How to get rid of this bluish hue from the cs:go global shadows.
[IMG]http://cloud.steampowered.com/ugc/577837481923593624/863974A7E2E890D43431676EEA018EA181C0859B/[/IMG]
[IMG]http://cloud.steampowered.com/ugc/577837481923592561/BE4F117499D804290BF1FD1C436A8130DEBEEDAF/[/IMG]
And you can also see it on the edges of the shadows here
[IMG]http://cloud-2.steampowered.com/ugc/577837481923591652/84FE381A698C13E19643D7E6C28E5F2E5C721611/[/IMG]
Does anyone have a guide to getting HL1 (Steam Version) mapping to work?
I'd like to have a try of it.
[QUOTE=samuel2213;37135581]How to get rid of this bluish hue from the cs:go global shadows.
[IMG]http://cloud.steampowered.com/ugc/577837481923593624/863974A7E2E890D43431676EEA018EA181C0859B/[/IMG]
And you can also see it on the edges of the shadows here
Okay, CSGO shadows have two tones. shadows (dark grey/black) and white (the light) the blueish color is from your ambient. take a look at inferno
[QUOTE][IMG]http://cloud.steampowered.com/ugc/487752425917132361/5487A7F949D050FDF03665F33E4D14345AD49B8A/[/IMG][/QUOTE]
see the left side? the grey is from the dynamic light while the blue tone is the ambient light from your light_environment .
[QUOTE=Stiffy360;37136168][QUOTE=samuel2213;37135581]How to get rid of this bluish hue from the cs:go global shadows.
[IMG]http://cloud.steampowered.com/ugc/577837481923593624/863974A7E2E890D43431676EEA018EA181C0859B/[/IMG]
And you can also see it on the edges of the shadows here
Okay, CSGO shadows have two tones. shadows (dark grey/black) and white (the light) the blueish color is from your ambient. take a look at inferno
see the left side? the grey is from the dynamic light while the blue tone is the ambient light from your light_environment .[/QUOTE]
Well thats funny because my ambient light is not even close to blue. It is a dark brown colour.
[QUOTE=samuel2213;37136221]Well thats funny because my ambient light is not even close to blue. It is a dark brown colour.[/QUOTE]
Try messing around with the [URL="https://developer.valvesoftware.com/wiki/Shadow_control"]shadow control[/URL]?
Tried that, It didn't affect it in the slightest.
[QUOTE=samuel2213;37136364]Tried that, It didn't affect it in the slightest.[/QUOTE]
That's weird. I've not actually tried any mapping in CS:GO so I really can't help you here. I'm sure someone else can.
[QUOTE=omfgnex;37136249]Try messing around with the [URL="https://developer.valvesoftware.com/wiki/Shadow_control"]shadow control[/URL]?[/QUOTE]
CSM is static on it's colors. Sorry. try changing light color with it.
what's the proper way to use the stair textures? i figured using "treat as one" and then fitting vertically would help get the texture wrapped around the corner of the step, but treat as one doesn't seem to do anything? i select the top and front face of the step (ie the faces visible in the pic below) and hit "Fit" in the justify area but it just fits the texture to each face. i tinkered with each individual face a bit and got it to look alright but i'd like to get Treat as One working
[img]http://i.imgur.com/6f4uc.jpg[/img]
[QUOTE=Kopimi;37142657]what's the proper way to use the stair textures? i figured using "treat as one" and then fitting vertically would help get the texture wrapped around the corner of the step, but treat as one doesn't seem to do anything? i select the top and front face of the step (ie the faces visible in the pic below) and hit "Fit" in the justify area but it just fits the texture to each face. i tinkered with each individual face a bit and got it to look alright but i'd like to get Treat as One working
[img]http://i.imgur.com/6f4uc.jpg[/img][/QUOTE]
Um oi para o seu amigo que atrapalhou a sua foto.
[QUOTE=Cesar Augusto;37143249]Um oi para o seu amigo que atrapalhou a sua foto.[/QUOTE]
neither google translate or i know what that means :(
[QUOTE=Kopimi;37143277]neither google translate or i know what that means :([/QUOTE]
I thought you speak portuguese because your steam friend said "oi" that means "hi"...nvm
[QUOTE=Cesar Augusto;37143428]I thought you speak portuguese because your steam friend said "oi" that means "hi"...nvm[/QUOTE]
This is an english only forum.
Keep it that way.
he kind of has a point
but anyway, make sure your stairs are set at the proper dimensions (8 x 16) then try aligning the textures again
What the hell is up with brush entities?
they're listed properly here
[img]http://i.imgur.com/vM59K.png[/img]
and if I click on properties the properties dialog is correct
[img]http://i.imgur.com/s94DO.png[/img]
BUT if I double click on a brush entity in the viewport, I only get this
[img]http://i.imgur.com/cGAsW.png[/img]
(its visgroups aren't even displayed properly...)
CTRL+T'ing a brush so it becomes func_detail brings up the proper properties again, but deselecting and double clicking on it again: visgroups tab only.
This doesn't happen in a new VMF.
[QUOTE=sirdownloadsalot;37135776]Does anyone have a guide to getting HL1 (Steam Version) mapping to work?
I'd like to have a try of it.[/QUOTE]
Does anyone have an answer for this?
[QUOTE=MaxOfS2D;37145237]What the hell is up with brush entities?
they're listed properly here
[img]http://i.imgur.com/vM59K.png[/img]
and if I click on properties the properties dialog is correct
[img]http://i.imgur.com/s94DO.png[/img]
BUT if I double click on a brush entity in the viewport, I only get this
[img]http://i.imgur.com/cGAsW.png[/img]
(its visgroups aren't even displayed properly...)
CTRL+T'ing a brush so it becomes func_detail brings up the proper properties again, but deselecting and double clicking on it again: visgroups tab only.
This doesn't happen in a new VMF.[/QUOTE]
Check if ignore group is on, and disable it.
This question of mine is not directly related to mapping, it concerns more the management of a server and how one could go about constructing a particular system of smooth game mode/map changes for a server of players. It might be more appropriate to have my own thread for this, but I'll start here to see if anyone has any initial pointers/knowledge. I have Counter-Strike: Source in mind for this idea, as follows:
[QUOTE]A collection of "minigame" maps (jail break, knife fight, bunnyhop, death run, surf, climb, hide and seek) that together (narratively) form a series of events in your players/character's life, and (regarding gameplay) create a fast-paced, refreshing slideshow of differing mechanics and end-goals to play through in a tournament of survival. You would play one round of jail break, then the server could change map and game type to perhaps hide and seek, and then after that one round it could then change to a climb/escape map/game type. Points would be awarded for surviving rounds, and there would be a connection between each of the maps/game types throughout.
Experienced first-hand by our players are the endings of many people's lives (they would lose points), and the survivor's story henceforth (gains points for win) to be cradled with greater challenges (difficulty curve of stages) of advancing skill. Although every player within the server takes part throughout (spectating is boring), the hook to connect with players is the story of each character of the collective, perchance documenting a suicidal maniac, a Russian spy, an unfortunate bystander, or perhaps a well dressed alien businessman from outer space battling his captors, or be a prisoner of the authorities' rabid scientists, making for his final escape. These roles could be assigned to each participant, with specialised advantage or disadvantage relating to a particular aspect of the persona.
The player with the highest total score is pronounced the winner, but the method of gaining such a score would be to survive as many of the games as possible - consecutively, as though you genuinely survived. A point multiplier system would double the received amount, with multipliers stacking for as long as rounds were "completed" alive. This could encourage players to be more competitive, forming a tournament system of gameplay - those who survive the longest win.[/QUOTE]
Does anyone have any experience with anything relating to this concept? I'm a mapper y'see, I have very minimal knowledge of how servers can be set up. Any input would be appreciated.
Hey mapping gurus,
I'm running a server on what appears to be a very badly optimised map. I'd still like to use it, but I really need to edit the weapon spawns because I figure all the weapon collisions on the map reset are caused by lots of weapon collisions. I figured that out, but when I come to compile it I get this:
[code]
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\jetman_\sourcesdk\bin\source2009\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\jetman_\garrysmod\garrysmod" "c:\users\oliver\desktop\garrys mod\new maps\ba_jail_blackops_nolag"
Valve Software - vbsp.exe (Sep 15 2011)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\jetman_\garrysmod\garrysmod\materials
Loading c:\users\oliver\desktop\garrys mod\new maps\ba_jail_blackops_nolag.vmf
material "de_nuke/nukfloorb" not found.
Material not found!: DE_NUKE/NUKFLOORB
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
material "brick/brickwall026f" not found.
Material not found!: BRICK/BRICKWALL026F
material "tile/prodceilingtilea" not found.
Material not found!: TILE/PRODCEILINGTILEA
material "de_train/train_cement_floor_01" not found.
Material not found!: DE_TRAIN/TRAIN_CEMENT_FLOOR_01
material "de_nuke/nukfloora" not found.
Material not found!: DE_NUKE/NUKFLOORA
material "plaster/prodceilinga" not found.
Material not found!: PLASTER/PRODCEILINGA
material "concrete/concretewall011h" not found.
Material not found!: CONCRETE/CONCRETEWALL011H
material "concrete/concretewall011c" not found.
Material not found!: CONCRETE/CONCRETEWALL011C
material "de_nuke/nuke_metalfloor_01" not found.
Material not found!: DE_NUKE/NUKE_METALFLOOR_01
material "de_prodigy/ceiling01" not found.
Material not found!: DE_PRODIGY/CEILING01
material "blackops/water_pool" not found.
Material not found!: BLACKOPS/WATER_POOL
material "de_piranesi/marblefloor04" not found.
Material not found!: DE_PIRANESI/MARBLEFLOOR04
material "brick/brickwall026d" not found.
Material not found!: BRICK/BRICKWALL026D
material "glass/offlightcover" not found.
Material not found!: GLASS/OFFLIGHTCOVER
material "de_nuke/nuke_ceiling_facility_01" not found.
Material not found!: DE_NUKE/NUKE_CEILING_FACILITY_01
material "brick/brickwall038a" not found.
Material not found!: BRICK/BRICKWALL038A
material "blackops/parquetwood" not found.
Material not found!: BLACKOPS/PARQUETWOOD
material "de_dust/residbwall03a" not found.
Material not found!: DE_DUST/RESIDBWALL03A
material "tools/invismetal" not found.
Material not found!: TOOLS/INVISMETAL
material "metal/stairsafrnt" not found.
Material not found!: METAL/STAIRSAFRNT
material "de_train/train_brick_wall_01" not found.
Material not found!: DE_TRAIN/TRAIN_BRICK_WALL_01
material "carpet/offflrb" not found.
Material not found!: CARPET/OFFFLRB
material "plaster/offwllc" not found.
Material not found!: PLASTER/OFFWLLC
material "cs_havana/woodm" not found.
Material not found!: CS_HAVANA/WOODM
material "de_cbble/outwall04a" not found.
Material not found!: DE_CBBLE/OUTWALL04A
material "cs_havana/concrete01" not found.
Material not found!: CS_HAVANA/CONCRETE01
material "cs_italy/stonewall02" not found.
Material not found!: CS_ITALY/STONEWALL02
material "de_dust/tilefloor02" not found.
Material not found!: DE_DUST/TILEFLOOR02
material "tile/ceilingtilea" not found.
Material not found!: TILE/CEILINGTILEA
material "de_train/train_gravel_floor_01" not found.
Material not found!: DE_TRAIN/TRAIN_GRAVEL_FLOOR_01
material "gm_construct/grass" not found.
Material not found!: GM_CONSTRUCT/GRASS
material "cs_assault/pavement001a" not found.
Material not found!: CS_ASSAULT/PAVEMENT001A
material "blackops/redlinez" not found.
Material not found!: BLACKOPS/REDLINEZ
material "plaster/milceil001" not found.
Material not found!: PLASTER/MILCEIL001
material "brick/brickwall008a" not found.
Material not found!: BRICK/BRICKWALL008A
material "blackops/bluelinez" not found.
Material not found!: BLACKOPS/BLUELINEZ
material "gm_construct/grass_clean" not found.
Material not found!: GM_CONSTRUCT/GRASS_CLEAN
material "blackops/net" not found.
Material not found!: BLACKOPS/NET
material "brick/brickwall008d" not found.
Material not found!: BRICK/BRICKWALL008D
material "cs_italy/black" not found.
Material not found!: CS_ITALY/BLACK
material "cs_italy/wallpap04b" not found.
Material not found!: CS_ITALY/WALLPAP04B
material "de_piranesi/woodfloor03" not found.
Material not found!: DE_PIRANESI/WOODFLOOR03
material "cs_havana/white" not found.
Material not found!: CS_HAVANA/WHITE
material "nipperstextures/boo_bohhh_flickertilesdiamond" not found.
Material not found!: NIPPERSTEXTURES/BOO_BOHHH_FLICKERTILESDIAMOND
material "nipperstextures/nmab_dance" not found.
Material not found!: NIPPERSTEXTURES/NMAB_DANCE
material "cs_italy/wallpaper02" not found.
Material not found!: CS_ITALY/WALLPAPER02
material "de_piranesi/woodfloor01" not found.
Material not found!: DE_PIRANESI/WOODFLOOR01
material "cs_italy/marketwall01d" not found.
Material not found!: CS_ITALY/MARKETWALL01D
material "de_piranesi/pi_grnmetalt" not found.
Material not found!: DE_PIRANESI/PI_GRNMETALT
material "de_nuke/nuke_walloffice_01" not found.
Material not found!: DE_NUKE/NUKE_WALLOFFICE_01
material "blackops/clearice" not found.
Material not found!: BLACKOPS/CLEARICE
material "glass/offwndwb" not found.
Material not found!: GLASS/OFFWNDWB
material "nipperstextures/nmab_tiles03a" not found.
Material not found!: NIPPERSTEXTURES/NMAB_TILES03A
material "nipperstextures/nmab_tiles04a" not found.
Material not found!: NIPPERSTEXTURES/NMAB_TILES04A
material "de_train/train_largemetal_door_01" not found.
Material not found!: DE_TRAIN/TRAIN_LARGEMETAL_DOOR_01
material "de_prodigy/tunnelplaster02" not found.
Material not found!: DE_PRODIGY/TUNNELPLASTER02
material "metal/offelevdrsa" not found.
Material not found!: METAL/OFFELEVDRSA
material "effects/black" not found.
Material not found!: EFFECTS/BLACK
material "de_piranesi/marblefloor10" not found.
Material not found!: DE_PIRANESI/MARBLEFLOOR10
material "de_chateau/speakerslg" not found.
Material not found!: DE_CHATEAU/SPEAKERSLG
material "plaster/offwlle" not found.
Material not found!: PLASTER/OFFWLLE
material "metal/drtrimc" not found.
Material not found!: METAL/DRTRIMC
material "wood/offdra" not found.
Material not found!: WOOD/OFFDRA
material "de_chateau/ceiling01" not found.
Material not found!: DE_CHATEAU/CEILING01
material "ground/snow01" not found.
Material not found!: GROUND/SNOW01
material "de_chateau/woodm" not found.
Material not found!: DE_CHATEAU/WOODM
material "tools/locked" not found.
Material not found!: TOOLS/LOCKED
material "plaster/offwlld" not found.
Material not found!: PLASTER/OFFWLLD
material "test_speakers/miwoodm" not found.
Material not found!: TEST_SPEAKERS/MIWOODM
material "de_tides/tides_floor_wood" not found.
Material not found!: DE_TIDES/TIDES_FLOOR_WOOD
material "cs_italy/plaster_wall2_1" not found.
Material not found!: CS_ITALY/PLASTER_WALL2_1
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\jetman_\garrysmod\garrysmod\gameinfo.txt
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...Bad detail brush side
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\jetman_\sourcesdk\bin\source2009\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\jetman_\garrysmod\garrysmod" "c:\users\oliver\desktop\garrys mod\new maps\ba_jail_blackops_nolag"
Valve Software - vvis.exe (Sep 15 2011)
4 threads
reading c:\users\oliver\desktop\garrys mod\new maps\ba_jail_blackops_nolag.bsp
Error opening c:\users\oliver\desktop\garrys mod\new maps\ba_jail_blackops_nolag.bsp
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\jetman_\sourcesdk\bin\source2009\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\jetman_\garrysmod\garrysmod" "c:\users\oliver\desktop\garrys mod\new maps\ba_jail_blackops_nolag"
Valve Software - vvis.exe (Sep 15 2011)
4 threads
reading c:\users\oliver\desktop\garrys mod\new maps\ba_jail_blackops_nolag.bsp
Error opening c:\users\oliver\desktop\garrys mod\new maps\ba_jail_blackops_nolag.bsp
** Executing...
** Command: Copy File
** Parameters: "c:\users\oliver\desktop\garrys mod\new maps\ba_jail_blackops_nolag.bsp" "c:\program files (x86)\steam\steamapps\jetman_\garrysmod\garrysmod\maps\ba_jail_blackops_nolag.bsp"
The command failed. Windows reported the error:
"The system cannot find the file specified."
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\jetman_\garrysmod\hl2.exe"
** Parameters: -dev -console -allowdebug -game "c:\program files (x86)\steam\steamapps\jetman_\garrysmod\garrysmod" +map "ba_jail_blackops_nolag"
[/code]
Please note that I have decompiled this map using BSPSource.
As far as I can tell, the BSP is never compiled.
That could be because:
[B]Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\jetman_\garrysmod\garrysmod\gameinfo.txt[/B]
or perhaps it's just because there are missing materials?
or maybe something else? I really have no idea how it all works so you're going to have to talk real slow and pat me on the head occasionally here
Thanks for any help, anyway!
find visible detail sides...bad detail brush side
You have brushes that have multiple combination of tools/ textures on them.
Basically you can't really have areaportal and skybox on the same brush. Hint and Skip seems to be the only combination that can be on the same brush.
[QUOTE=Firegod522;37153936]find visible detail sides...bad detail brush side
You have brushes that have multiple combination of tools/ textures on them.
Basically you can't really have areaportal and skybox on the same brush. Hint and Skip seems to be the only combination that can be on the same brush.[/QUOTE]
Thanks very much. Would you be able to push me in the right direction for solving the issue?
[editline]9th August 2012[/editline]
I mean I'm not even entirely sure what a brush is in mapping terms, that is how useless I currently am at this malarkey.
Cheers
Brushes are the part of the level. The blocks that make up the level.
Oh I see. How would one go about finding the erroneous block? Is it a simple fix or does it require lots of time?
Thanks again
You need to go around and look for it basically.
You can turn off the visgroups for anything that isn't hint skip or a world brush. Decompiling causes issues like this, and its not advised. Its also frowned upon by just about every developer out there.
I see
Shame, because the map is perfect besides from this one problem. If there were no weapons spawned I'd even go as far as to manually spawn the weapons in my gamemode. Oh well. Thanks very much for your help
Would anyone know why some of my entities turn completely black? If you put your torch on the entity you can see it but it acts like it's shadowed over.
[IMG]http://img28.imageshack.us/img28/5076/89174974.png[/IMG]
[IMG]http://img580.imageshack.us/img580/2872/44927136.png[/IMG]
[IMG]http://img856.imageshack.us/img856/5339/56688895.png[/IMG]
[IMG]http://img580.imageshack.us/img580/725/63398136.png[/IMG]
[IMG]http://img854.imageshack.us/img854/8678/86261597.png[/IMG]
as you can see, they appear to be shadowed over but there is nothing to cause these.
Any ideas on a fix? I hate my map being covered in black entities..
Post the compile log
[QUOTE=Firegod522;37154436]You need to go around and look for it basically.
You can turn off the visgroups for anything that isn't hint skip or a world brush. Decompiling causes issues like this, and its not advised. Its also frowned upon by just about every developer out there.[/QUOTE]
Okay I looked around for something that looked like it had two brushes assigned to it and oh god I have no idea what I'm doing :(
Are there any pointers for telling something that has multiple brushes assigned to it?
Cheers
[QUOTE=MICKMAC;37155539]Any ideas on a fix? I hate my map being covered in black entities..[/QUOTE]
It looks like the illumination point for them is underground
you can use info_lighting to get around this on props that can't support per-vertex lighting
been messing with displacements/terrain and having a ton of fun making maps less "square", had an optimization question:
which is the best method of creating displacements with the same level of detail
just convert a large area into a 4-iter displacement
[img]http://i.imm.io/zW4l.jpeg[/img]
or
use slice tool to seperate the area that will be displaced, create 3-iter displacement
[img]http://i.imm.io/zW4m.jpeg[/img]
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