• Mapping Question Megathread v3
    4,500 replies, posted
Its normal fog, nothing special about it. Edit: [QUOTE=someguyihate;37313586]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?[/QUOTE] [QUOTE]detailOrientation <int> How the sprite will react to the camera: 0: It will not rotate. 1: It will rotate around its origin to always face the camera head-on 2: It will rotate around its Z-axis only to face the camera. This is the most common setting, as it foreshortens the sprite while keeping it otherwise head-on. [/QUOTE] [url]https://developer.valvesoftware.com/wiki/Detail_props[/url]
[QUOTE=Firegod522;37312824]Looking at cs_office they just used an ambientgeneric and a logic_timer (for the random radio talk about the hostage)[/QUOTE] Tried that and it didnt work, also didnt find the timer on the decompiled office map
Hello guys, does anyone know if I still can simulate shadows using blocks with blocklight texture in cs:go sdk ? I've used env_cascade_light to drop some shadows, but I want to simulate indoors shadows with fences and metal gates, but it don't work.
[QUOTE=GoldPlatinum;37315143]Tried that and it didnt work, also didnt find the timer on the decompiled office map[/QUOTE] Valve provided the vmf for their files C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\sdk_content\maps
[QUOTE=Grenade Man;37315090]Its normal fog, nothing special about it. Edit: [url]https://developer.valvesoftware.com/wiki/Detail_props[/url][/QUOTE] Well actually the fog in the later versions of source is pretty nice compared to HL2's crappy farz fog. I mean it uses distance between eyepos and worldpos to control the fog density, which makes it like a sphere around the player which looks fucking awesome.
TF2 is crashing if I try to make a new map, or load any other maps. I tried both refreshing sdk content and resetting the game configurations. I don't know what else to do.
[QUOTE=thejjokerr;37324176]Is there a "Hire a mapper"-thread in this sub-board? And also what do you guys feel is an acceptable reward for making a map ($/hr)?[/QUOTE] Depends how big the request is, how much custom content etc. People usually open a new thread for a request, however a thread dedicated to that would be a nice idea.
I've got a little problem with the Combine light props. As long as I remain close to them, they're fine, but whenever I put a little distance between myself and the props they automatically change into low-poly versions of themselves and it's really notable: [img]http://i.imgur.com/5q4PP.png[/img] [img]http://i.imgur.com/Jbt3M.png[/img] There's also a third model with an even lower poly-count. Both versions - 001a and 001b - are affected, other models aren't. Any clue on what I might be doing wrong and how I could fix it?
[QUOTE=zomgfoo;37325247]I've got a little problem with the Combine light props. As long as I remain close to them, they're fine, but whenever I put a little distance between myself and the props they automatically change into low-poly versions of themselves and it's really notable: [img]http://i.imgur.com/5q4PP.png[/img] [img]http://i.imgur.com/Jbt3M.png[/img] There's also a third model with an even lower poly-count. Both versions - 001a and 001b - are affected, other models aren't. Any clue on what I might be doing wrong and how I could fix it?[/QUOTE] Going to recompile this with a new lod distance, give me a minute [editline]20th August 2012[/editline] Okay done, same model name but the path is now props_combine_new/combine_light001a [URL="https://dl.dropbox.com/u/33714868/models.zip"]https://dl.dropbox.com/u/33714868/models.zip[/URL] Tested and working. Let me know when i can take the link down :)
[QUOTE=pinecleandog;37325510]Going to recompile this with a new lod distance, give me a minute [editline]20th August 2012[/editline] Okay done, same model name but the path is now props_combine_new/combine_light001a [URL="https://dl.dropbox.com/u/33714868/models.zip"]https://dl.dropbox.com/u/33714868/models.zip[/URL] Tested and working. Let me know when i can take the link down :)[/QUOTE] Got it. Any chance you could do 001b as well? Either way, kudos for your help man.
Sure, but not right now, remind me as an PM tommorow, doing some textures for someone at the moment, sorry :(
[QUOTE=Highwind;37305761]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] I fixed the problem by bypassing the hammer_run_map_launcher.exe in Hammer and started using Nem's Batch Compiler. I can tell the Batch Compiler to use the newer CS:GO vbsp, vvis and vrad executables and it compiles my map like a charm.
A few questions: Is there a basic outline anywhere on how to make decent-looking terrain? How would I go about adding a 2D/3D Skybox?(EDIT: I read the first few pages of the thread and know how to do sky_camera and terrain scaling, but when I compile and run the map, it does that trippy trailing thing, I want to know how to not do that.) How do I make invisible walls?
How do I compile a map \w custom texture? Apparently other people get the purple black chessboard because it doesn't include the texture for other people.
[QUOTE=gaminji;37330435]A few questions: Is there a basic outline anywhere on how to make decent-looking terrain? How would I go about adding a 2D/3D Skybox?(EDIT: I read the first few pages of the thread and know how to do sky_camera and terrain scaling, but when I compile and run the map, it does that trippy trailing thing, I want to know how to not do that.) How do I make invisible walls?[/QUOTE] Mini displacement tutorial I made for another thread a while back: Make it a power of 3 and split it into sections. Uploading a picture now. (section amount and size depend on how large the displacement is.) [IMG]http://i.imgur.com/he2Jc.jpg[/IMG]
Use pakrat to embed the texture into the bsp. Or send them the textures
[QUOTE=Stiveno;37330576]Mini displacement tutorial I made for another thread a while back: Make it a power of 3 and split it into sections. Uploading a picture now. (section amount and size depend on how large the displacement is.) [IMG]http://i.imgur.com/he2Jc.jpg[/IMG][/QUOTE] Blegh, Nevermind. Thanks!
I'm trying to make a dark hospital wing but the light props glow for some reason. Anyone know how to fix it? The light right above me is the only one that has a spotlight under it. [URL=http://filesmelt.com/][IMG]http://filesmelt.com/dl/2012-08-20_000012.jpg[/IMG][/URL] Sorry about the huge image I don't now how to link it.
[QUOTE=gaminji;37330435] How do I make invisible walls?[/QUOTE] Nodraw or a clip (use a playerclip if you want it to only block the player and nothing else)
[QUOTE=elih595;37331256]I'm trying to make a dark hospital wing but the light props glow for some reason. Anyone know how to fix it? The light right above me is the only one that has a spotlight under it. [URL=http://filesmelt.com/][IMG]http://filesmelt.com/dl/2012-08-20_000012.jpg[/IMG][/URL] Sorry about the huge image I don't now how to link it.[/QUOTE] Put in cubemaps.
Cubemaps don't seem to be doing anything.
I assume the lighting origin for the light models is somewhere brighter. Move the origin to ~2 units lower than the ceiling, right under the light's center. Or compile with [url=http://www.nodraw.net/2010/12/lighting-compile-options/]-staticproplighting[/url].
I don't recognize the model but it might have a self-illuminated "on" skin by default. Try switching the skin to 1. Also, I need to [i]stop[/i] light from coming in through some windows. Is there any way I can 'occlude' the windows so that you can still see through them, but when the map is being compiled, light does not pass through them? I can fiddle around with having black light entities in the room, but that's not a very graceful solution. There's probably something cleverer.
Is there any reason Hammer isn't compiling my map? [code] ** Executing... ** Command: "c:\program files\steam\steamapps\gaminji\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\gaminji\team fortress 2\tf" "C:\Program Files\Steam\steamapps\gaminji\sourcesdk_content\tf\mapsrc\canyon.vmf" Valve Software - vbsp.exe (Aug 13 2012) 2 threads materialPath: c:\program files\steam\steamapps\gaminji\team fortress 2\tf\materials Loading C:\Program Files\Steam\steamapps\gaminji\sourcesdk_content\tf\mapsrc\canyon.vmf fixing up env_cubemap materials on brush sides... Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Finding displacement neighbors... ** Executing... ** Command: "c:\program files\steam\steamapps\gaminji\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\gaminji\team fortress 2\tf" "C:\Program Files\Steam\steamapps\gaminji\sourcesdk_content\tf\mapsrc\canyon" Valve Software - vvis.exe (Aug 13 2012) 2 threads reading c:\program files\steam\steamapps\gaminji\sourcesdk_content\tf\mapsrc\canyon.bsp Error opening c:\program files\steam\steamapps\gaminji\sourcesdk_content\tf\mapsrc\canyon.bsp ** Executing... ** Command: "c:\program files\steam\steamapps\gaminji\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\gaminji\team fortress 2\tf" "C:\Program Files\Steam\steamapps\gaminji\sourcesdk_content\tf\mapsrc\canyon" Valve Software - vrad.exe SSE (Aug 13 2012) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [34 texlights parsed from 'lights.rad'] Loading c:\program files\steam\steamapps\gaminji\sourcesdk_content\tf\mapsrc\canyon.bsp Error opening c:\program files\steam\steamapps\gaminji\sourcesdk_content\tf\mapsrc\canyon.bsp ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files\Steam\steamapps\gaminji\sourcesdk_content\tf\mapsrc\canyon.bsp" "c:\program files\steam\steamapps\gaminji\team fortress 2\tf\maps\canyon.bsp" The command failed. Windows reported the error: "The system cannot find the file specified." [/code] I haven't added or removed any files since the last map I compiled, and it worked fine then. I verified the cache, too. :\
Did you check that the folder you're compiling to exists, and that you have write permissions?
[QUOTE=Mister Royzo;37333018]I don't recognize the model but it might have a self-illuminated "on" skin by default. Try switching the skin to 1. Also, I need to [i]stop[/i] light from coming in through some windows. Is there any way I can 'occlude' the windows so that you can still see through them, but when the map is being compiled, light does not pass through them? I can fiddle around with having black light entities in the room, but that's not a very graceful solution. There's probably something cleverer.[/QUOTE] blocklight textured brush.
-snippity snip-
Try launching TF2, gaminji, then recompile.
[QUOTE=TCB;37333787]blocklight textured brush.[/QUOTE] Excellent! Thank you. I remembered that there was something for it, but Google failed to tell me what would obviously be answered nearly instantaneously by a fellow mapper of Facepunchian descent.
Be warned, it might be 2spooky4u.
Sorry, you need to Log In to post a reply to this thread.