• Mapping Question Megathread v3
    4,500 replies, posted
Anybody want to make a tutorial on mvm mapping?
How do i Disallow Portal Placement on a Custom Texture ? ... I am working on a Minecraft Test Chamber For portal 2 but i can place portal on everything .... its not really cool
-snip-
[QUOTE=MadPro119;37281839]CS:GO how do you make it so a model/brush can be penetrated by bullets?[/QUOTE] I think it depends on the materials or thickness. but then again, thick wooden crates can be penetrated, but stone walls can be penetrated at a corner.
[img]http://img833.imageshack.us/img833/7513/2012081700001c.jpg[/img] Urg I dont know what is going on .... [editline]17th August 2012[/editline] For Some reason ... I just Re Compiled it for the 10th time and it work fine now ... I didn't change anything .. i think Hammer just wanted to troll me :/
I'm making a CS:GO map and for some reason all my normal maps and my func_precipitation have stopped working. No leaks or anything and the bump maps worked previously, so it's not a vmt problem.
I have two player-controlled func_tanks parented to a moving func_tracktrain, along with a control volume trigger. I think I have all the settings right but it makes a denial sound whenever i try to use it. [editline]18th August 2012[/editline] [img]http://i.imgur.com/6bYO7.png[/img] [img]http://i.imgur.com/gzRDM.png[/img] [editline]18th August 2012[/editline] I'm not worrying about rate of fire, ammo type, etc that much until I get it working at a basic level
Is there some way to get env_fire to work in Team Fortress 2? And for some reason, sprites dont appear in the materials. [IMG]http://img825.imageshack.us/img825/8135/16188181.png[/IMG]
How do you guys add music to a CS:GO map? Cant get it working with Triggers, timers and logic_auto
[QUOTE=GoldPlatinum;37298003]How do you guys add music to a CS:GO map? Cant get it working with Triggers, timers and logic_auto[/QUOTE] ambient_generic?
Tried that, wont work
I've set up a spawned zombie npc starting in a scripted_sequence to walk over to a scripted_sequence. I'd like to make it go to a random scripted_sequence out of a few that I have set up. Does anyone know how I might go about doing this? Also do assaults work with zombies?
[img]http://cloud.steampowered.com/ugc/577838751012009191/63452D118FC652A1953ECD73FBCC1ED6FD671CB3/[/img] Anybody got any idea why this is happening. I have made sure that all the edges are lined up (via vertex manipulation) and sew works but doesn't fix it. This happened to anybody else. This is all displacement. (just to make it clear I know about sewing and displacements lining up)
[QUOTE=mcilona;37288591]Should I be grouping detail brushes close together to make them one entity? for an example, i have a row of pillars. Would it be a good idea to make that row of pillars one single func_detail, or should I make them detail brushes individually? I'm wondering if grouping them would be a good idea to keep ent_data low or if they even count towards ent_data at all.[/QUOTE] Far as I know all func_detail brushes get compiled separately. Making them in the same func_detail just makes it easier for the mapper. That's why when you decompile a map the func_details are separated. [editline]18th August 2012[/editline] [QUOTE=mdeceiver79;37303907] Anybody got any idea why this is happening. I have made sure that all the edges are lined up (via vertex manipulation) and sew works but doesn't fix it. This happened to anybody else. This is all displacement. (just to make it clear I know about sewing and displacements lining up)[/QUOTE] This only happens when the brush is invalid. It fixes its self when compiled or the vmf is reloaded.
[QUOTE=Death n1;37304082]Far as I know all func_detail brushes get compiled separately. Making them in the same func_detail just makes it easier for the mapper. That's why when you decompile a map the func_details are separated. [editline]18th August 2012[/editline] This only happens when the brush is invalid. It fixes its self when compiled or the vmf is reloaded.[/QUOTE] No invalid errors, when exiting the vertex manip or alt + p. You are right tho on open hammer has moved a few vertices. Not many, but just enough to ruin everything. There goes a perfectly reasonable map idea...
[QUOTE=mdeceiver79;37304178]No invalid errors, when exiting the vertex manip or alt + p. You are right tho on open hammer has moved a few vertices. Not many, but just enough to ruin everything. There goes a perfectly reasonable map idea...[/QUOTE] You won't get invalid brush errors, it'll just change by its self. You can just stop linking up the backfaces where the vertical/horizontal brushes meet. That should fix it. As long as the visible faces are touching that's all that matters, really.
How do I place weapons in CS:GO maps? (example: in source, you'd place "weapon_m4a1") Thanks.
It is currently broken. Weapons wont spawn when compiled for whatever reason.
Any map I try to compile in CS:GO, crashes the compiler before vbsp.exe gets to run. I get a "hammer_run_map_launcher.exe has stopped working" window and nothing else. This is really frustrating. I made a simple room with an info_player_start in the middle and it crashes too. Everything does. No log or anything.
[QUOTE=samuel2213;37305365]It is currently broken. Weapons wont spawn when compiled for whatever reason.[/QUOTE] Cheers. Do you know if it's the same with 2D skyboxes?
[QUOTE=Nokx;37306295]Cheers. Do you know if it's the same with 2D skyboxes?[/QUOTE] Naah, skyboxes work great.
[QUOTE=kaine123;37303250]I've set up a spawned zombie npc starting in a scripted_sequence to walk over to a scripted_sequence. I'd like to make it go to a random scripted_sequence out of a few that I have set up. Does anyone know how I might go about doing this? Also do assaults work with zombies?[/QUOTE] Anyone?
Does anybody know of any good chandelier props for inside buildings?
[QUOTE=Stiveno;37307932]Does anybody know of any good chandelier props for inside buildings?[/QUOTE] models/props/de_chateau/light_chandelier02.mdl Found in CSS, is the best there is.
[QUOTE=GoldPlatinum;37298003]How do you guys add music to a CS:GO map? Cant get it working with Triggers, timers and logic_auto[/QUOTE]
My map crashes when I pick my team in CS:GO, I pick my team then it just closes, doesn't even show a glimpse of the map, just closes without an error. Help?
[QUOTE=GoldPlatinum;37310507][/QUOTE] Looking at cs_office they just used an ambientgeneric and a logic_timer (for the random radio talk about the hostage)
Turns out game_player_equip doesn't work in CS:GO :(
so I've got some grass detail sprites set up in my map but I want to configure them to face the player at all times, there's a spriteorientation setting in my VBSP file but I don't know what to set the value to in order to get it to work. Any ideas?
Hey guys how to we make the kind of Fog in Portal 2 when you get in the old aperture or when its Wheatley's laboratory Is it a normal Fog that you can make in every source sdk or its something else ? [img]https://developer.valvesoftware.com/w/images/f/fc/Wheatley_map_example.jpg[/img] [img]https://developer.valvesoftware.com/w/images/e/e1/Global_shadow_mapping.jpg[/img]
Sorry, you need to Log In to post a reply to this thread.