you know of any good textures I should use? I was also wondering about particles, I have never worked with them before except for that vol_light from ep2. Thank you for the response Phoenix I appreciate it.[/QUOTE]
Use textures that look battered. You can also use decals for cheaper damage effects.
[QUOTE=IronPhoenix;36676488]Use textures that look battered. You can also use decals for cheaper damage effects.[/QUOTE]
Very well, thanks for the help. Much appreciated.
[QUOTE=Firegod522;36668427]Make sure the vmt and vtf files are inside your materials\skybox folder
And if they name is something like
sky_day001_hdrbk
Then in hammer you would go to map>map properties and make the skybox name
sky_day001_hdr[/QUOTE]
Where is the materials/skybox folder? Would it be in the area for the game I'm mapping for, or in source sdk?
How do I get decent looking shadows* with the radio tower from episode 2 without using a parameter?
[QUOTE=nomad1;36681437]How do I get decent looking textures with the radio tower from episode 2 without using a parameter?[/QUOTE]
Does it even have a good texture to begin with?
[QUOTE=Legend286;36681535]Does it even have a good texture to begin with?[/QUOTE]
Nevermind, figured it out using func_brush...
Edit: Textures... doh' I meant shadows...
So, I rebuilt my cave with displacements using the power of 3, anyone have tips for keeping away pointy displacements? I only really had one small one appear in the map, but it still doesn't look as good as when it was Power of four...
(Is there any way to fix the power of four problem by the way?)
[editline]9th July 2012[/editline]
Oh, and the 'light' Entity now shows up as obsolete and has no effect in my maps...
[QUOTE=nomad1;36681634]Nevermind, figured it out using func_brush...
Edit: Textures... doh' I meant shadows...[/QUOTE]
Don't use func_brush, use regular brushes with the tools/toolsblocklight texture.
[editline]9th July 2012[/editline]
[QUOTE=flamehead5;36682513]So, I rebuilt my cave with displacements using the power of 3, anyone have tips for keeping away pointy displacements? I only really had one small one appear in the map, but it still doesn't look as good as when it was Power of four...
(Is there any way to fix the power of four problem by the way?)
[editline]9th July 2012[/editline]
Oh, and the 'light' Entity now shows up as obsolete and has no effect in my maps...[/QUOTE]
Use the Swarm engine if you want to use power 4 displacements smaller than 1024^2.
[QUOTE=timmah1112;36677651]Where is the materials/skybox folder? Would it be in the area for the game I'm mapping for, or in source sdk?[/QUOTE]
Game.
For example:
steam\steamapps\username\half-life 2\hl2\materials\skybox
Is there a way to make text easily? I just need to make notes at certain places in the map to explain what's going on. Thanks in advance.
Three ways to do this directly depending on how you want to do it and what you want to do.
For 3d space text, you can use [URL="https://developer.valvesoftware.com/wiki/Point_message"]point_message.[/URL]
For on-HUD messages (not based on a self-created mod) you can use [URL="https://developer.valvesoftware.com/wiki/Game_text"]game_text.[/URL]
For on-HUD messages (based on a self-created mod) you can use [URL="https://developer.valvesoftware.com/wiki/Env_message"]env_message[/URL], which has much more variability than game_text but requires modifications to a file called titles.txt.
There's a couple other ways to do some of these (I can think of a couple for 3d space text), but no point clarifying if that's not what you're looking for.
[QUOTE=Zanarias;36683865]Three ways to do this directly depending on how you want to do it and what you want to do.
For 3d space text, you can use [URL="https://developer.valvesoftware.com/wiki/Point_message"]point_message.[/URL]
For on-HUD messages (not based on a self-created mod) you can use [URL="https://developer.valvesoftware.com/wiki/Game_text"]game_text.[/URL]
For on-HUD messages (based on a self-created mod) you can use [URL="https://developer.valvesoftware.com/wiki/Env_message"]env_message[/URL], which has much more variability than game_text but requires modifications to a file called titles.txt.
There's a couple other ways to do some of these (I can think of a couple for 3d space text), but no point clarifying if that's not what you're looking for.[/QUOTE]
Thanks for the reply, I really appreciate.
can you guys help me to set up a vmt that would fit for lava ?
This is the lava color
[img]http://img534.imageshack.us/img534/3518/lavam.png[/img]
I would need help to set up the Vmt file im not really good at this
For now ive just used the toxic slime version of Hl2
and i changed the material thing to the name of my texture etc it work .. but i would like a better one
[code]// envmaptint_fix
"LightmappedGeneric"
{
"LightmappedGeneric_DX6"
{
"$fallbackmaterial" "nature/toxicslime002a_dx70"
}
"$envmap" "env_cubemap"
"$envmaptint" "[ 1.00 .89 .80 ]"
"$envmapcontrast" "1"
"$surfaceprop" "slime"
"%keywords" "wasteland"
"%compileSlime" 1
"$bottommaterial" "nature/toxicslime002a_beneath"
"$fogenable" 1
"$fogcolor" "{29 99 39}"
"$fogstart" 1.00
"$fogend" 100.00
// Use scrolling animated textures on DX9 hardware
">=DX90"
{
"$basetexture" "Nature/toxicslime002a"
"$bumpmap" "dev/waterB_normal" // These two slide...
"$bumpmap2" "dev/waterB_normal" // ...against each other
"$bumpmask" "Nature/toxicslime002a_normal" // This holds still and alpha masks to get final normal
"Proxies"
{
"TextureScroll"
{
"texturescrollvar" "$bumptransform"
"texturescrollrate" 0.07
"texturescrollangle" 100.00
"texturescale" 2.8
}
"TextureScroll"
{
"texturescrollvar" "$bumptransform2"
"texturescrollrate" 0.05
"texturescrollangle" -36.00
"texturescale" 2.4
}
}
}
// Use animated texture on Pre DX9 hardware
"<DX90"
{
"$basetexture" "Nature/toxicslime002a"
"$bumpmap" "Nature/slime_normal"
"$normalmapalphaenvmapmask" "1"
"Proxies"
{
"AnimatedTexture"
{
"animatedtexturevar" "$bumpmap"
"animatedtextureframenumvar" "$bumpframe"
"animatedtextureframerate" 21.00
}
}
}
}
[/code]
-snip-
[img]http://img1.uploadscreenshot.com/images/orig/7/19003580261-orig.png[/img]
How do I stop these faces from having stretched textures
I just made a skybox folder in the materials, and now I have a suitable skybox, thanks.
[QUOTE=geogzm;36690419]
How do I stop these faces from having stretched textures[/QUOTE]
Hmm .. Try by Holding the Alt button when you apply texture
Like this -- [url]http://www.youtube.com/watch?v=QgwiEmh9s78[/url]
[editline]9th July 2012[/editline]
Watch the entire vid if you want but Look at 6:00 for what im talking about
This may be a stupid question, but how do i get my fog to have the same color as the skybox?
I have been trying to get it right for a while now but i must be colorblind or something.
The skybox is sky_day01_09.
A skybox is made of many different colors, if you want a fog (its only made of one color) i think you should try to get the colors that the sky is mosly made of
If im right, the skybox you are talking about should be this one
[img]http://www.interlopers.net/images/hl2tutorials/skies/sky_day01_09.jpg[/img]
I think you should try -- 33 49 64 ... or .. 35 53 67 or play a bit with those number :)
[editline]9th July 2012[/editline]
By the way, If you guys wonder how to make a dome I build mine in a similar way to this
[url]http://www.youtube.com/watch?v=04qHJhAXs3k[/url] -- Here my result -- [img]http://img405.imageshack.us/img405/8363/dome.png[/img]
Sorry, you need to Log In to post a reply to this thread.