• Mapping Question Megathread v3
    4,500 replies, posted
[QUOTE=Drakehawke;37090573]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.[/QUOTE] The easiest way would be to use masses of Colour Correction.
[QUOTE=Doom;37085282]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.[/QUOTE] Anything using brushes that isn't world geometry or func_detail / tool brushes counts towards the limit.
[QUOTE=Legend286;37090769]Anything using brushes that isn't world geometry or func_detail / tool brushes counts towards the limit.[/QUOTE] Then again, I have compiled it a couple of times where it worked just fine before this. I'll look into it.
Yo, little question about hammer not working properly. Whenever I am done aligning textures I can't move the cam with the normal controls any more, I have to open another window (for example a steam chat window) and back to hammer in order to get the camera control back. Anybody know what's causing this?
I'm still not able to get areaportals to work. I've followed tutorials and checked that I've done things right, but no matter what I do, I keep getting the same error over and over. Is there something I'm missing? Am I not supposed to make the whole brush an areaportal texture?
Your best bet is to put your vmf here for us to check, make sure there is no generated pointfile first.
[QUOTE=Alienmario;37093310]Your best bet is to put your vmf here for us to check, make sure there is no generated pointfile first.[/QUOTE] You're talking about a leak, right? There isn't a leak, and even though I have the areaportals touching all sides of the doorway/window frame, and it's tied to the correct entity, and using the correct brush texture, I still get the "not touching 2 areas" error. For example, I have a building with a door to enter it, I put an areaportal on the entrance door, and later on in the building, tie another areaportal to the exit door, keeping both doors and areaportals closed with outputs to control the areaportal. I even tried with just one areaportal and there was the same result. Could it be an engine problem? Could it be that the tutorial I used didn't explain enough and forgot to mention something in it? I guess I could get a VMF here to show what I'm doing. Not the whole map, just an example of what I've been doing that keeps giving me the same error. EDIT: I do have a pointfile actually... No idea what to do really. I'm getting a VMF ready.
Posted this in Yap & Blabber quite a while ago and received no responses. I really need help with this; I literally cannot map until this is fixed. [QUOTE=TurtleeyFP;37080351]Having some issues with Hammer. It's not exactly a mapping issue, and the questions in the megathread are rarely answered, so I guess I'd ask here. I got a new computer and I just reinstalled Source SDK. I launched the HL2 engine in hammer and started trying to map; The Camera window was selectively responsive, and the actual camera doesn't work at all. Bascially, the camera window does nothing, except for every five clicks on a brush, it selects the brush. I can't move the 3D camera at all, either. Anybody know what's going on? I'm willing to go onto Teamview or something to try and fix it.[/QUOTE] I also found another error while playing Garry's Mod today; I can't use left or right click when I'm pressing any other button. Such as, in the spawn menu, I can't spawn props since I'm holding the Q button. When I turned the spawn menu to toggle instead of hold, I was able to spawn props. However, I can't shoot guns either, and I'm not holding any button instead of left-click. I had to click some 15 times in order to shoot each time I wanted to shoot. It's not a physical issue with the mouse; It's wireless, and it's the same one I used on my old computer. Using the touchpad produces the same result. Does anybody, at all, have ANY idea of what's going on? I'm being serious when I say I can't play any games or map (or watch videos, since it's randomly pausing whenever I move the mouse).
Here's the VMF showing what I'm doing. Imagine all the doorways have a door fitting into them, but since they are all custom content. I removed them so i wouldn't have to pack it all together. The portals are tied by doors, which were removed, but were there with the areaportals, and tied to the correct portal. [url]http://www.mediafire.com/?co4qt5x52rsu2v9[/url]
Fuck not having rail tracks at a 90 degree angle. Any ideas? [IMG]http://i.imgur.com/tr0Qr.png[/IMG]
I'm having a lot of problems with weird light glares appearing on my displacements. [thumb]http://img.photobucket.com/albums/v613/Totakeke/2012-08-05_00004.jpg[/thumb] [thumb]http://img.photobucket.com/albums/v613/Totakeke/2012-08-05_00005.jpg[/thumb] [thumb]http://img.photobucket.com/albums/v613/Totakeke/2012-08-05_00006.jpg[/thumb] I've done everything I can think of, made sure everything is sewed properly. Deleted all lights and left only a light_environment, and also the opposite (deleted light_environment and added a single "light" entity) but the glares still appear. It's very strange. I've also ensured that the texture shader is LightmappedGeneric and that everything else is correct in the VMT. What's even stranger is that some of the light spots appear [I]green [/I]in some areas, even though *none* of the lights in the map are green (the only light is the light_env and it's an orangeish color), and no green objects are close to them. [thumb]http://img.photobucket.com/albums/v613/Totakeke/2012-08-05_00008.jpg[/thumb] Is there anything that typically causes this that I should look for? [EDIT] Legend286's suggestion below about lowering lightmap scale fixed my problem completely! Thanks!
[QUOTE=cloudbuster;37096922]I'm having a lot of problems with weird light glares appearing on my displacements. [thumb]http://img.photobucket.com/albums/v613/Totakeke/2012-08-05_00004.jpg[/thumb] [thumb]http://img.photobucket.com/albums/v613/Totakeke/2012-08-05_00005.jpg[/thumb] [thumb]http://img.photobucket.com/albums/v613/Totakeke/2012-08-05_00006.jpg[/thumb] I've done everything I can think of, made sure everything is sewed properly. Deleted all lights and left only a light_environment, and also the opposite (deleted light_environment and added a single "light" entity) but the glares still appear. It's very strange. I've also ensured that the texture shader is LightmappedGeneric and that everything else is correct in the VMT. What's even stranger is that some of the light spots appear [I]green [/I]in some areas, even though *none* of the lights in the map are green (the only light is the light_env and it's an orangeish color), and no green objects are close to them. [thumb]http://img.photobucket.com/albums/v613/Totakeke/2012-08-05_00008.jpg[/thumb] Is there anything that typically causes this that I should look for?[/QUOTE] Put blocklight brushes where you are getting the bugs, or decrease lightmap scale.
[QUOTE=omfgnex;37096132]Fuck not having rail tracks at a 90 degree angle. Any ideas? [IMG]http://i.imgur.com/tr0Qr.png[/IMG][/QUOTE] ...make them 90 degrees then? I don't quite get what you're asking.
[QUOTE=TurtleeyFP;37093688]Posted this in Yap & Blabber quite a while ago and received no responses. I really need help with this; I literally cannot map until this is fixed. I also found another error while playing Garry's Mod today; I can't use left or right click when I'm pressing any other button. Such as, in the spawn menu, I can't spawn props since I'm holding the Q button. When I turned the spawn menu to toggle instead of hold, I was able to spawn props. However, I can't shoot guns either, and I'm not holding any button instead of left-click. I had to click some 15 times in order to shoot each time I wanted to shoot. It's not a physical issue with the mouse; It's wireless, and it's the same one I used on my old computer. Using the touchpad produces the same result. Does anybody, at all, have ANY idea of what's going on? I'm being serious when I say I can't play any games or map (or watch videos, since it's randomly pausing whenever I move the mouse).[/QUOTE] "borrow" somebody else's mouse and see if it is that? Wireless mice are notoriously shit.
[QUOTE=mdeceiver79;37101981]"borrow" somebody else's mouse and see if it is that? Wireless mice are notoriously shit.[/QUOTE] Mine is wireless...and it works perfectly.
[QUOTE=Echo 199;37097629]...make them 90 degrees then? I don't quite get what you're asking. [IMG]http://i.imgur.com/tr0Qr.png[/IMG][/QUOTE] The rail model doesn't curve 90 degrees, it curves to this angle instead. [B]edit [/B]decided to make this brush based instead. problem solved.
[QUOTE=paulisdead18;37094204]Here's the VMF showing what I'm doing. Imagine all the doorways have a door fitting into them, but since they are all custom content. I removed them so i wouldn't have to pack it all together. The portals are tied by doors, which were removed, but were there with the areaportals, and tied to the correct portal. [url]http://www.mediafire.com/?co4qt5x52rsu2v9[/url][/QUOTE] [url]http://www.4shared.com/file/kvzd5HRf/areaportal_stuff.html?refurl=d1url[/url] this works but you probably do not connect 2 sealed areas with 1 areaportal. Texture only active sides of areaportal, others nodraw
I want to use sprites/glow_test02 on spotlights that are angled upwards but the sprites refuse to do anything but point down. They do have "$spriteorientation" "vp_parallel" in the vmt but I'm not actually sure what "vp_parallel" means. Does anyone know how to get this to work?
How do I temporarily hide brushes and models? I saw a video with someone explaining some functions, when he simply made a brush dissapear with a press of a button. This way so I don't have to move the brush to reveal what's behind it.
[QUOTE=DerTontaiLama;37107524]How do I temporarily hide brushes and models? I saw a video with someone explaining some functions, when he simply made a brush dissapear with a press of a button. This way so I don't have to move the brush to reveal what's behind it.[/QUOTE] Select the objects you want to hide and hit H on your keyboard. Press U to unhide it again. You can also press ctrl+h to hide everything BUT the object you've selected (useful for lining up brushes if you've got a lot going on in the 2D viewports).
Okey , im makeing a SFM map with custom models but is there a way to have the custom content in the compiled map instead of haveing to put in the specific models and textures in seperatley ?
How can I fix these shadows? [IMG]http://i.imgur.com/0V5JLh.jpg[/IMG] [IMG]http://i.imgur.com/F4jOih.jpg[/IMG] Also what do you think of this road and the sidewalk? [IMG]http://i.imgur.com/huKzkh.jpg[/IMG]
Compile with -final
Also try changing the lightmap settings of the surrounding textures.
Hello, I was wondering if it is possible to "regenerate" broken func_breakables. For instance, having a barricade be broken, pressing a button, and the barricade comes back.
I think you can do that with point_template and a dummy reference prop?
I posted earlier but I think it might have gotten buried. Here is the original post: I am having trouble Building the Cubemaps for this map: [url]http://www.garrysmod.org/downloads/?a=view&id=131792[/url] 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.
[QUOTE=Hrothgar;37129371]Hello, I was wondering if it is possible to "regenerate" broken func_breakables. For instance, having a barricade be broken, pressing a button, and the barricade comes back.[/QUOTE] Take a look at [url=https://developer.valvesoftware.com/wiki/Respawning_Items]this article[/url] [editline]8th August 2012[/editline] [QUOTE=Computermichael;37129763]I posted earlier but I think it might have gotten buried. Here is the original post: I am having trouble Building the Cubemaps for this map: [url]http://www.garrysmod.org/downloads/?a=view&id=131792[/url] 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.[/QUOTE] Not sure but [url=https://developer.valvesoftware.com/wiki/Vtex_troubleshooting#Problem_figuring_out_outputdir]try this[/url]?
what's the "newest" engine version for hammer like what would you choose if you were making a Garrysmod 12/13 map?
[QUOTE=Kopimi;37131471]what's the "newest" engine version for hammer like what would you choose if you were making a Garrysmod 12/13 map?[/QUOTE] Source mp
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