Hey, I have a problem in which I assume is with the textures. For some reason, if color correction is applied, I get artifacts like this:
[img_thumb]http://cloud.steampowered.com/ugc/596975880580779669/4B79633F71A97B9C2DA34E248CA60D79EDD61BC7/[/img_thumb]
Without color correction, I get:
[img_thumb]http://cloud-2.steampowered.com/ugc/596975880580783501/08D247E734D97514E76A26C3C19545A847B6B06E/[/img_thumb]
Is it possible to apply the black and white film grain-y effect from one of the camera textures to a regular texture?
[QUOTE=NotExactly;36785308]Is it possible to apply the black and white film grain-y effect from one of the camera textures to a regular texture?[/QUOTE]
Yes, look how Valve did it in the vmts. Pretty sure they're in materials/dev.
How so I stop the RTT shadows being so streched?
[IMG]http://cloud.steampowered.com/ugc/577835582173832029/3374B16D9C83E12C0E924F3455F03D7D060CF6DE/[/IMG]
[QUOTE=samuel2213;36747475]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
Post the compile log[/QUOTE]
[quote]** Executing...
** Command: "c:\program files (x86)\steam\steamapps\removed\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\removed\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\removed\sourcesdk_content\tf\mapsrc\movie_set1.vmf"
Valve Software - vbsp.exe (Apr 26 2012)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\removed\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\removed\sourcesdk_content\tf\mapsrc\movie_set1.vmf
Patching WVT material: maps/movie_set1/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/movie_set1/dev/dev_blendmeasure2_wvt_patch
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:\Program Files (x86)\Steam\steamapps\removed\sourcesdk_content\tf\mapsrc\movie_set1.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 (0) (21169 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 112 texinfos to 66
Reduced 13 texdatas to 11 (341 bytes to 298)
Writing C:\Program Files (x86)\Steam\steamapps\removed\sourcesdk_content\tf\mapsrc\movie_set1.bsp
0 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\removed\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\removed\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\removed\sourcesdk_content\tf\mapsrc\movie_set1"
Valve Software - vvis.exe (Apr 26 2012)
4 threads
reading c:\program files (x86)\steam\steamapps\removed\sourcesdk_content\tf\mapsrc\movie_set1.bsp
reading c:\program files (x86)\steam\steamapps\-removed-\sourcesdk_content\tf\mapsrc\movie_set1.prt
91 portalclusters
261 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: 10 visible clusters (0.21%)
Total clusters visible: 4827
Average clusters visible: 53
Building PAS...
Average clusters audible: 90
visdatasize:2955 compressed from 2912
writing c:\program files (x86)\steam\steamapps\-removed-\sourcesdk_content\tf\mapsrc\movie_set1.bsp
0 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\-removed-\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "c:\program files (x86)\steam\steamapps\-removed-\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\-removed-\sourcesdk_content\tf\mapsrc\movie_set1"
Valve Software - vrad.exe SSE (Apr 26 2012)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\-removed\sourcesdk_content\tf\mapsrc\movie_set1.bsp
Setting up ray-trace acceleration structure... Done (0.07 seconds)
294 faces
216053 square feet [31111668.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
294 patches before subdivision
6052 patches after subdivision
light has _fifty_percent_distance of 15.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 20.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 18.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 20.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 20.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 20.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 20.000000 but _zero_percent_distance of 0.000000
16 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 221344, max 244
transfer lists: 1.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(2081, 1794, 1118)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(363, 235, 117)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(112, 57, 20)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(30, 11, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(9, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(3, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0032 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 59/8192 708/98304 ( 0.7%)
brushsides 363/65536 2904/524288 ( 0.6%)
planes 198/65536 3960/1310720 ( 0.3%)
vertexes 444/65536 5328/786432 ( 0.7%)
nodes 204/65536 6528/2097152 ( 0.3%)
texinfos 66/12288 4752/884736 ( 0.5%)
texdata 11/2048 352/65536 ( 0.5%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 294/65536 16464/3670016 ( 0.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 193/65536 10808/3670016 ( 0.3%)
leaves 206/65536 6592/2097152 ( 0.3%)
leaffaces 347/65536 694/131072 ( 0.5%)
leafbrushes 125/65536 250/131072 ( 0.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 2235/512000 8940/2048000 ( 0.4%)
edges 1263/256000 5052/1024000 ( 0.5%)
LDR worldlights 16/8192 1408/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 38/32768 380/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 597/65536 1194/131072 ( 0.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 203208/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 2955/16777216 ( 0.0%)
entdata [variable] 3757/393216 ( 1.0%)
LDR ambient table 206/65536 824/262144 ( 0.3%)
HDR ambient table 206/65536 824/262144 ( 0.3%)
LDR leaf ambient 860/65536 24080/1835008 ( 1.3%)
HDR leaf ambient 206/65536 5768/1835008 ( 0.3%)
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] 1/2954 ( 0.0%)
pakfile [variable] 106341/0 ( 0.0%)
physics [variable] 21169/4194304 ( 0.5%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 875
Writing c:\program files (x86)\steam\steamapps\-removed-\sourcesdk_content\tf\mapsrc\movie_set1.bsp
6 seconds elapsed
Valve Software - vrad.exe SSE (Apr 26 2012)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\-removed-\sourcesdk_content\tf\mapsrc\movie_set1.bsp
Setting up ray-trace acceleration structure... Done (0.07 seconds)
294 faces
216053 square feet [31111668.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
294 patches before subdivision
6052 patches after subdivision
light has _fifty_percent_distance of 15.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 20.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 18.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 20.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 20.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 20.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 20.000000 but _zero_percent_distance of 0.000000
16 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 221344, max 244
transfer lists: 1.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(2081, 1794, 1118)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(363, 235, 117)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(112, 57, 20)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(30, 11, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(9, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(3, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0015 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 59/8192 708/98304 ( 0.7%)
brushsides 363/65536 2904/524288 ( 0.6%)
planes 198/65536 3960/1310720 ( 0.3%)
vertexes 444/65536 5328/786432 ( 0.7%)
nodes 204/65536 6528/2097152 ( 0.3%)
texinfos 66/12288 4752/884736 ( 0.5%)
texdata 11/2048 352/65536 ( 0.5%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 294/65536 16464/3670016 ( 0.4%)
hdr faces 294/65536 16464/3670016 ( 0.4%)
origfaces 193/65536 10808/3670016 ( 0.3%)
leaves 206/65536 6592/2097152 ( 0.3%)
leaffaces 347/65536 694/131072 ( 0.5%)
leafbrushes 125/65536 250/131072 ( 0.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 2235/512000 8940/2048000 ( 0.4%)
edges 1263/256000 5052/1024000 ( 0.5%)
LDR worldlights 16/8192 1408/720896 ( 0.2%)
HDR worldlights 16/8192 1408/720896 ( 0.2%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 38/32768 380/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 597/65536 1194/131072 ( 0.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 203208/0 ( 0.0%)
HDR lightdata [variable] 203208/0 ( 0.0%)
visdata [variable] 2955/16777216 ( 0.0%)
entdata [variable] 3757/393216 ( 1.0%)
LDR ambient table 206/65536 824/262144 ( 0.3%)
HDR ambient table 206/65536 824/262144 ( 0.3%)
LDR leaf ambient 860/65536 24080/1835008 ( 1.3%)
HDR leaf ambient 860/65536 24080/1835008 ( 1.3%)
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] 1/2954 ( 0.0%)
pakfile [variable] 106341/0 ( 0.0%)
physics [variable] 21169/4194304 ( 0.5%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 875
Writing c:\program files (x86)\steam\steamapps\-removed-\sourcesdk_content\tf\mapsrc\movie_set1.bsp
6 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\-removed-\sourcesdk_content\tf\mapsrc\movie_set1.bsp" "c:\program files (x86)\steam\steamapps\-removed-\team fortress 2\tf\maps\movie_set1.bsp"[/quote]
[QUOTE=unrezt;36773526]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.[/QUOTE]
It was removed for normal SDK, you'll have to get it from the L4D2 Authoring Tools.
also it's a piece of shit
Hello, I've recently started mapping again and have decided to create a 'horror' type map for fun.
It appears I've ran into a lighting issue with one of my dark tunnels though.
In the following pictures I've circled the problem in blue.
[IMG]http://i273.photobucket.com/albums/jj214/cold020/1-3.png[/IMG]
[IMG]http://i273.photobucket.com/albums/jj214/cold020/2-1.png[/IMG]
It looks like light from the skybox is seeping through and outlining the brush.
Does anybody have any idea how to fix this?
[QUOTE=cold020;36805950]Hello, I've recently started mapping again and have decided to create a 'horror' type map for fun.
It appears I've ran into a lighting issue with one of my dark tunnels though.
In the following pictures I've circled the problem in blue.
[IMG]http://i273.photobucket.com/albums/jj214/cold020/1-3.png[/IMG]
[IMG]http://i273.photobucket.com/albums/jj214/cold020/2-1.png[/IMG]
It looks like light from the skybox is seeping through and outlining the brush.
Does anybody have any idea how to fix this?[/QUOTE]
That's a bug with the anti-aliasing. I think there might be a few fixes here for you
[url]http://forums.steampowered.com/forums/showthread.php?t=2663231[/url]
However, if all of the map is that dark, you might be able to hide it with black fog.
How do I "bind" 2 brushes together?
I want to make a cabinet door with a handle, how do I make the handle and the cabinet door together?
[QUOTE=DerTontaiLama;36808720]How do I "bind" 2 brushes together?
I want to make a cabinet door with a handle, how do I make the handle and the cabinet door together?[/QUOTE]
If its not going to move, you just make it on top of each other. If they will move, like a func_door_rotating, then you select both, press ctrl t, then turn the newly created entity into a func_door_rotating
Ah, thanks!
I have a big creepy warehouse on this zombie map I am making, I have sound scapes just for it to give it a really creepy feel. How to make it so the sound scape is only inside the warehouse? The radius makes it go and push into the buildings surrounding it which is annoying.
So I'm having a bit of a problem with casting shadows from trees. Note the terrain is a power of 4, however a power of 3 results in the same thing. Also none of the trees clip outside into the void. The lightmap scale is also set to 16 (same problem with lower or higher scale)
Here's what I want it to look like.
[quote][IMG]http://i.imgur.com/sik4u.jpg[/IMG][/quote]
But as soon as I look at it from a different angle this happens.
[quote][IMG]http://i.imgur.com/AmTzU.jpg[/IMG][/quote]
The shadow cuts off where the terrain splits.
My god I am getting sick of displacements. This is the second time they break like this after I align them up perfectly with no visible seams after Autosew not working like it should
Every damn time I close the displacements window when I'm done editing, they just.. BREAK.
The amount of faces go down from 3 to fucking 1 in the process aswell.
Feels awesome when you're working on a huge map that relies on displacements alot and then this happens twice
[img_thumb]http://i49.tinypic.com/34xq71e.png[/img_thumb]
Could it be because some of my displacements are grouped? But when this happens ALL the displacements over the entire map break, not just the grouped ones. (They of course aren't entities though, that would be comitting suicide for the compiler and I know that)
Copy-pasta'd from the Map Pimpage thread, realized I should probably post it in here instead
Are you changing the power of the displacements?
[QUOTE=Firegod522;36815754]Are you changing the power of the displacements?[/QUOTE]
I have no reason to, they just change automatically from 4 to 2 or 3 to 2 or something, it would seem whenever I click the X to close the displacement editing window
I don't recall ever touching the button to change the faces/power of the displacements while I was editing them or when just closing the window
[QUOTE=VaSTinY;36815996]I have no reason to, they just change automatically from 4 to 2 or 3 to 2 or something, it would seem whenever I click the X to close the displacement editing window
I don't recall ever touching the button to change the faces/power of the displacements while I was editing them or when just closing the window[/QUOTE]
Are you mapping on top of an Indian burial ground?
[QUOTE=samuel2213;36807075]That's a bug with the anti-aliasing. I think there might be a few fixes here for you
[url]http://forums.steampowered.com/forums/showthread.php?t=2663231[/url]
However, if all of the map is that dark, you might be able to hide it with black fog.[/QUOTE]
Thank you.
Now I at least know what the cause is. Time to develop a solution.
I dropped my CSS textures and models to the HL2 folder so I can use both, now my HL2 textures are missing for models and some textures in game and in hammer. Help?
I made a test map that has a metrocop kick down a door, but the door does not open up when the sequence plays, how do I fix this?
[QUOTE=Crash15;36818013]I made a test map that has a metrocop kick down a door, but the door does not open up when the sequence plays, how do I fix this?[/QUOTE]
Did you put an output to make the door open when it should?
[editline]18th July 2012[/editline]
Just change the sounds and speed of the door and make it feel like it was kicked open.
What is the best way to optimize a large open area with hint/skip-brushes?
[QUOTE=LegoGuy;36822952]Did you put an output to make the door open when it should?
[editline]18th July 2012[/editline]
Just change the sounds and speed of the door and make it feel like it was kicked open.[/QUOTE]
I am retarded, I didn't notice the red line for scripted sequence was the way the npc faces
As I mentioned above I've been trying to add the TV static texture from one of the HL2 RT Cam textures to a regular texture in L4D2. As far as I know I've got the all the files I need, named correctly and in the right directories, but the static isn't showing up. Anyone see any problems with my .vmt? I basically took the static texture's .vmt, changed the names and made it unlitgeneric, I also left out ' "%tooltexture" "dev/dev_monitor"' since I assumed that was to do with the camera function rather than the static but I could be wrong.
[code]"UnlitGeneric"
{
"$basetexture" "50s/Test_Pattern"
"$surfaceprop" "glass"
"$texture2" "50s/Test_Pattern_Noise"
"$saturation" "0"
// "$contrast" ".5"
"$tint" "[.8 .9 1]"
"$texture2transform" "center .5 .5 scale 1 1 rotate 0 translate 0 0"
"Proxies"
{
"AnimatedTexture"
{
"animatedtexturevar" "$texture2"
"animatedtextureframenumvar" "$frame2"
"animatedtextureframerate" .3
}
"TextureScroll"
{
"texturescrollvar" "$texture2transform"
"texturescrollrate" 60
"texturescrollangle" 90
}
}
}
[/code]
[QUOTE=ThePinkPanzer;36809492]I have a big creepy warehouse on this zombie map I am making, I have sound scapes just for it to give it a really creepy feel. How to make it so the sound scape is only inside the warehouse? The radius makes it go and push into the buildings surrounding it which is annoying.[/QUOTE]
Can you use multiple smaller ones inside the warehouse to cover less area outside of it?
When compiling another map it says it cant load filesystem_steam.dll
Where is that usually located?
[QUOTE=LtKyle2;36830203]When compiling another map it says it cant load filesystem_steam.dll
Where is that usually located?[/QUOTE]
iirc you can just restart Steam to fix that problem
[QUOTE=NotExactly;36827182]As I mentioned above I've been trying to add the TV static texture from one of the HL2 RT Cam textures to a regular texture in L4D2. As far as I know I've got the all the files I need, named correctly and in the right directories, but the static isn't showing up. Anyone see any problems with my .vmt? I basically took the static texture's .vmt, changed the names and made it unlitgeneric, I also left out ' "%tooltexture" "dev/dev_monitor"' since I assumed that was to do with the camera function rather than the static but I could be wrong.
[code]"UnlitGeneric"
{
"$basetexture" "50s/Test_Pattern"
"$surfaceprop" "glass"
"$texture2" "50s/Test_Pattern_Noise"
"$saturation" "0"
// "$contrast" ".5"
"$tint" "[.8 .9 1]"
"$texture2transform" "center .5 .5 scale 1 1 rotate 0 translate 0 0"
"Proxies"
{
"AnimatedTexture"
{
"animatedtexturevar" "$texture2"
"animatedtextureframenumvar" "$frame2"
"animatedtextureframerate" .3
}
"TextureScroll"
{
"texturescrollvar" "$texture2transform"
"texturescrollrate" 60
"texturescrollangle" 90
}
}
}
[/code][/QUOTE]
The tooltexture is only read by hammer, it's the texture displayed in the material browser.
[QUOTE=Legend286;36834894]The tooltexture is only read by hammer, it's the texture displayed in the material browser.[/QUOTE]
Any idea what the problem might be, then? I've made more complicated textures than this and they've worked so this is kind of annoying me.
[QUOTE=VaSTinY;36815996]I have no reason to, they just change automatically from 4 to 2 or 3 to 2 or something, it would seem whenever I click the X to close the displacement editing window
I don't recall ever touching the button to change the faces/power of the displacements while I was editing them or when just closing the window[/QUOTE]
If you group a number of displacements with different powers together than click apply all the displacement powers are changed. I had this in a 3d skybox when I wanted to disable the physics collision of my displacements and it all wen't wrong.
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