• Mapping Question Megathread v3
    4,500 replies, posted
[QUOTE=DerTontaiLama;36884392]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.[/QUOTE] prop_doo_rotating only works with door_left. For any other type, you will need to parent a prop_dynamic to a func_door_rotating.
But I am using door01_left...
[QUOTE=DerTontaiLama;36884545]But I am using door01_left...[/QUOTE] But doors dont open upwards...
[QUOTE=IronPhoenix;36888805]But doors dont open upwards...[/QUOTE] Hes clearly making a makeshift draw bridge
[QUOTE=mdeceiver79;36888929]Hes clearly making a makeshift draw bridge[/QUOTE] Half-wit 2 has a drawbridge tutorial I think too bad it's down for me
[QUOTE=mdeceiver79;36888929]Hes clearly making a makeshift draw bridge[/QUOTE] prop_dynamic and func_door_rotating would be better for that.
So, I'm trying to make a texture reflective, but after I run buildcubemaps, the texture looks as if the entire specular map is white, which it isn't. So, the texture is completely 100% reflective when it shouldn't be. I'm using the EP2 engine, and here's the vmt for the texture: [code] LightMappedGeneric { "$basetexture" "custom\stonefloor001b" "$surfaceprop" "rock" "$bumpmap" "custom\stonefloor001_normal" "$envmap" "env_cubemap" "$envmapmask" "custom\stonefloor001_specular" } [/code] What is happening because I've run into this problem before.
Okay, I'm a bit new to some of the elemens of mapping, so I don't entirely understand what it is you're trying to tell me. It may also seem you've misunderstood what I want to achieve: [img]http://i.imgur.com/PKdXK.png[/img] So, if I wanted to have a opening door like so, while it's using the model "door01_left.mdl", how do I do that? :v:
[QUOTE=DerTontaiLama;36890535]Okay, I'm a bit new to some of the elemens of mapping, so I don't entirely understand what it is you're trying to tell me. It may also seem you've misunderstood what I want to achieve: [img]http://i.imgur.com/PKdXK.png[/img] So, if I wanted to have a opening door like so, while it's using the model "door01_left.mdl", how do I do that? :v:[/QUOTE] use Prop_door_rotating entity and select door01_left.mdl [url]https://developer.valvesoftware.com/wiki/WiseDoor[/url]
I'm trying to make the door work properly, but when I compile now Source SDK crashes. :v: It's crashes at "portal flow". Doesn't func_detail have something to do with that? So are these planks supposed to be func_detail: [img]http://i.imgur.com/f1rfx.png[/img]
Yes those should be func_detailed, along with the windows and frames (assuming they aren't props)
In the compile window, it says "(program does not respond)", but it has crashed and become non-responsive a few times...
[QUOTE=DerTontaiLama;36891195]In the compile window, it says "(program does not respond)", but it has crashed and become non-responsive a few times...[/QUOTE] its not crashing, its just too busy working to tell windows that it is working. So windows thinks its not responding. You can help by launching vvis or vrad (in the expert compile window) with -low, which will set it to low priority.
[QUOTE=Mr Anonymous;36891229]Yeah. It becomes none-responsive because it is taking all of your CPU process to compile the map on VRAD and VVIS. You have to just leave your computer be and let it do what it has to do. It usually does this on the "Portal Flow" part. The process of Portal Flow is as follows: [B]1...2...3...4...5...6...7...8...9...[/B] Every time the process moves a '.' forward, the screen will refresh. For every time it moves forward, it will be 3x longer than the previous time. For example: If 1 to 1. takes 1 second then 1. to 1.. will take 3 seconds. 1.. to 1... will take 9 seconds and 1... to 2 will take 27 seconds and so on and so forth. This process takes a hell of a long time if you have a big detailed map and I would advise you that if you are going to compile your entire map, to do it when you have something else to do. I compile my maps if they're large when I am asleep, so that it has plenty of time. Alternatively, you can use the Cordon Tool to select a certain area that you would like to compile in a leak-proof environment. Hope this helped.[/QUOTE] Thanks - very useful! Right now it's just a bad of compiling the map, everytime I make a tiny change to it, to see if whatever I made woks properly. [QUOTE=Barbarian887;36890832]use Prop_door_rotating entity and select door01_left.mdl [url]https://developer.valvesoftware.com/wiki/WiseDoor[/url][/QUOTE] I've been trying to get prop_door_rotating to work that way since that start, but the result has always been the same; door turning sideways insead of upwards. [img]http://i.imgur.com/bNkbS.jpg[/img]
[QUOTE=DerTontaiLama;36891459]Thanks - very useful! Right now it's just a bad of compiling the map, everytime I make a tiny change to it, to see if whatever I made woks properly. I've been trying to get prop_door_rotating to work that way since that start, but the result has always been the same; door turning sideways insead of upwards. [img]http://i.imgur.com/bNkbS.jpg[/img][/QUOTE] Go into flags and change the axis to either x or y
Only these options: [img]http://i.imgur.com/zNAGC.png[/img]
[QUOTE=DerTontaiLama;36891895]Only these options: [img]http://i.imgur.com/zNAGC.png[/img][/QUOTE] oh, in that case drag the helper bubble to form a hinge [editline]22nd July 2012[/editline] [img]http://i.imgur.com/kQmbU.png[/img]
I already tried that, but that didn't seem to work. Like so?: [img]http://i.imgur.com/b18RD.png[/img]
[QUOTE=DerTontaiLama;36892168]I already tried that, but that didn't seem to work. Like so?: [img]http://i.imgur.com/b18RD.png[/img][/QUOTE] Yeah I would expect that to work... You could resort to parenting it to a func_door_rotating and setting the prop_door_rotating's rotate distance to 0 degrees while triggering the func_door_rotating
[img]http://puu.sh/L2ip[/img] Why can I never get these bush models to light properly?
[QUOTE=Drakehawke;36900213][img]http://puu.sh/L2ip[/img] Why can I never get these bush models to light properly?[/QUOTE] Are they prop_static? prop_dynamic?
[QUOTE=Drakehawke;36900213][img]http://puu.sh/L2ip[/img] Why can I never get these bush models to light properly?[/QUOTE] Their texture is UnlitGeneric You should go into the .vmt for them and Change the shader to VertexLitGeneric
Could someone please list the steps necessary to make a map support daynight script? I'm assuming you need to compile it with light_environment brightnesses a-z, however I'm not sure how to do so? Daynight script i'm talking about ([URL]http://pastebin.com/raw.php?i=8DPyvwYf[/URL]) Additionally, I'm working on a max size map for a survival themed game, however I'm wondering how I can reduce VVIS compile time? I'm guessing the VVIS compile time is probably because of the scale of the map and how many visleafs there are. Would it be okay to just run it -fast to skip all visibility optimization have the fog's z clip plane handle that?
Where did you get this script from, i might be able to help if I knew.
There's no wildcard (or ' * ') in the forloop which registers light_environment entities [code]self.light_environment = ents.FindByClass( 'light_environment' ); // start at night. if ( self.light_environment ) then local light; for _ , light in pairs( self.light_environment ) do light:Fire( 'FadeToPattern' , string.char( LIGHT_LOW ) , 0 ); light:Activate( ); end end [/code] The way, I'm guessing, is it takes all light_environments in the map and turns them into that light variable, then uses the FadeToPattern output to change it to Light_Low (Which I assume is night). I'm not sure why it's not running.
[QUOTE=Firegod522;36901206]Their texture is UnlitGeneric You should go into the .vmt for them and Change the shader to VertexLitGeneric[/QUOTE] Thanks, if I pack them in the bsp they'll overwrite the default ones right?
[QUOTE=Drakehawke;36903365]Thanks, if I pack them in the bsp they'll overwrite the default ones right?[/QUOTE] Yup, you can also overwrite models, sounds, scripts etc Edit: I think you can add lua aswell.
I'm developing my own map using the framework from gm_apartment. I have no problems using the .fgd or making sure my map fits its requirements but I'd like to create my own entities, in this case a brush bused entity similar to door entity already avaible. I can handle the lua coding but how would I edit the .fgd so I can add one in hammer and have it all the right properties and flags?
That script is the same one that rp_evocity_v33x uses. ([URL]http://facepunch.com/showthread.php?t=1079279&p=29205532&viewfull=1#post29205532[/URL]) Based on the research I've done, the daynight script will NOT run on any map unless the map is specifically made for it. Based on the way lightmaps work, I am fairly sure all the lighting conditions need to be rendered beforehand. I have looked at the VMF for rp_evocity_v33x and am unable to determine how to do so.
[QUOTE=infinitywrai;36903961]That script is the same one that rp_evocity_v33x uses. ([url]http://facepunch.com/showthread.php?t=1079279&p=29205532&viewfull=1#post29205532[/url]) Based on the research I've done, the daynight script will NOT run on any map unless he map is specifically made for it. Based on the way lightmaps work, I am fairly sure all the lighting conditions need to be rendered beforehand. I have looked at the VMF for rp_evocity_v33x and am unable to determine how to do so.[/QUOTE] I'll further investigate this and hopefully have a solution to you before the night is over. -- I've almost got it figured out.
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