• Mapping Question Megathread v3
    4,500 replies, posted
[QUOTE=Firegod522;36970461]Change the skybox shader to Unlitgeneric instead of Sky [editline]27th July 2012[/editline] [del]What game are you using? I know gmod (the beta atleast) has this issue[/del]there isn't a fix for it yet, and it only happens in gmod.[/QUOTE] It's annoying as fuck, I wish Garry would fix it already.
[QUOTE=Firegod522;36970461]Change the skybox shader to Unlitgeneric instead of Sky[/QUOTE] Still getting the same thing. [editline]28th July 2012[/editline] Also, when trying to buildcubemaps in map compiled with hdr I get this, [img]http://www.bilddump.se/bilder/20120728155511-79.136.65.86.png[/img] [editline]28th July 2012[/editline] After moving the map to that folder it was possible to buildcubemaps. Still get invisible displacements and brushes though.
Hey guys i need your help, I got some problem with my Texture This is the wall Texture i made myself :P [IMG]http://img706.imageshack.us/img706/7397/wall1b.png[/IMG] Normal Map [IMG]http://img96.imageshack.us/img96/3057/wtcwall2nrm.png[/IMG] GrayScale [IMG]http://img10.imageshack.us/img10/2217/wtcwall2grey.png[/IMG] I was expecting something to see something like this [img]http://img444.imageshack.us/img444/168/example1gm.png[/img] Then i got that instead [IMG]http://img26.imageshack.us/img26/5285/2012073000001.jpg[/IMG] This is my VMF [code]"LightmappedGeneric" { "$basetexture" "Wtc/Wtcwall2" "$bumpmap" "Wtc/Wtcwall2_NRM" "$envmapmask" "Wtc/Wtcwall2_grey" "$surfaceprop" "Metal" "$envmap" "env_cubemap" }[/code] What is the problem ? Its too bright the windows are supposed to be almost black same for the walls between each windows the columns are a little bit too bright too The little Walls that separate the windows reflect way too much , its not supposed to reflect .. Reflection are only the Columns and the Windows [img]http://img444.imageshack.us/img444/168/example1gm.png[/img] You can use the texture if you want just give me credit plz EDIT:: I changed texture to see whats is wrong but still have the same ending No Cubemap [IMG]http://img576.imageshack.us/img576/6151/2012073000002.jpg[/IMG] With Cubemap [IMG]http://img10.imageshack.us/img10/6352/2012073000003.jpg[/IMG] im gonna test out the VMF
Ok i fixed it I fixed the Vmf so its now [code]"LightmappedGeneric" { "$basetexture" "Wtc/Wtcwall2" "$envmapmask" "Wtc/Wtcwall2_grey" "$surfaceprop" "Metal" "$envmap" "env_cubemap" } [/code] [img]http://img52.imageshack.us/img52/5249/2012073000004.jpg[/img] Is there a way to make the Windows a little bit darker ? like that : [img]http://img684.imageshack.us/img684/5194/example2mc.png[/img]
envmapmask and bumpmap don't work together, you should put the envmapmask in the bumpmap, then put normalmapalphaenvmapmask 1 in the vmt. to darken the reflections you can use envmaptint [1 1 1] (default)
Well the reflection is almost perfect now .. but the envmap tint thing dont work. I probably didnt write it right .. idk where can i get more information about it ?
[img]http://i.imgur.com/TCRH3.png[/img] so this is new
[QUOTE=Barbarian887;37008290][t]http://i.imgur.com/TCRH3.png[/t] so this is new[/QUOTE] What in the world did you do? [editline]31st July 2012[/editline] Nevermind, it's Hammer. You probably didn't do shit.
[QUOTE=pac0master;37007428]Well the reflection is almost perfect now .. but the envmap tint thing dont work. I probably didnt write it right .. idk where can i get more information about it ?[/QUOTE] https://developer.valvesoftware.com/wiki/$envmap#Additional_Parameters [editline]30th July 2012[/editline] [QUOTE=Barbarian887;37008290][img]http://i.imgur.com/TCRH3.png[/img] so this is new[/QUOTE] Make sure your graphic drivers are up to date.
Thanks Firegod it work fine now :D
How do you make antlions jump over something? IE antlions flying over walls.
if the 3d view fucks up, try changing it to flat instead of shaded that usually works for me I blame ati drivers
I have a problem where if you have one transparent texture in the front and another one behind it it actually shows the whole thing, how do I fix it? Thanks in advance. [IMG]http://i.imgur.com/1XG1p.jpg[/IMG]
From this angle the relative positioning is hard to see but consider using $alphatest. It'll guarantee proper sorting (unless they're coplanar of course) and with pixel art it should look fine.
[QUOTE=BMCHa;37025384]From this angle the relative positioning is hard to see but consider using $alphatest. It'll guarantee proper sorting (unless they're coplanar of course) and with pixel art it should look fine.[/QUOTE] That worked thank you very much!
Anyone have the script that converts L4D2 models into HL2 ones? I extracted a bunch of L4D2 models to my HL2 directory, and they are invisible. Most of them, anyway.
[QUOTE=NicoleEmilid;37029215]Anyone have the script that converts L4D2 models into HL2 ones? I extracted a bunch of L4D2 models to my HL2 directory, and they are invisible. Most of them, anyway.[/QUOTE] Put [url=https://dl.dropbox.com/u/3779442/Everything%20else/Fix_L4D_Models_v4.bat]this[/url] in the same folder of the models and launch it. You have to convert the textures manually though.
I got it. Thank you.
[QUOTE=phantompain5;37025152]I have a problem where if you have one transparent texture in the front and another one behind it it actually shows the whole thing, how do I fix it? Thanks in advance. [IMG]http://i.imgur.com/1XG1p.jpg[/IMG][/QUOTE] Just to add to what was said, never use $translucent for something that will only be either fully opaque or fully transparent. $alphatest can be sorted perfectly just like with regular opaque geometry, whereas alphablend is rendered farthest-to-nearest, which can produce incorrect results.
I'm going to assume the mapping forum title "No - we don't know how to make water." is a joke and ask anyway. How can I make water textures? :v:
[QUOTE=LtKyle2;37035871]I'm going to assume the mapping forum title "No - we don't know how to make water." is a joke and ask anyway. How can I make water textures? :v:[/QUOTE] make a brush with nodraw, then find a water texture, and apply it to the top face.
No, I mean as in actually making a water texture. Taking a custom one then importing and such? Trying to make a lava texture, or I may go the lazy route and just make one without any animations on it.
[QUOTE=LtKyle2;37036043]No, I mean as in actually making a water texture. Taking a custom one then importing and such? Trying to make a lava texture, or I may go the lazy route and just make one without any animations on it.[/QUOTE] There's a [URL=https://developer.valvesoftware.com/wiki/Water_(shader)]Water shader[/URL] you can to use for it. The animation is usually just a combination of an animated bumpmap and scrolling. If you want players to be able to swim in it, you need to add "%compilewater" 1 to the vmt file.
[QUOTE=LtKyle2;37036043]No, I mean as in actually making a water texture. Taking a custom one then importing and such? Trying to make a lava texture, or I may go the lazy route and just make one without any animations on it.[/QUOTE] [url]http://facepunch.com/showthread.php?t=947473&highlight=[/url] Ctrl+f for: [U]Customizing Water Textures[/U]
Thank you very much.
Hey guys, In my map I am trying to use heavy amounts of fog and create a really dark atmosphere to my map and everything was going fine until I started to compile using HDR, now the fog is a lot less effective and the end of the map can be easily seen in the screenshot, as well as the water being clipped at certain distances, is there anyway to make the fog stronger so these issues aren't noticeable. [IMG]http://cloud-2.steampowered.com/ugc/542934584718596689/D43506195F56542D970150C34E39BF3A2A85F92A/[/IMG] I also need to turn the fog up enough so the Helicopter isn't in sight as its not even supposed to be seen at this moment. Is there anyway to achieve this without compiling my map without HDR?
Would it be possible to get Dear Esther maps into Gmod?
[QUOTE=DarkKrystal;37041343]Would it be possible to get Dear Esther maps into Gmod?[/QUOTE] Provided that you have added all the content from the GCF file, yeah I'm pretty sure you can.
[QUOTE=Doom;37041357]Provided that you have added all the content from the GCF file, yeah I'm pretty sure you can.[/QUOTE] Well, I tried that, and it didn't work. Materials, models, sounds, the whole shmow. And it just crashed.
[QUOTE=DarkKrystal;37041435]Well, I tried that, and it didn't work. Materials, models, sounds, the whole shmow. And it just crashed.[/QUOTE] You sure you set your configuration up correctly?
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