• Mapping Question Megathread v3
    4,500 replies, posted
So how do I make particles? Anyone mind a quick explanation?
I'm getting these weird holes in my map, and the map isn't updating on compile. Load pointfile opens a prompt to open an actual .lin (what the shit) file, which doesn't help at all. Check for problems is useless, and I have already fixed the missing textures in hammer, but they aren't fixed in the screenshots because the map won't update. Eat dicks Hammer. [IMG_THUMB]http://i.imgur.com/PRrwh.jpg[/IMG_THUMB] [IMG_THUMB]http://i.imgur.com/asjBs.jpg[/IMG_THUMB] Compile log: [code] ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\st112570\sourcesdk\bin\source2009\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\st112570\half-life 2 episode two\ep2" "C:\Users\Tim\Documents\VMFs\gm_pomfret.vmf" Valve Software - vbsp.exe (Sep 15 2011) 6 threads materialPath: c:\program files (x86)\steam\steamapps\st112570\half-life 2 episode two\ep2\materials Loading C:\Users\Tim\Documents\VMFs\gm_pomfret.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\st112570\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 (1) Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\Tim\Documents\VMFs\gm_pomfret.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 Overlay touching too many faces (touching 72, max 64) Overlay fragg/yosemite at 6272.0 10368.0 1248.0 ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\st112570\sourcesdk\bin\source2009\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\st112570\half-life 2 episode two\ep2" -fast "C:\Users\Tim\Documents\VMFs\gm_pomfret" Valve Software - vvis.exe (Sep 15 2011) fastvis = true 6 threads reading c:\users\tim\documents\vmfs\gm_pomfret.bsp reading c:\users\tim\documents\vmfs\gm_pomfret.prt 1279 portalclusters 4930 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1) Optimized: 91234 visible clusters (0.00%) Total clusters visible: 1446717 Average clusters visible: 1131 Building PAS... Average clusters audible: 1278 visdatasize:408151 compressed from 409280 writing c:\users\tim\documents\vmfs\gm_pomfret.bsp 1 second elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\st112570\sourcesdk\bin\source2009\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\st112570\half-life 2 episode two\ep2" -noextra "C:\Users\Tim\Documents\VMFs\gm_pomfret" Valve Software - vrad.exe SSE (Sep 15 2011) Valve Radiosity Simulator 6 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\users\tim\documents\vmfs\gm_pomfret.bsp Setting up ray-trace acceleration structure... Done (0.40 seconds) 2656 faces 5 degenerate faces 811368 square feet [116837120.00 square inches] 1 Displacements 25035 Square Feet [3605098.25 Square Inches] 2651 patches before subdivision 88681 patches after subdivision 61 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (4) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (23) transfers 26009984, max 1129 transfer lists: 198.4 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(68435, 60033, 49561) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(16861, 13237, 10341) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(4430, 3078, 2212) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(1197, 734, 483) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(328, 177, 106) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(91, 43, 24) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(25, 11, 5) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(7, 3, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(2, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0765 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5) 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 (2) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 2/1024 96/49152 ( 0.2%) brushes 209/8192 2508/98304 ( 2.6%) brushsides 2407/65536 19256/524288 ( 3.7%) planes 3202/65536 64040/1310720 ( 4.9%) vertexes 3994/65536 47928/786432 ( 6.1%) nodes 1373/65536 43936/2097152 ( 2.1%) texinfos 514/12288 37008/884736 ( 4.2%) texdata 70/2048 2240/65536 ( 3.4%) dispinfos 1/0 176/0 ( 0.0%) disp_verts 289/0 5780/0 ( 0.0%) disp_tris 512/0 1024/0 ( 0.0%) disp_lmsamples 54456/0 54456/0 ( 0.0%) faces 2656/65536 148736/3670016 ( 4.1%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 817/65536 45752/3670016 ( 1.2%) leaves 1376/65536 44032/2097152 ( 2.1%) leaffaces 3279/65536 6558/131072 ( 5.0%) leafbrushes 772/65536 1544/131072 ( 1.2%) areas 2/256 16/2048 ( 0.8%) surfedges 16113/512000 64452/2048000 ( 3.1%) edges 8670/256000 34680/1024000 ( 3.4%) LDR worldlights 61/8192 5368/720896 ( 0.7%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 213/32768 2130/327680 ( 0.7%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 3090/65536 6180/131072 ( 4.7%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 3/512 1056/180224 ( 0.6%) LDR lightdata [variable] 2371112/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 408151/16777216 ( 2.4%) entdata [variable] 11463/393216 ( 2.9%) LDR ambient table 1376/65536 5504/262144 ( 2.1%) HDR ambient table 1376/65536 5504/262144 ( 2.1%) LDR leaf ambient 6352/65536 177856/1835008 ( 9.7%) HDR leaf ambient 1376/65536 38528/1835008 ( 2.1%) 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] 105671/0 ( 0.0%) physics [variable] 91153/4194304 ( 2.2%) physics terrain [variable] 1026/1048576 ( 0.1%) Level flags = 0 Total triangle count: 7380 Writing c:\users\tim\documents\vmfs\gm_pomfret.bsp 41 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Tim\Documents\VMFs\gm_pomfret.bsp" "c:\program files (x86)\steam\steamapps\st112570\half-life 2 episode two\ep2\maps\gm_pomfret.bsp" ** Executing... ** Command: c:\program files (x86)\steam\steam.exe ** Parameters: -applaunch 420 -game "c:\program files (x86)\steam\steamapps\st112570\half-life 2 episode two\ep2" +map "gm_pomfret" [/code] :v: I fucking hate Hammer, what the shit. Now it won't even launch the map, it crashes when it loads.
Overlay touching too many faces (touching 72, max 64) Overlay fragg/yosemite at 6272.0 10368.0 1248.0 You have an overlay that is too long/touching too many faces. [editline]10th July 2012[/editline] [QUOTE=Wargate;36707041]So how do I make particles? Anyone mind a quick explanation?[/QUOTE] You can make them with the particle editor in thegame. Just launch with -tools [url]https://developer.valvesoftware.com/wiki/Particle_Editor[/url]
[QUOTE=Firegod522;36708251]Overlay touching too many faces (touching 72, max 64) Overlay fragg/yosemite at 6272.0 10368.0 1248.0 You have an overlay that is too long/touching too many faces. [editline]10th July 2012[/editline] You can make them with the particle editor in thegame. Just launch with -tools [url]https://developer.valvesoftware.com/wiki/Particle_Editor[/url][/QUOTE] Am I launching source sdk with -tools or HL2 EP2?
[QUOTE=Wargate;36709757]Am I launching source sdk with -tools or HL2 EP2?[/QUOTE] [quote]in the game[/quote] ep2
[QUOTE=Firegod522;36710401]ep2[/QUOTE] Ah okay I will go try that, thank you very much for your help I really appreciate it.
[QUOTE=st112570;36707610]I'm getting these weird holes in my map, and the map isn't updating on compile. Load pointfile opens a prompt to open an actual .lin (what the shit) file, which doesn't help at all. Check for problems is useless, and I have already fixed the missing textures in hammer, but they aren't fixed in the screenshots because the map won't update. Eat dicks Hammer. [/QUOTE] overlay touching too many faces (touching 72, max 64) overlay fragg/yosemite at 6272.0 10368.0 1248.0 You have an overlay (info_overlay) entity that is touching too many brushes, or parts of a brush. The error message tells you also how much you have and allowed (touching 72, max 64) Solution: You can find the overlay using the coordinates. View -> go to coordinates( 6272.0 10368.0 1248.0 ) You can delete, move or resize the overlay. This error will cause your map to fail compiling completely That is why you cant update your map :P If you have some other problem while compiling Copy the compile log then Check out the errors on this website [url]http://www.interlopers.net/errors/[/url] Have fun :) [editline]10th July 2012[/editline] By the way, i see you have some missing texture .. try to add the textures to your game files or use pakrat to scan and add the missing texture to your map, so you can publish the map without making a material foldier :3
When I'm trying to run a compiled map, tf2 either crashes/stops responding or takes far to long to load. (I waited over 10 minutes yet it still didn't load.) I'm making a small hallway movie set for SFM.
I'm making a glass texture, I want to have the $envmap env_cubemap parameter but only about 20% opaque (since I still want to be able to see through the glass) Can this be done?
is there some way to blow func_smokevolume particles? I want to get a sandstorm effect.
So i made some lightning training today, hopefully I've learned something. Now the one thing i don't get is how to fix these dark areas in the shadows, and other weird shadow falloffs, they don't look right. [URL=http://imgur.com/GqaoQ][IMG]http://i.imgur.com/GqaoQl.jpg[/IMG][/URL] [URL=http://imgur.com/RGDaZ][IMG]http://i.imgur.com/RGDaZl.jpg[/IMG][/URL] [URL=http://imgur.com/4FrMO][IMG]http://i.imgur.com/4FrMOl.jpg[/IMG][/URL] Is this something i have to live with or is it fixable?
Try compiling with -final and if that doesn't work, you have to live with it.
How do I get fog out of my buildings?
Change the fog distance
[QUOTE=Jesienia;36727875]How do I get fog out of my buildings?[/QUOTE] Well Source is quite basic about fog .. You cant make a Dense fog outside an house without having it inside it .. its too bad for that . i guess there is some fog model you can find if its what you wanted to do
I'm making a balcony for an apartment, and for the doors leading out I want to have double doors as an access to the balcony. My only problem is, I can't seem to find a way to make double doors work. Any ideas?
Im still stuck on the sandstorm. I have attempted using a func_smokevolume and a trigger_wind, as well as a env_wind. And for some reason, the smoke is black and it does not blow. Im using the CS:GO SDK.
You can make a custom particle effect, though I think you have to make them in alienswarm because the engine versions. I'm not sure how else you can do it.
What's going on with this wall? [img]http://i.imgur.com/jAXms.jpg[/img] It's just oddly bright. Compiling with -final didn't change anything, and there's no light directly hitting it. The (exactly mirrored) wall on the other side doesn't have this problem. Anyone have an idea?
Hmm, I could possibly have a transparent, fast, scrolling sand texture on several displacements and brushes to simulate flowing sand. But even then I don't have that kind of texture on me.
[QUOTE=TurtleeyFP;36732133]What's going on with this wall? [img]http://i.imgur.com/jAXms.jpg[/img] It's just oddly bright. Compiling with -final didn't change anything, and there's no light directly hitting it. The (exactly mirrored) wall on the other side doesn't have this problem. Anyone have an idea?[/QUOTE] Check lightmaps?
"Failed to load the Launcher DLL The specified module could not be found." What do.
restart steam
Apparently trying to run my map causes TF2 to stop responding, trying to create a server on it makes TF2 stop responding at Initializing World. What did I do wrong? I compiled on Source MP - Team Fortress 2.
Is there some way to get weapon entities to work in the CS:GO SDK? you can create them, but they wont spawn when you compile. Also, why do my ropes not wave in the wind? I have the ropes places correctly, and an env_wind [QUOTE=LtKyle2;36737723]Apparently trying to run my map causes TF2 to stop responding, trying to create a server on it makes TF2 stop responding at Initializing World. What did I do wrong? I compiled on Source MP - Team Fortress 2.[/QUOTE] Post the compile log
[QUOTE=pac0master;36729066]Well Source is quite basic about fog .. You cant make a Dense fog outside an house without having it inside it .. its too bad for that . i guess there is some fog model you can find if its what you wanted to do[/QUOTE] I think portal 2 version of source has better fog and control over it(multiple fog controllers) But even in earlier source versions, you should be able to change fog controller settings realtime via triggers.
I'm kinda new to mapping so not completely sure what I'm doing, I've tried mapping in the past but always failed so it's just the more complicated things i don't know how to do. The map i am working on is doing alright this time but I've got two small problems, anyone know how to fix them? One sofa has disappeared but it's there in hammer and they are set to the same thing: [t]http://i.imgur.com/gayes.jpg[/t] Fish in the fishtank keep disappearing: [t]http://i.imgur.com/Dlt1T.jpg[/t] Also, can anyone tell me how to make it so when a button is pressed an elevator is called to the current floor, and then a door opens after it arrives, or the door just opens if it is already on that floor. I want two different buttons - one to call it to the current floor and then open the door and then a button actually on the elevator to change the floors, I've made an elevator and the button on it but i don't know how to sort out the button for the door thing.
Hey guys im working on an Alien Swarm map .. i made a crushed (2 walls that move and crush everything to the middle of the room) .. But i have problem ... I cant take any kind of Damage when i get crushed .. i set the moving damage to 20 .. it didnt work .. so i made a Trigger hurt 1000 damage when the wall get to me ... it dont work either ... i dont know what is wrong with that :/ .. can anyone help me ? I just want to make npc and players getting killed when the Walls get closed
-snip- SOLVED.
Anyone used the sketchup vmf tools? I followed the instructions on the wiki, up until it said to get the plugin files from: C:\Program Files\Steam\steamapps\USERNAME\sourcesdk\sketchup The problem is that folder is completely empty, so I reinstalled the SDK like it says, and it was still empty after that. The folder inside of the .gcf file is also completely empty.
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