• Mapping Question Megathread v3
    4,500 replies, posted
Splitting them up increases your brush count but will let you control the resolution of the displacements and thus control the polycount. So in places of high detail like next to the wall you can have lots of polygons, in the places where its flat you dont need so many so you can use power of 2.
How would I go about getting all spawned weapon entities at the start of a round and removing them? Thanks
[QUOTE=Trumple;37165287]How would I go about getting all spawned weapon entities at the start of a round and removing them? Thanks[/QUOTE] is this in gmod
Oh gee I've posted in the wrong thread, sorry. Meant to go in Lua help [editline]10th August 2012[/editline] But yes, it is in GMod
I only have around 40 hours clocked into Source SDK and I'm just getting the hang of the basics, but I have a few questions. How do you smooth a brush for things like sidewalk curves so it's not actually a square block with a curved texture on it, but rather actually curved? I also made a custom image into a .vtf file, but I can't seem to find any way to open that custom .vtf file in Hammer to add to my map. Am I missing a step, or is there something I overlooked in the Hammer options? Oh, and I don't quite understand how light_environment should be set up. I tried playing with the settings for it, but I can't seem to actually change anything since the brightness is still the same in game. What am I doing wrong?
[QUOTE=charliecrumbs;37169122]How do you smooth a brush for things like sidewalk curves so it's not actually a square block with a curved texture on it, but rather actually curved?[/QUOTE] Either cut a cylinder into fourths, or use a arch set to 90 degrees. You can also slice up the square brush, but that's a ton more work that you don't need to do. [QUOTE=charliecrumbs;37169122]I also made a custom image into a .vtf file, but I can't seem to find any way to open that custom .vtf file in Hammer to add to my map. Am I missing a step, or is there something I overlooked in the Hammer options?[/QUOTE] You need a .vtf and a .vmt, and they need to be in the materials folder for what game you're mapping for.
[QUOTE=Neo Kabuto;37169196]Either cut a cylinder into fourths, or use a arch set to 90 degrees. You can also slice up the square brush, but that's a ton more work that you don't need to do. You need a .vtf and a .vmt, and they need to be in the materials folder for what game you're mapping for.[/QUOTE] After I select the cylinder primitive, under it is a box with a number in it. Is there any specific number that gives the best result for curved edges, or more specifically, to fit the sidewalk curve? I either get uneven, pointy curves or one end is pushed in so it doesn't match corners of one side of the sidewalk brush. Any attempts with the arch primitive has ended up in more catastrophic failure than my attempts with cylinders. Nevermind, I managed to figure it out a while ago. I used the number 22 for cylinders, if anyone is wondering. I made it turn out pretty good looking.
[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] Still nothing. Neither areaportal nor areaportalwindow works. I've set the brushes to nodraw save for the active portal side, and nothing. The two portals are at a door leading to an office/balcony, and the other is the entrance to the building. Is it because there is an open window in the balcony? It seems when I seal the windows off with a single brush, the one on the balcony works fine. The problem is, my whole map is set up that way. It's a map that consists of open paths, whether it's unlocked doors or open windows. I'm assuming that might be the problem, but then how else can i chop up the indoor areas so they aren't rendered when the player is inside them? I can't seal the balcony windows off because then the player can't leave the building. As another question, what is the command that shows the player rendered things of the map in a wireframe so they can see what is rendered and what isn't at certain spots of the map?
Theres a vmf plugin for Sketchup I hear, is it possible to create a model in a random 3D app, import that into Sketchup and export into Hammer from there?
[QUOTE=charliecrumbs;37169122] Oh, and I don't quite understand how light_environment should be set up. I tried playing with the settings for it, but I can't seem to actually change anything since the brightness is still the same in game. What am I doing wrong?[/QUOTE] Could someone still try to answer this? The same problem applies to light and light_dynamic as well.
In the light_environment entity change the last value in Brightness and Ambient. The first three values control the color, fourth controls brightness. Also [URL]http://developer.valvesoftware.com/wiki/Sky_List[/URL] might be useful.
[QUOTE=charliecrumbs;37169647]After I select the cylinder primitive, under it is a box with a number in it. Is there any specific number that gives the best result for curved edges, or more specifically, to fit the sidewalk curve? I either get uneven, pointy curves or one end is pushed in so it doesn't match corners of one side of the sidewalk brush. Any attempts with the arch primitive has ended up in more catastrophic failure than my attempts with cylinders. Nevermind, I managed to figure it out a while ago. I used the number 22 for cylinders, if anyone is wondering. I made it turn out pretty good looking.[/QUOTE] The box is how many corners it has. I would recommend sticking to a multiple of 4 if you're cutting it into corners.
I got a question about hdr... So I've noticed the skybox texture for sky_day01_01 is really boxy and stretched, along with sky_day01_05 and a few others, and I assume that is because I don't have hdr on... So when I use the skybox for example I type sky_day01_05_hdr, adding hdr at the end to make it so it does not looked stretch and instead it looks real smooth and nice. The problem is that when I do add hdr to it and compile my map with the hdr box checked, when I play my map and look at the sky instead of a skybox present it produces a weird mirror effect, if you know what I mean. Where like every movement is copied and it looks real glitchy and flashy, it's hard to describe but thats as much as I can explain. So my question is, how do I fix this? Is it possible for me to display these skyboxes in hdr? Or does it have to do with my graphics card? (I use an intel one by the way, and I've heard they are not ideal for gaming) if anybody can clarify my doubts, that'd be great.
[QUOTE=timmah1112;37174656]I got a question about hdr... So I've noticed the skybox texture for sky_day01_01 is really boxy and stretched, along with sky_day01_05 and a few others, and I assume that is because I don't have hdr on... So when I use the skybox for example I type sky_day01_05_hdr, adding hdr at the end to make it so it does not looked stretch and instead it looks real smooth and nice. The problem is that when I do add hdr to it and compile my map with the hdr box checked, when I play my map and look at the sky instead of a skybox present it produces a weird mirror effect, if you know what I mean. Where like every movement is copied and it looks real glitchy and flashy, it's hard to describe but thats as much as I can explain. So my question is, how do I fix this? Is it possible for me to display these skyboxes in hdr? Or does it have to do with my graphics card? (I use an intel one by the way, and I've heard they are not ideal for gaming) if anybody can clarify my doubts, that'd be great.[/QUOTE] Sounds like you can't run hdr settings. Is there any errors in the console?
How do I import a CSS map I made to Garry's Mod? I attempted to rename the file extension to a BSP, but if I try to run the map, the console says the BSP isn't valid.
[QUOTE=PrivateNomad;37181785]How do I import a CSS map I made to Garry's Mod? I attempted to rename the file extension to a BSP, but if I try to run the map, the console says the BSP isn't valid.[/QUOTE] Press f9 in hammer, it will bring you up with a compile menu where you choose your settings. bsp is required for the level to be places. vvis does tests on what is visible and what is not. vrad does lighting.
[QUOTE=Firegod522;37176626]Sounds like you can't run hdr settings. Is there any errors in the console?[/QUOTE] Alright actually I found the issue, incredibly stupid but I was using the texture skyday_01_03, which isn't even a texture so it couldn't find the skybox and it would glitch up. I changed it to skyday_01_05 and now it does look really nice, mainly because it is not stretched. Thanks anyway!
Hi guys, I'm currently working on a physics map and am trying to create a crane. I'm currently using a move_rope, and keyframe_rope entities for the visual effect. And a phys_pulley constraint for the actual connecting of the winch. Trouble is, if the crane rotates, of course the pulley points aren't dynamic and can't be parented to a moving object, and the visual rope can. Can this be done? Is it possible to make a phys_pulleyconstraint have moveable pulley points? If not what point entity would I use to achieve this? It doesn't need to be a pulley, just a dynamic physics rope.
[QUOTE=Firegod522;37182796]Press f9 in hammer, it will bring you up with a compile menu where you choose your settings. bsp is required for the level to be places. vvis does tests on what is visible and what is not. vrad does lighting.[/QUOTE] This does not work, I tried. I'm trying to export a Counter-Strike Source map in hammer I made to Garry's Mod.
[QUOTE=PrivateNomad;37189273]This does not work, I tried. I'm trying to export a Counter-Strike Source map in hammer I made to Garry's Mod.[/QUOTE] Counter Strike Source and Gmod use the same basic engine. Unless you've fucked something up with your map, you should be able to just drag and drop the map into your Garrysmod/maps folder.
[img]http://cloud.steampowered.com/ugc/595852607584043713/DFBB9847EFD2509D7C1111A4F3B3BF8DA197BCA2/[/img] How do I fix these shadows?
Don't name your lights EDIT: Named lights don't bounce.
Hey I really Need to know, is there an other Source Engine than Portal 2 that Allow us to make Linked Portal door ?
[QUOTE=pac0master;37217081]Hey I really Need to know, is there an other Source Engine than Portal 2 that Allow us to make Linked Portal door ?[/QUOTE] No
Awww ..... Dang i need that thing so bad .. I need to work on L4d 2 Sdk rebuilding My Dead Rising Mall but some map are too small so it would be a waste of time to build a little map i wanted to port few map together but they dont fit they would pass through itself so the only way to make it working is the linked portal door ... Teleporting would cause confusion
Im stuck and cant find a tutorial. How in source SDK for team fortress 2 do i make those doors that are usually near the spawn and dont open up until the set up timer has gone to 0 and the round begins?
[QUOTE=HellzHero;37220256]Im stuck and cant find a tutorial. How in source SDK for team fortress 2 do i make those doors that are usually near the spawn and dont open up until the set up timer has gone to 0 and the round begins?[/QUOTE] I dont map for Tf2 but i think you have to Disallow on start the Door's trigger then active it on start of the round .. after a delay of 10 sec i think Disallow the trigger when the round end i think it would work Like i said i dont map for tf2 .. hope it help you :P
[t]http://i.imgur.com/JjcfS.jpg[/t] Anybody know any better methods for making these slanted railings? Making them very detailed and proppering them seems like it would be good but im not sure.
Do you guys know a decent textures website?
[QUOTE=GoldPlatinum;37231071]Do you guys know a decent textures website?[/QUOTE] CGTextures.com is pretty good for what it does. Be prepared to possibly crop and or tile some textures on your own though, they aren't all perfect
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