• Mapping Question Megathread v3
    4,500 replies, posted
I've probably got a sill question but I need to know. I've got 2 rooms, that's it. Both completely disconnected from each other. When the map compiles, only the room that the player starts in exists in the game. Am I missing something? EDIT: Nope, fixed it. Turns out that if a completely separate room doesn't contain ANYTHING, then it doesn't get included. Good to know.
[QUOTE=towerofpower256;34763536]I've probably got a sill question but I need to know. I've got 2 rooms, that's it. Both completely disconnected from each other. When the map compiles, only the room that the player starts in exists in the game. Am I missing something? EDIT: Nope, fixed it. Turns out that if a completely separate room doesn't contain ANYTHING, then it doesn't get included. Good to know.[/QUOTE] That's untrue.
[QUOTE=wauterboi;34764789]That's untrue.[/QUOTE] Actually it is.
Alright, so, I have this fence texture, and it basically functions as if it's a ladder. How would I go about modifying the texture file to remove this, as having it that way kills my map, because I have some areas where you have to walk on this texture, and if slows the player down and makes jumping forward essentially impossible. This is the VMT file: //VTF was originally made by VALVE, I simply recoloured it "LightmappedGeneric" { "$translucent" 1 "$basetexture" "mirrorsedge/red_fence" "%compilepassbullets" 1 "$surfaceprop" "chainlink" "%keywords" "c17downtown,c17industrial" "%compileladder" 1 } Would all I have to do is remove the ""%compileladder" 1" line and save it?
[quote] "%compile[B]ladder[/B]" 1 [/quote]
[QUOTE=Firegod522;34766302][/QUOTE] What? I know that's there. Basically, what I'm saying is, that's all I need to take out, right? I didn't want to mess something up. I know nothing about textures.
Take it out yes
[QUOTE=Firegod522;34766754]Take it out yes[/QUOTE] Thanks.
[QUOTE=Matt Damon;34767223]OK, I was attempting to open a file that I decompressed using vmex. When it goes to 5% I get an error: File >Insert File Pathway Here< line 394421: unexpected end of file I DONT KNOW WHATS WRONG! But this is what i have (394399-394421) That is THE end of the file. [code] "id" "8677" "classname" "info_overlay" "material" "decals/decalgraffiti027a_cs" "StartU" "1" "EndU" "0" "StartV" "0" "EndV" "1" "BasisOrigin" "-1465 1025.5 -304" "BasisU" "1 0 0" "BasisV" "0 0 -1" "BasisNormal" "0 1 0" "uv0" "-132 -64 0" "uv1" "-132 64 0" "uv2" "132 64 0" "uv3" "132 -64 0" "RenderOrder" "0" "sides" "8353 8359 " "origin" "-1465 1025.5 -304" } entity { "id" "8678" "classname [/code] I need assistance! Please! Anyone?[/QUOTE]
OK, I was attempting to open a file that I decompressed using vmex. When it goes to 5% I get an error: File >Insert File Pathway Here< line 394421: unexpected end of file I DONT KNOW WHATS WRONG! But this is what i have (394399-394421) That is THE end of the file. [code] "id" "8677" "classname" "info_overlay" "material" "decals/decalgraffiti027a_cs" "StartU" "1" "EndU" "0" "StartV" "0" "EndV" "1" "BasisOrigin" "-1465 1025.5 -304" "BasisU" "1 0 0" "BasisV" "0 0 -1" "BasisNormal" "0 1 0" "uv0" "-132 -64 0" "uv1" "-132 64 0" "uv2" "132 64 0" "uv3" "132 -64 0" "RenderOrder" "0" "sides" "8353 8359" "origin" "-1465 1025.5 -304" } entity { "id" "8678" "classname [/code] I need assistance! Please! Anyone?
[QUOTE=Matt Damon;34767672]OK, I was attempting to open a file that I decompressed using vmex. When it goes to 5% I get an error: File >Insert File Pathway Here< line 394421: unexpected end of file I DONT KNOW WHATS WRONG! But this is what i have (394399-394421) That is THE end of the file. [code] "id" "8677" "classname" "info_overlay" "material" "decals/decalgraffiti027a_cs" "StartU" "1" "EndU" "0" "StartV" "0" "EndV" "1" "BasisOrigin" "-1465 1025.5 -304" "BasisU" "1 0 0" "BasisV" "0 0 -1" "BasisNormal" "0 1 0" "uv0" "-132 -64 0" "uv1" "-132 64 0" "uv2" "132 64 0" "uv3" "132 -64 0" "RenderOrder" "0" "sides" "8353 8359" "origin" "-1465 1025.5 -304" } entity { "id" "8678" "classname [/code] I need assistance! Please! Anyone?[/QUOTE] Don't decompile. Ask the author for the vmf and permission to edit, or don't open it up at all.
There's something unique in HalfLife 1 textures that keeps me motivating and getting ideas too, but I can't say the same for hl2's textures. Maybe I love the industrial and little bit of futuristic theme of hl1, but then are there any good industrial themed texture packs for the source engine?
Would it be possible for me to build a map mostly in 3ds max and then bring it into source?
[QUOTE=Quinnjdq;34770897]Would it be possible for me to build a map mostly in 3ds max and then bring it into source?[/QUOTE] Its entirely possible. I wouldn't though, because source is a brush based engine, so you would only get face lighting.
[QUOTE=Firegod522;34771448]Its entirely possible. I wouldn't though, because source is a brush based engine, so you would only get face lighting.[/QUOTE] I have absolutely no skill in sdk, that is why I asked.
[QUOTE=Firegod522;34771448]Its entirely possible. I wouldn't though, because source is a brush based engine, so you would only get face lighting.[/QUOTE] Vertex lighting, not face lighting. Also there's a plugin for exporting brushes as well as models from 3ds max but I can't remember it's name.
Where can I/ how can I find func_dust.cpp. ? [editline]19th February 2012[/editline] Nevermind got it.
[QUOTE=Jiro-uk-;34772592]Where can I/ how can I find func_dust.cpp. ? [/QUOTE] mod/src/game/server/func_dust.cpp EFF EFF EFF...
[QUOTE=Firegod522;34765205]Actually it is.[/QUOTE] [img]http://screensnapr.com/e/UkuR1l.png[/img] [img]http://wauterboi.com/img/263.jpg?1329674706[/img] Woah, you weren't kidding.
ambient_generics are too quiet when I try to make them play songs out of a radio prop. Things I've done to narrow it down for you: Looked through the flags. Set volume to 10. Tested volumes > 10, don't work. Stacked multiple entities, don't work. I cannot amplify the song without clipping, and the sound file is not abnormally quiet. Help?
May seem like a stupid question but is there way to make the level "shake?"
[QUOTE=mopman999;34780579]May seem like a stupid question but is there way to make the level "shake?"[/QUOTE] Use env_shake
[QUOTE=J!m;34780614]Use env_shake[/QUOTE] Ah thanks snip fixed
Why are my overlays not fitting to size when I resize them in the 2d views? [IMG]http://puu.sh/hFWd[/IMG] The top two should be stretching to fit to the boundary boxes but aren't, and the one at the bottom should be smaller instead of getting cut off. How can I fix this?
[QUOTE=phantompain5;34787994]Why are my overlays not fitting to size when I resize them in the 2d views? [IMG]http://puu.sh/hFWd[/IMG] The top two should be stretching to fit to the boundary boxes but aren't, and the one at the bottom should be smaller instead of getting cut off. How can I fix this?[/QUOTE] Are you resizing them seperatly, instead of having them all selected?
I'm having some issues with the episode 1 pine trees: Firstly, I've noticed in some maps that the pine trees cast large thick shadows that look quite nice, but whenever I compile a map with them only the trunk seems to project a shadow. What do you have to do in order to get this effect? Also, when I try to place the tall episode 1 pine tree models, I can't collide with them. If you play on the rp_stalker redux map though, you'll find that you can collide with them(not like they have nodraw brushes put in them, if you shoot them a decal will appear on them and it will be the wood bullet whole texture) Is there any way to get this effect without remodeling them? Or are these special props available somewhere?
[QUOTE=IronPhoenix;34792717]Are you resizing them seperatly, instead of having them all selected?[/QUOTE] All those overlays in the picture were resized separately, I selected them all because I wanted to show you how far I stretched the overlays without the overlays fitting in the boundary boxes. Answer to this quote.. [QUOTE=bIgFaTwOrM12;34795174]I'm having some issues with the episode 1 pine trees: Firstly, I've noticed in some maps that the pine trees cast large thick shadows that look quite nice, but whenever I compile a map with them only the trunk seems to project a shadow. What do you have to do in order to get this effect? Also, when I try to place the tall episode 1 pine tree models, I can't collide with them. If you play on the rp_stalker redux map though, you'll find that you can collide with them(not like they have nodraw brushes put in them, if you shoot them a decal will appear on them and it will be the wood bullet whole texture) Is there any way to get this effect without remodeling them? Or are these special props available somewhere?[/QUOTE] I forget exactly where the answer is but somewhere in there it tells you to use -staticproplighting -staticproppolys in expert compile parameters, and also adding each prop_static's path to lights.rad [video=youtube;2jEuuvSevi0]http://www.youtube.com/watch?v=2jEuuvSevi0[/video]
how do you make a prop not block line of sight? so an npc can see through them but the prop looks normal. [editline]20th February 2012[/editline] they walk around the wall to shoot each other [img]http://img585.imageshack.us/img585/3183/hammer01e.jpg[/img]
Who would you guys recommend to watch mapping tutorials from? I know 3kliksphillip is bad, so I won't follow his. I just started mapping yesterday, so it'd be cool if the tutorials went from basic to medium. I know how to put entities, texture brushes, make moving doors, create spawns, all kinds of that. Just some of the more advanced stuff like arches and vertex editing, entity trails, displacements, sounds and all that jazz. Preferably with commentary.
Mine, firegods and sphinxa's... [url]http://www.youtube.com/user/darkiron...x?feature=mhee[/url] [url]http://www.youtube.com/user/IamAsparagus[/url] [url]http://www.youtube.com/user/Mappingfiregod[/url]
Sorry, you need to Log In to post a reply to this thread.