• Mapping Question Megathread v3
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[QUOTE=pac0master;37370563]I am looking for advanced Tutorial .. Making a cinematic Camera Shaking the Screen and Scripted Destruction Thanks for helping me[/QUOTE] Scripted destruction? That would be called cinematic physics. Or rather "we are cheap and won't update the physics engine to something that can actually support unscripted physics, so lets just animate a model instead."
Any decals/overlays for dirt and grime?
[QUOTE=Yanzl;37362406]Does anyone know how to properly set up collision models for animated models? I've made the model of 2 parts of an elevator door, each one opens its own way and I've parented the each part of collison model to one side. But right now it's only parented to the right side and not working correctly: [img]http://shrani.si/f/1V/IJ/4Bn2wkzf/colission.png[/img] [img]http://shrani.si/f/2G/WO/3qwIa0sZ/colission2.png[/img] How do I fix this?[/QUOTE] So there's $collisionmodel, and $collisionjoints if you're trying to set up the collision mesh of a model. You can tell which one is which in HLMV because the former shows up as a red wireframe, and the latter as a yellow wireframe. $collisionjoints is used for collision hulls around individual moving parts, which is exactly what you're doing. It gets a little more complicated if you're having concave parts, but luckily that's not the case here so it's pretty easy to get going. Just use $collisionjoints instead of $collisionmodel, so something along the lines of this: [CODE]$collisionjoints "phys.smd" { $mass 25.0 $inertia 1.00 $damping 0.00 $rotdamping 0.00 }[/CODE] Don't bother using brushes to re-create the animation. There's going to be a time when you want much more intricate movements, and then you won't be able to re-create them so easily. Also, this saves you a lot of time. [editline]23rd August 2012[/editline] [QUOTE=IronPhoenix;37370977]Scripted destruction? That would be called cinematic physics. Or rather "we are cheap and won't update the physics engine to something that can actually support unscripted physics, so lets just animate a model instead."[/QUOTE] You're not helping him at all. Also, you're being unnecessarily arrogant. Baking physics into an animation is neither lazy nor cheap. 'Updating the physics engine so it could actually support unscripted physics' isn't something they could easily do but rather wouldn't. Physics engines are really complicated, and optimizing them to such a degree might not even be possible right now. Also, they didn't 'animate' a model. They did actual physics simulation in a modelling package (I wouldn't be surprised if they used Havok, the same physics engine as Source), and then baked it into an animation so it takes only a fraction of the required computational power, and it looks [i]identical[/i]. [QUOTE=pac0master;37370563]I am looking for advanced Tutorial .. Making a cinematic Camera Shaking the Screen and Scripted Destruction Thanks for helping me[/QUOTE] Use a [url=https://developer.valvesoftware.com/wiki/Point_viewcontrol]point_viewcontrol[/url] if you want to animate the camera. Use an [url=https://developer.valvesoftware.com/wiki/Env_shake]env_shake[/url] to shake the player's screen. Use [url=https://developer.valvesoftware.com/wiki/Cinematic_Physics]this article[/url] to create cinematic physics model(s). You'll require a modelling package and some plug-ins though. It might take a while to get it right.
So, I'm remaking an old community map that somebody made (I didn't intend to release, but it's coming out way better than I thought it would. Hate me if you want.) Anyway, This is happening. This is in the sky- [img_thumb]http://i.imgur.com/EXOzH.jpg[/img_thumb] And there's supposed to be water here, too. But it's invisible. [img_thumb]http://i.imgur.com/yGSwI.jpg[/img_thumb] I know there's a leak somewhere, but wherever I check there are no leaks. Load pointfile points to the sky_camera entity. I have no idea what it wants me to do about that, because it's on the origin, and I can't delete it. And now that I click load pointfile to show you guys in person, a dialog comes up to physically OPEN a .lin file. What the shit? Isn't that supposed to happen anyway?
What entity does the log say is leaked?
Make sure you have only one sky_camera. I'm guessing you did that already though. Either the sky_camera itself is outside of the map, or the 3D skybox it resides in has a leak. What exactly is the problem with loading the pointfile? I think it should be in the same folder as your .VMF Try solving that first, because that should draw a line straight to wherever the leak is, after which it should be fairly simple to cover up the hole. Make sure you don't use displacements or vertex edited brushes to seal the map. That usually causes lots of problems.
[QUOTE=kaine123;37363820]Anyone?[/QUOTE] Take a look through Gamemodes.txt, the maps and the modes they can be played on are defined in there. Did a bit of playing around with it last night and got my map to appear in the list, only took a few minutes :) Obviously not entirely practical for releasing a map, but it works
I'm trying to get that dingy appartment with shitty fluorescent lghting feeling, but I'm just not feeling it right now. The fluorescent lights have a slight blue-green tint, like they do in real life, but I don't think it's what I'm looking for. What do you guys think? [img_thumb]http://i.imgur.com/H7p8m.jpg[/img_thumb]
[QUOTE=Mister Royzo;37374766] Use a [url=https://developer.valvesoftware.com/wiki/Point_viewcontrol]point_viewcontrol[/url] if you want to animate the camera. Use an [url=https://developer.valvesoftware.com/wiki/Env_shake]env_shake[/url] to shake the player's screen. Use [url=https://developer.valvesoftware.com/wiki/Cinematic_Physics]this article[/url] to create cinematic physics model(s). You'll require a modelling package and some plug-ins though. It might take a while to get it right.[/QUOTE] Thanks, I am looking at it Right now What i want to do is for portal 2 shaking the screen then debris just pass through the test chamber from the ceiling to the flooring then a camera that look at the destruction when it happen
[QUOTE=Highwind;37377348]I'm trying to get that dingy appartment with shitty fluorescent lghting feeling, but I'm just not feeling it right now. The fluorescent lights have a slight blue-green tint, like they do in real life, but I don't think it's what I'm looking for. What do you guys think? [img_thumb]http://i.imgur.com/H7p8m.jpg[/img_thumb][/QUOTE] Looks fine, but the flare looks pretty bad.
[QUOTE=pac0master;37377930]Thanks, I am looking at it Right now What i want to do is for portal 2 shaking the screen then debris just pass through the test chamber from the ceiling to the flooring then a camera that look at the destruction when it happen[/QUOTE] Hmmm. Do you really need to take the camera and point it at the destruction? Taking control away from the player to show something isn't really Portal 2's style. Or Valve's style in general. Not saying it's wrong though. I'm sure you have a good reason for it.
[QUOTE=Mister Royzo;37378363]Hmmm. Do you really need to take the camera and point it at the destruction? Taking control away from the player to show something isn't really Portal 2's style. Or Valve's style in general. Not saying it's wrong though. I'm sure you have a good reason for it.[/QUOTE] Its because i dont want the player to go in the destruction site and fell off the map with the debris ... but that may be funny too lol Here some pic of my test chamber at it is atm This is the bottomless pit from inside .. so i just use God and noclip .. i added playerclip to the blue beam so you can get out of it [IMG_THUMB]http://img10.imageshack.us/img10/9427/spmastertest00d0007.jpg[/IMG_THUMB] Here is the pit from the top I want to build up some kind of "fake flooring" and destroying it by the scripted physic animation . or any way that can be used for it My idea is that the core or something just make the facility unstable so sometime the place just shake the shaking damaged a support beam of the roof then it collapse and pass through the chamber (because of it weight it just break the ceiling and the "fake floor" [IMG_THUMB]http://img259.imageshack.us/img259/2208/spmastertest00d0002.jpg[/IMG_THUMB] This is over the Ceiling we only can access this by nocliping on the top As you can see i could easily find a good place for a weak steal beam .. Right now im thinking about the animation itself I was thinking about sleeping / disable physical movement a prop physic or something like that , and unfreezing it at a precise time to make it looking good .. but it would be way too complex [IMG_THUMB]http://img18.imageshack.us/img18/2479/spmastertest00d0004.jpg[/IMG_THUMB] You can play the actual map here [url]http://steamcommunity.com/sharedfiles/filedetails/?id=90082473[/url]
[QUOTE=Mister Royzo;37374766]So there's $collisionmodel, and $collisionjoints if you're trying to set up the collision mesh of a model. You can tell which one is which in HLMV because the former shows up as a red wireframe, and the latter as a yellow wireframe. $collisionjoints is used for collision hulls around individual moving parts, which is exactly what you're doing. It gets a little more complicated if you're having concave parts, but luckily that's not the case here so it's pretty easy to get going. Just use $collisionjoints instead of $collisionmodel, so something along the lines of this: [CODE]$collisionjoints "phys.smd" { $mass 25.0 $inertia 1.00 $damping 0.00 $rotdamping 0.00 }[/CODE] Don't bother using brushes to re-create the animation. There's going to be a time when you want much more intricate movements, and then you won't be able to re-create them so easily. Also, this saves you a lot of time. [/QUOTE] I'm already using $collisionjoints, I just don't know how to set it up properly. Right now each side of the door is its own mesh and the 2 parts of the collision are also 2 seperate meshes. I parented each one to the door part. I tried making the collision stuff one whole mesh before and skin it to the doors, but it did the same as right now.
[QUOTE=TCB;37378233]Looks fine, but the flare looks pretty bad.[/QUOTE] Agreed. How do you recommend fixing the flare?
I was just wondering where you guys get your custom textures, props or just anything custom? Is there a website that has all this stuff for source sdk or do you make it your selves?
[QUOTE=Highwind;37379716]Agreed. How do you recommend fixing the flare?[/QUOTE] remove it [editline]24th August 2012[/editline] [QUOTE=elih595;37381123]I was just wondering where you guys get your custom textures, props or just anything custom? Is there a website that has all this stuff for source sdk or do you make it your selves?[/QUOTE] cgtextures then vtf-ify it
[QUOTE=elih595;37381123]I was just wondering where you guys get your custom textures, props or just anything custom? Is there a website that has all this stuff for source sdk or do you make it your selves?[/QUOTE] [url]http://gamebanana.com/textures[/url] [url]http://gamebanana.com/prefabs[/url] Its where i got a few of mine I also create my own with paint.net :3
While I know this very recent and probably untested, anyone know how to do something basic for Man Vs. Machine yet?
Everytime I make a breakable surf in cs:go, the brush just disappears when I run the map in-game. I have tried making it all nodraw, with only one side as the glass and I made sure to have it only one unit thick. And I've tried all the glass textures.
[QUOTE=Chihuahua;37381895]While I know this very recent and probably untested, anyone know how to do something basic for Man Vs. Machine yet?[/QUOTE] I'm working on a MvM map on my own and when I get around to the MvM part of it, I'm going to decompile one of Valve's maps to take a look. You should do the same.
Okay, so. [QUOTE=TCB;37375659]What entity does the log say is leaked?[/QUOTE] I think the "leak" resolved itself. [QUOTE=Mister Royzo;37375968]Make sure you have only one sky_camera. I'm guessing you did that already though. Either the sky_camera itself is outside of the map, or the 3D skybox it resides in has a leak. What exactly is the problem with loading the pointfile? I think it should be in the same folder as your .VMF Try solving that first, because that should draw a line straight to wherever the leak is, after which it should be fairly simple to cover up the hole. Make sure you don't use displacements or vertex edited brushes to seal the map. That usually causes lots of problems.[/QUOTE] The compile log (just a fast & fast compile, if that matters) turned out like this: [code] ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\st112570\sourcesdk\bin\source2009\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\st112570\half-life 2 episode two\ep2" "C:\Users\Tim\Documents\VMFs\gm_floodzone_v2.vmf" Valve Software - vbsp.exe (Sep 15 2011) 6 threads materialPath: c:\program files (x86)\steam\steamapps\st112570\half-life 2 episode two\ep2\materials Loading C:\Users\Tim\Documents\VMFs\gm_floodzone_v2.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\st112570\half-life 2 episode two\ep2\gameinfo.txt Patching WVT material: maps/gm_floodzone_v2/de_cbble/grassdirt_blend_wvt_patch Patching WVT material: maps/gm_floodzone_v2/concrete/blend_sidewalk_01_wvt_patch Patching WVT material: maps/gm_floodzone_v2/concrete/blendbunk_conc01_wvt_patch fixing up env_cubemap materials on brush sides... env_cubemap pointing at deleted brushside near (-178, -277, 5448) env_cubemap pointing at deleted brushside near (-178, -277, 5448) 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 (2) Error! Entity sky_camera in solid volume! at 0.0 0.0 0.0 ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\st112570\sourcesdk\bin\source2009\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\st112570\half-life 2 episode two\ep2" -fast "C:\Users\Tim\Documents\VMFs\gm_floodzone_v2" Valve Software - vvis.exe (Sep 15 2011) fastvis = true 6 threads reading c:\users\tim\documents\vmfs\gm_floodzone_v2.bsp reading c:\users\tim\documents\vmfs\gm_floodzone_v2.prt LoadPortals: couldn't read c:\users\tim\documents\vmfs\gm_floodzone_v2.prt ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\st112570\sourcesdk\bin\source2009\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\st112570\half-life 2 episode two\ep2" -noextra "C:\Users\Tim\Documents\VMFs\gm_floodzone_v2" Valve Software - vrad.exe SSE (Sep 15 2011) Valve Radiosity Simulator 6 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\users\tim\documents\vmfs\gm_floodzone_v2.bsp Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (4.59 seconds) 5755 faces 4 degenerate faces 40018144 square feet [5762612736.00 square inches] 119 Displacements 216425 Square Feet [31165270.00 Square Inches] sun extent from map=0.000000 7 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (7) Build Patch/Sample Hash Table(s).....Done<0.0307 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (105) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 419/8192 5028/98304 ( 5.1%) brushsides 5943/65536 47544/524288 ( 9.1%) planes 9306/65536 186120/1310720 (14.2%) vertexes 7764/65536 93168/786432 (11.8%) nodes 5307/65536 169824/2097152 ( 8.1%) texinfos 681/12288 49032/884736 ( 5.5%) texdata 90/2048 2880/65536 ( 4.4%) dispinfos 119/0 20944/0 ( 0.0%) disp_verts 23575/0 471500/0 ( 0.0%) disp_tris 40960/0 81920/0 ( 0.0%) disp_lmsamples 551219/0 551219/0 ( 0.0%) faces 5755/65536 322280/3670016 ( 8.8%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 1360/65536 76160/3670016 ( 2.1%) leaves 5309/65536 169888/2097152 ( 8.1%) leaffaces 7913/65536 15826/131072 (12.1%) leafbrushes 5081/65536 10162/131072 ( 7.8%) areas 3/256 24/2048 ( 1.2%) surfedges 31339/512000 125356/2048000 ( 6.1%) edges 17911/256000 71644/1024000 ( 7.0%) LDR worldlights 7/8192 616/720896 ( 0.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 2/32768 24/393216 ( 0.0%) waterstrips 431/32768 4310/327680 ( 1.3%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 8130/65536 16260/131072 (12.4%) cubemapsamples 16/1024 256/16384 ( 1.6%) overlays 4/512 1408/180224 ( 0.8%) LDR lightdata [variable] 2485960/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 85753/393216 (21.8%) LDR ambient table 5309/65536 21236/262144 ( 8.1%) HDR ambient table 5309/65536 21236/262144 ( 8.1%) LDR leaf ambient 21689/65536 607292/1835008 (33.1%) HDR leaf ambient 5309/65536 148652/1835008 ( 8.1%) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) detail props [variable] 1/12 ( 8.3%) static props [variable] 1/15330 ( 0.0%) pakfile [variable] 1812053/0 ( 0.0%) physics [variable] 159920/4194304 ( 3.8%) physics terrain [variable] 39516/1048576 ( 3.8%) Level flags = 0 Total triangle count: 14383 Writing c:\users\tim\documents\vmfs\gm_floodzone_v2.bsp 2 minutes, 1 second elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Tim\Documents\VMFs\gm_floodzone_v2.bsp" "c:\program files (x86)\steam\steamapps\st112570\half-life 2 episode two\ep2\maps\gm_floodzone_v2.bsp" [/code] It says the sky_camera is in a solid volume, which...what. It's not. There's nothing there.
[QUOTE=st112570;37388126]Okay, so. I think the "leak" resolved itself. The compile log (just a fast & fast compile, if that matters) turned out like this: [code] -Huge compile log that I almost forgot to unquote- [/code] It says the sky_camera is in a solid volume, which...what. It's not. There's nothing there.[/QUOTE] Right now I'm guessing the compiler is speaking the truth, and maybe you accidentally left a brush the exact size of the skybox in there. You couldn't tell it's there from the inside, and it wouldn't show up as a wireframe because it's the exact same as the actually hollow skybox itself. Would your project be too delicate to send over the VMF? There's so many things that could be wrong right now, it would be quicker if I could just take a look myself. [editline]24th August 2012[/editline] [QUOTE=Yanzl;37378694]I'm already using $collisionjoints, I just don't know how to set it up properly. Right now each side of the door is its own mesh and the 2 parts of the collision are also 2 seperate meshes. I parented each one to the door part. I tried making the collision stuff one whole mesh before and skin it to the doors, but it did the same as right now.[/QUOTE] Sorry for the late reply. You need to make sure both objects are in [u]separate[/u] smoothing groups from each other. Also make sure they are assigned a material with a texture (doesn't matter what texture, as long as they have one).
[QUOTE=Mister Royzo;37388482]Right now I'm guessing the compiler is speaking the truth, and maybe you accidentally left a brush the exact size of the skybox in there. You couldn't tell it's there from the inside, and it wouldn't show up as a wireframe because it's the exact same as the actually hollow skybox itself. Would your project be too delicate to send over the VMF? There's so many things that could be wrong right now, it would be quicker if I could just take a look myself. [editline]24th August 2012[/editline] Sorry for the late reply. You need to make sure both objects are in [u]separate[/u] smoothing groups from each other. Also make sure they are assigned a material with a texture (doesn't matter what texture, as long as they have one).[/QUOTE] Yeah, it's...interesting. I'll upload the VMF somewhere for you. Edit: [url]https://rapidshare.com/files/2160695839/gm_floodzone_v2.vmf[/url] It's a remake (fix up) of [url]http://www.garrysmod.org/downloads/?a=view&id=121569[/url] Like I said, it was supposed to be a personal project, but it's coming out nice blah blah blah I would credit the creator if I knew who they were. I think it's that trainguy but I'm not sure.
[QUOTE=Highwind;37379716]Agreed. How do you recommend fixing the flare?[/QUOTE] Is the flare an env_sprite? Because there's a [url=https://developer.valvesoftware.com/wiki/Point_spotlight]point_spotlight[/url] entity which only shows flare effects when viewed from the right angle.
[quote]Error! Entity sky_camera in solid volume! at 0.0 0.0 0.0 [/quote] go to 0 0 0 and move your sky_camera out of a brush. [editline]no[/editline] Delete all your sky_camera entity and remake it.
I can't seem to find it anywhere, but what is the brush entity name for the "portal brushes" included in portal 2's sdk? [media]http://www.youtube.com/watch?v=xk9xfKMZPIU[/media]
[url]https://developer.valvesoftware.com/wiki/Linked_portal_door[/url]
Oh I thought it was a brush entity. My bad.
I moved the sky_camera slightly upwards, and it seems to compile now. I'm not sure what brush it was supposed to be inside though. Either try to find that brush and remove it, or re-make the skybox. One thing I noticed is that the skybox is at 0,0,0 and the map itself is somewhere much higher. Normally it's the other way around. The sky_camera is there to show where 0,0,0 in the map would be in skybox-space. You probably misunderstood the [url=https://developer.valvesoftware.com/wiki/3D_Skybox]skybox creation article[/url], I reccommend removing the skybox, moving the map down and trying again.
is it just me or does func_reflective_glass crash CSGO hammer?
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