• Mapping Question Megathread v3
    4,500 replies, posted
[QUOTE=ashton93;36831014]iirc you can just restart Steam to fix that problem[/QUOTE] Restarting it doesn't do anything it seems, I'm still getting it. Well played, Hammer. Does anyone have a link to a website that has Hammer errors like this?
So I'm currently designing this house, but I can't find and nor do I have any suitable texture for the windows. Can anyone help me out on this? Thanks in advance :) [t]http://bakerresidential.files.wordpress.com/2010/05/single-family-home.jpg[/t] [editline]20th July 2012[/editline] [QUOTE=ashton93;36823416]What is the best way to optimize a large open area with hint/skip-brushes?[/QUOTE] I'd recommend using func_viscluster with the trigger texture.
For new textures, you'd have to download them(high-res textures.) then compile them yourself for that. I don't know much about making textures though. :v:
I'm trying to make my first specularmap texture and I am having an issue. When I first spawn in the map, the texture is completely black. When I use "impulse 101" it appears, but this: [t]http://puu.sh/K7e4[/t] [t]http://puu.sh/K7e7[/t] VMT is [Code]"VertexLitGeneric" { "$basetexture" "Killing Floor/ConcreteNew0014_M" "$envmapmask" "Killing Floor/ConcreteNew0014_Mspec" "$surfaceprop" "concrete" "$envmap" "env_cubemap" }[/Code] I have built cubemaps. [Editline]a[/Editline] I copied the vmt of a model material without realizing it. The solution is to use the brush shader: LightMappedGeneric.
[QUOTE=Doom;36846071] [editline]20th July 2012[/editline] I'd recommend using func_viscluster with the trigger texture.[/QUOTE] I think that only reduces compile-time, it doesnt do anything with ingame performance.
[QUOTE=ashton93;36852601]I think that only reduces compile-time, it doesnt do anything with ingame performance.[/QUOTE] To iterate. All it does is tell vvis that all the leaves in the volume of the viscluster can see each other, so there's no use in computing it.
Im having trouble with my Tf2 map, i cant get displacements to work. This is what im trying to do: [img]http://i.imgur.com/eScpV.png[/img] Its like a "cliff" map .. you are in inside cliffs and theres a exit to the outside. But i cant get it to work .. Could someone throw me a link on how to make proper cliffs using the displacement tool ?
[QUOTE=cNova;36854437]Im having trouble with my Tf2 map, i cant get displacements to work. This is what im trying to do: [img]http://i.imgur.com/eScpV.png[/img] Its like a "cliff" map .. you are in inside cliffs and theres a exit to the outside. But i cant get it to work .. Could someone throw me a link on how to make proper cliffs using the displacement tool ?[/QUOTE] Alt + right click to change the direction of the displacement tool. This will make it much easier than constantly change to x/y.
Right, so I've been struggling with this for several days and doing some searching of my own, but have found no helpful solution in sight. I'm getting a strange error; the skybox appears several in front of me as a massive wall when the flashlight is used on certain parts of my map (I have noticed this only happens in areaportals directly touching the skybox). This is highly undesirable, as the flashlight is necessary due to the nature of the map. I'd really appreciate any help on this. --- [QUOTE=Doom;36846071]So I'm currently designing this house, but I can't find and nor do I have any suitable texture for the windows. Can anyone help me out on this? Thanks in advance :) [/QUOTE] Glass textures are actually pretty piss easy to make, and it really gives you an advantage to know how textures work (assuming you don't). There are several tutorials, but I used this one: [url]http://www.worldofleveldesign.com/categories/wold-members-tutorials/keith_garry/custom-textures-hammer-keithgarry.php[/url] Seems like the best idea is to get a seamless window texture and then make the panels a little transparent so it works as glass. I can try to help you if that doesn't tell you what you need.
Got it working :P [IMG]http://i.imgur.com/1vM5Y.jpg[/IMG]
[QUOTE=LtKyle2;36847594]For new textures, you'd have to download them(high-res textures.) then compile them yourself for that. I don't know much about making textures though. :v:[/QUOTE] I'm aware of how to create a texture, I was basically just looking for an image that looks like the window in the picture
[QUOTE=Doom;36855926]I'm aware of how to create a texture, I was basically just looking for an image that looks like the window in the picture[/QUOTE] You're probably not going to find anything that perfectly matches what you want. My advice would be to find an image of a window texture that looks close (preferably using the 'Large' search filter), open it in your preferred image editor, and do the doctoring yourself. The design is just a simple white frame, right?
Do AI_Goal_standoffs affect zombies? Or do they only work with shooting type npcs? (Not sure if there are many people here who know much about ai in source.)
[QUOTE=PhantomGears;36856360]You're probably not going to find anything that perfectly matches what you want. My advice would be to find an image of a window texture that looks close (preferably using the 'Large' search filter), open it in your preferred image editor, and do the doctoring yourself. The design is just a simple white frame, right?[/QUOTE] Yes, it is, but I'm having a hard time finding it, surprisingly. Searched CGTextures and Google Images.
[QUOTE=Doom;36855926]I'm aware of how to create a texture, I was basically just looking for an image that looks like the window in the picture[/QUOTE] Oh, then I just read your post wrong. My bad.
Is ProcessBlock_Thread normal to get stuck on? I keep getting stuck on it, and it's taking an awful while to load.
Is it possible to make a scripted event turn off all the lights in a given area when triggered? If so I need some help.
[QUOTE=KnightVista;36877142]Is it possible to make a scripted event turn off all the lights in a given area when triggered? If so I need some help.[/QUOTE] I know close to nothing about scripts but can't you make an some sort of input/output going [OnStartScrip] [TurnOff] [<name of one of your lights>] and then do that with all of the lights? [editline]22nd July 2012[/editline] [QUOTE=LtKyle2;36869540]Oh, then I just read your post wrong. My bad.[/QUOTE] No problem, mate :)
[QUOTE=KnightVista;36877142]Is it possible to make a scripted event turn off all the lights in a given area when triggered? If so I need some help.[/QUOTE] You could do it with a trigger easily Ignore this if this isn't what you meant Make your light entity, name it, make a brush with the trigger texture. Make the brush a trigger_once Go to the outputs tab, click add, output name should be OnTrigger, Target entity should be your light's name, and via this input turn off like this [t]http://i.imgur.com/gq5zE.png[/t]
[QUOTE=kaine123;36863355]Do AI_Goal_standoffs affect zombies? Or do they only work with shooting type npcs? (Not sure if there are many people here who know much about ai in source.)[/QUOTE] I'd imagine that they would at least stay behind ai_battle_lines.
Ok, I am probably really late on this, but what is Hammer 3.5? Is it a newer version than the one in Source SDK? It certainly looks different.
[QUOTE=crazymonkay;36878431]Ok, I am probably really late on this, but what is Hammer 3.5? Is it a newer version than the one in Source SDK? It certainly looks different.[/QUOTE] It's a way older version. It's for GoldSrc.
[QUOTE=Neo Kabuto;36878472]It's a way older version. It's for GoldSrc.[/QUOTE] well now I feel like a moron :v: I just stumbled across a download and was thinking "wtf is this?"
[QUOTE=mopman999;36877431]You could do it with a trigger easily Ignore this if this isn't what you meant Make your light entity, name it, make a brush with the trigger texture. Make the brush a trigger_once Go to the outputs tab, click add, output name should be OnTrigger, Target entity should be your light's name, and via this input turn off like this [t]http://i.imgur.com/gq5zE.png[/t][/QUOTE] Thanks <3 Is there any way to change the static model my lights are based off of when this happens? Because the model i'm using has an on and off version. Also how would I add a sound effect that executes when the lights are triggered off.
Create an entity in your map and name it ambient generic, go to sound name, chose sound. Make a trigger, or use the same one. My Output named: OnTrigger Targets entities : whateveryourambientgenericisnamed Via this input: Playsound
How do I make my door open upwards instead of sideways, if the door is laying flat? :v:
[QUOTE=DerTontaiLama;36884018]How do I make my door open upwards instead of sideways, if the door is laying flat? :v:[/QUOTE] If it's a brush rotation door, change the origin to the bottom. If it's a prop_rotating, then you can't without some trickery.
It's a prop_door_rotating...
[QUOTE=DerTontaiLama;36884237]It's a prop_door_rotating...[/QUOTE] Are you wanting it to open from the bottom length wise?
What? Yeah, I think so... The door is laying flat, at tthe top of some stairs right now. I want it to open upwards like a normal door would, instead of turnning around itself while it's flat.
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