[QUOTE=Doom;37041451]You sure you set your configuration up correctly?[/QUOTE]
What do you mean? Forgive the potentially stupid question.
I think I might've figured the problem. There is no GCF for Dear Esther, only a NCF, and I can't pull anything from that. No live data, or something similar.
[QUOTE=DarkKrystal;37041487]What do you mean? Forgive the potentially stupid question.
I think I might've figured the problem. There is no GCF for Dear Esther, only a NCF, and I can't pull anything from that. No live data, or something similar.[/QUOTE]
Head to Tools > Options > Game Configuration and make sure that's set up right. If you have no clue what you're doing I have a tutorial for it: [url]http://www.youtube.com/watch?v=-HtpT20YXWQ[/url]
As far as I know there HAS to be a GCF. Isn't that what Steam use for all of the game files?
When I'm placing small models, such as lamps. Is it better to set them to use "No Collision" or "Using Bounding Box" instead of VPhysics?
Assuming it might take a load off the "physics engine"
[QUOTE=Drak_Thing;37042417]When I'm placing small models, such as lamps. Is it better to set them to use "No Collision" or "Using Bounding Box" instead of VPhysics?
Assuming it might take a load off the "physics engine"[/QUOTE]
Physics is so optimised you won't notice any difference.
But you should use non solid for models that could get in the way while the player is running around or jumping, like lights on a low ceiling.
[editline]2nd August 2012[/editline]
[QUOTE=Doom;37041570]Head to Tools > Options > Game Configuration and make sure that's set up right. If you have no clue what you're doing I have a tutorial for it: [url]http://www.youtube.com/watch?v=-HtpT20YXWQ[/url]
As far as I know there HAS to be a GCF. Isn't that what Steam use for all of the game files?[/QUOTE]
You can't use Dear Esther maps in GMod, you can port the content but the maps will not load and GMod will crash if you try to load them.
I'm having another issue this time with sprites, I've never actually made custom sprites before and I'm not sure what goes into the vmt or if there are certain requirements for custom sprites, I googled my problem a few times but, I can't find anything that fixes my issue. Basically the sprite flickers black and if you get close to it, it does this weird thing where it flickers really fast.
The coin is my custom sprite
[IMG]http://i.imgur.com/X6mBs.jpg[/IMG]
Here are the settings for my sprite
[IMG]http://puu.sh/NNil[/IMG]
The flags for the sprite.
[IMG]http://puu.sh/NNis[/IMG]
The .vmt for my mario coin texture ( using $alphatest doesn't seem to work )
[IMG]http://puu.sh/NNks[/IMG]
Extra information about that texture
[IMG]http://puu.sh/NNj7[/IMG]
Any help is greatly appreciated, thanks in advance.
[QUOTE=phantompain5;37042758]I'm having another issue this time with sprites, I've never actually made custom sprites before and I'm not sure what goes into the vmt or if there are certain requirements for custom sprites, I googled my problem a few times but, I can't find anything that fixes my issue. Basically the sprite flickers black and if you get close to it, it does this weird thing where it flickers really fast.
Any help is greatly appreciated, thanks in advance.[/QUOTE]
Use the SpriteCard shader.
You should never use LightmappedGeneric on anything that isn't world geometry - Lightmap data doesn't exist for anything except brushes. Same with VertexLitGeneric, you should only use it on models or else you will get black flickering because the data that is trying to be read inside of the vertex / pixel shaders doesn't get passed to brushes.
And stop using $translucent, jesus fucking christ.
$alphatest & $alphatestreference 0.5, USE THOSE!
What water texture is that? - Sorry for the off question.
[QUOTE=Legend286;37042804]Use the SpriteCard shader.
You should never use LightmappedGeneric on anything that isn't world geometry - Lightmap data doesn't exist for anything except brushes. Same with VertexLitGeneric, you should only use it on models or else you will get black flickering because the data that is trying to be read inside of the vertex / pixel shaders doesn't get passed to brushes.
And stop using $translucent, jesus fucking christ.
$alphatest & $alphatestreference 0.5, USE THOSE![/QUOTE]
EDIT: Seems as if UnLitGeneric fixes this, apparently SpriteCard is for animated sprites and not still. Thanks for the help legend286 and Firegod522
Here are my new settings - ( It wasn't the quotations around the 1 just tested and nothing is different )
[IMG]http://puu.sh/NO4r[/IMG]
Now this is happening in hammer
[IMG]http://puu.sh/NNZV[/IMG]
Ingame the same exact thing is happening.
[QUOTE=Drak_Thing;37043106]What water texture is that? - Sorry for the off question.[/QUOTE]
nature/sewer_water001
Try using Unlitgeneric
[QUOTE=phantompain5;37043327]EDIT: Seems as if UnLitGeneric fixes this, apparently SpriteCard is for animated sprites and not still. Thanks for the help legend286
Here are my new settings - ( It wasn't the quotations around the 1 just tested and nothing is different )
[IMG]http://puu.sh/NO4r[/IMG]
Now this is happening in hammer
[IMG]http://puu.sh/NNZV[/IMG]
Ingame the same exact thing is happening.
nature/sewer_water001[/QUOTE]
Ok for the sprite, try UnlitGeneric.
Argh. Whenever I try to use Save As or Open, there's a good chance that Hammer will crash. Any help?
Running Windows 7 64-bit on the Portal 2 Authoring Tools, by the way.
I cannot get areaportals to work at all... Every time I use them, I keep getting the "areaportal is not touching 2 areas" error. I have no idea what I could be doing wrong. I'm using the areaportal texture, tying the brush with the texture to a func_areaportal, placing it in a doorway with a closed door, setting the portal to start closed, tying the portal to the door, and placing outputs to open and close the door when open and fully closed.
Same thing for func_areaportalwindow too, I tie it to the window which is a func_brush, and then the same thing happens. I made sure both times that the areaportal touched every side of the doorway/window frame too, but I keep getting the same error every time I use it, and it's really bugging me because I need to get this stuff to work because without it, my map won't be optimized properly.
For reference, I've been using this tutorial for areaportals. [url]http://www.optimization.interlopers.net/index.php?chapter=areaportals[/url]
[QUOTE=paulisdead18;37054096]I cannot get areaportals to work at all... Every time I use them, I keep getting the "areaportal is not touching 2 areas" error. I have no idea what I could be doing wrong. I'm using the areaportal texture, tying the brush with the texture to a func_areaportal, placing it in a doorway with a closed door, setting the portal to start closed, tying the portal to the door, and placing outputs to open and close the door when open and fully closed.
Same thing for func_areaportalwindow too, I tie it to the window which is a func_brush, and then the same thing happens. I made sure both times that the areaportal touched every side of the doorway/window frame too, but I keep getting the same error every time I use it, and it's really bugging me because I need to get this stuff to work because without it, my map won't be optimized properly.
For reference, I've been using this tutorial for areaportals. [url]http://www.optimization.interlopers.net/index.php?chapter=areaportals[/url][/QUOTE]
Usually happens when you have too many areaportals next to each other, so try keep the most important ones.
[QUOTE=GoldPlatinum;37057298]Usually happens when you have too many areaportals next to each other, so try keep the most important ones.[/QUOTE]
I even tried using just one, and it STILL does the same thing. I still have no idea what I could be doing wrong.
I am having trouble Building the Cubemaps for maps with shiny metal parts. When I do it an error message comes up saying Engine Error [Map Directory Name] problem figuring out outputdir
Anyone know how to fix this? If it helps to know I am on a mac.
Edit: Anyone?
having a bit of a problem ATM, it seems simples as shit but i cant for the life of me figure out what to do. I just want to have a brush hang from another via ropes and be effected by physics. i've dicked around and gotten various degrees of sucess but if anybody can give me the best way to do this I'd appreciate it.
please excuse this horrible paint diagram, it's 4 am forgive me.
[IMG]http://i50.tinypic.com/14qr20.png[/IMG]
[QUOTE=Bopoe;37076839]having a bit of a problem ATM, it seems simples as shit but i cant for the life of me figure out what to do. I just want to have a brush hang from another via ropes and be effected by physics. i've dicked around and gotten various degrees of sucess but if anybody can give me the best way to do this I'd appreciate it.
please excuse this horrible paint diagram, it's 4 am forgive me.
[IMG]http://i50.tinypic.com/14qr20.png[/IMG][/QUOTE]
I believe you do it with ball sockets, and the ropes just connect the two brushes. So two ball sockets at the top of the ropes, two at the bottom. Then the top ones connect to the top brush and the bottom ballsockets and vice versa for the bottom ones.
[QUOTE=IronPhoenix;37077069]I believe you do it with ball sockets, and the ropes just connect the two brushes. So two ball sockets at the top of the ropes, two at the bottom. Then the top ones connect to the top brush and the bottom ballsockets and vice versa for the bottom ones.[/QUOTE]
i had something similar to that set up but the ropes acted retarded as hell. using that solution I'd have just two nice ropes attached to the corners of my objects that'd swing with the ball socket?
what settings should I used to make a believable sand storm for my multiplayer map? I'm currently using env_fog (since so many people on interlopers suggested so) but it still looks a well bit unrealistic.
use console commands fogui and colorcorrectionui (place cc entity in map first) to get good values.
-play with soundscapes and particle effects also
[img]http://ww2.hdnux.com/photos/11/47/05/2519413/9/628x471.jpg[/img]
[t]http://www.news-journalonline.com/racing/images/2012/07/01/SPT-500-RACE-5.jpg[/t]
[img]http://i2.cdn.turner.com/nascar/2010/news/features/08/25/inside.nascar.daytona.repaving/disrepave3.665.jpg[/img]
How would I make a turn like this and get the textures to line up and also make it driveable?
What I'd do is start with a 90 degree curve using the arch tool. Make the height (Z-axis) the same height as the highest part of the turn (ie the outside), and make the other dimensions whatever you want, though try to keep it the road width constant, and I would highly suggest making everything in powers of two (or at least to a large grid size). You should end up with something like this:
[img_thumb]http://i265.photobucket.com/albums/ii234/Echo199/Mapping%20Projects/archtool.jpg[/img_thumb]
Now is when you want to apply the road texture. Use the insanely helpful trick described here: [url]http://www.interlopers.net/tutorials/20367[/url]
After that, go into vertex edit and select all the top inside vertexes, and drag them down to merge with the bottom inside ones (might take a couple tries).
And voila!
[img_thumb]http://i265.photobucket.com/albums/ii234/Echo199/Mapping%20Projects/speedway.jpg[/img_thumb]
[QUOTE=Echo 199;37079258]instructions[/QUOTE]
this is exactly what I was about to say
a winner is you
[QUOTE=Bopoe;37077134]i had something similar to that set up but the ropes acted retarded as hell. using that solution I'd have just two nice ropes attached to the corners of my objects that'd swing with the ball socket?[/QUOTE]
phys_lengthconstraint, ballsockets are not what you should be using for ropes.
So I have a problem with my compile. First of all I'd like to explain that I'm doing a request for someone which includes decompiling original EP2 maps. You can check out the thread here: [url]http://facepunch.com/showthread.php?t=1202744[/url]
Now the first map whent well, I decompiled it just fine, did what I had to do, recompiled it and everything worked fine. But with this map when I compile it weird stuff happens.
First of all it's all depending on settings. If I set BSP to Normal, VVIS to Fast and VRAD to Fast, VVIS fuck up. It compiles just fine, no important error according to Interlopers.net, but when I enter my map stuff infront of me doesn't get rendered. It kind of looks like my map has a leak, but it doesn't. The console also says vis is overloaded or something like that.
If I on the other hand run BSP on Normal, VVIS on Normal and VRAD on Fast my compile freezes. Not as in it's slow it literally just stops, trust me.
I've tried to restart everything, use alt+p look for leaks, but nothing works. Can anybody help me out?
[QUOTE=Doom;37080886]So I have a problem with my compile. First of all I'd like to explain that I'm doing a request for someone which includes decompiling original EP2 maps. You can check out the thread here: [url]http://facepunch.com/showthread.php?t=1202744[/url]
Now the first map whent well, I decompiled it just fine, did what I had to do, recompiled it and everything worked fine. But with this map when I compile it weird stuff happens.
First of all it's all depending on settings. If I set BSP to Normal, VVIS to Fast and VRAD to Fast, VVIS fuck up. It compiles just fine, no important error according to Interlopers.net, but when I enter my map stuff infront of me doesn't get rendered. It kind of looks like my map has a leak, but it doesn't. The console also says vis is overloaded or something like that.
If I on the other hand run BSP on Normal, VVIS on Normal and VRAD on Fast my compile freezes. Not as in it's slow it literally just stops, trust me.
I've tried to restart everything, use alt+p look for leaks, but nothing works. Can anybody help me out?[/QUOTE]
Post the compile log. You shouldn't be decompiling anyways.
[QUOTE=Doom;37084768]I don't really have a choice. There is no original file. Trust me, I've looked everywhere in the game files and on the internet.
[/QUOTE]
[img]http://puu.sh/OHF0[/img]
Hi.
[QUOTE=Legend286;37084906][img]http://puu.sh/OHF0[/img]
Hi.[/QUOTE]
How do I fix that? Doesn't really make sense to me that theres too much of anything. I just took the map and stripped it for like 60% of everything in it.
Does anyone know anything about implementing a decent looking day/night system into a map? I'm planning on adding it to my map but I'm not really sure where to start.
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