• Mapping Question Megathread v3
    4,500 replies, posted
[QUOTE=Firegod522;37456838]Did you name them?[/QUOTE] Nope, that seems to be the only fix for this, which is annoying since it doesn't apply to me :/ Any other suggestions would be appreciated
Can you load a css map in gmod with t/ct spawns instead of info_player_start?
[QUOTE=kaine123;37461738]So how exactly can I make it so when people start my custom arsenal map in CS:GO, so they won't have to type "game_type_1?" I tried using "+game_type=1" in the compile options but that doesn't work.[/QUOTE]I think If the server is set to run Arms Race maps, then it should do it automatically. To test the map yourself, load your map. Then type in console "game_type 1", reload your map and it should be working.
[QUOTE=Daniel Smith;37462412]Can you load a css map in gmod with t/ct spawns instead of info_player_start?[/QUOTE] I haven't had any problems doing that so just test it out! [editline]29th August 2012[/editline] [QUOTE=simzboy;37462440]I think If the server is set to run Arms Race maps, then it should do it automatically. To test the map yourself, load your map. Then type in console "game_type 1", reload your map and it should be working.[/QUOTE] I know that already! But nvm about the question I found out what I wanted to do is impossible until Valve gets off there asses and integrates workshop.
How can I get this grate to have shading on the wall and ceiling as well? [IMG]http://cloud.steampowered.com/ugc/559825079534342923/DB078812242B366C4DC5420BD6727B6ADA15BE0F/1024x576.resizedimage[/IMG] Sorry for the darkness. [editline]30th August 2012[/editline] Also, can someone give me configs for adding Garry's Mod to Source SDK with HL2 ep2 configs?
I can't see a fucking thing. You don't need custom configs for GMod, just map in Ep2 and put the bsp in GMod's map folder.
[QUOTE=andololol;37468798]How can I get this grate to have shading on the wall and ceiling as well? Sorry for the darkness.[/QUOTE] Hmm sry i just cant really see anything. I know 2 way to make a shadow for the grate. 1: rebuild the entire grate manually with brush so the brush will "block" the light and make the shadow i recomend you to use a low Lightmap Level on the texture you want the grid to be.. else it will be blur if its far away -- If you dont know what i mean Look for Advanced Lighting Tutorials [url]https://developer.valvesoftware.com/wiki/Advanced_Lighting[/url] 2: Work with the alpha Channel - [url]https://developer.valvesoftware.com/wiki/Advanced_Lighting[/url] [quote]-textureshadows Not all props have their "holes" defined solely by geometry. Mesh fences, for example, use textures with alpha channels. These are not normally recognized by VRAD, so if you use them you will have to either disable shadows from them (which sometimes produces decent results) or add this option, which forces VRAD to take alpha channels into account as well, just like with brushes. To make -textureshadows work, you need to create a custom RAD file for your map listing which props you want this option to affect. Extract the lights.rad file from the game in question using GCFScape or Crafty, place it in the game folder, and give it a new name. Then, open it in any text editor and append the line forcetextureshadow [full path of prop] to the file for each model you want this to affect. You will also need to have 'staticproppolys enabled for this to work. Finally, append -lights [name of your custom RAD file] -textureshadows to the $light_exe Parameters list (see above).[/quote]
[QUOTE=tommo120;37456188]Ok, so I kinda got some decent looking lighting, but now I have a different problem... I added some small red lights, just normal light entities, and they have caused this to happen [IMG_thumb]http://puu.sh/100hH[/IMG_thumb] Halp?! D:[/QUOTE] Heh, I have seen so many Shipment remakes so far it's hilarious :v:
[QUOTE=pac0master;37473214]Hmm sry i just cant really see anything. I know 2 way to make a shadow for the grate. 1: rebuild the entire grate manually with brush so the brush will "block" the light and make the shadow i recomend you to use a low Lightmap Level on the texture you want the grid to be.. else it will be blur if its far away -- If you dont know what i mean Look for Advanced Lighting Tutorials [url]https://developer.valvesoftware.com/wiki/Advanced_Lighting[/url] 2: Work with the alpha Channel - [url]https://developer.valvesoftware.com/wiki/Advanced_Lighting[/url][/QUOTE] Wait are you suggesting he makes a load of blocklight brushes where the metal on the grate is?
[QUOTE=TCB;37476856]Wait are you suggesting he makes a load of blocklight brushes where the metal on the grate is?[/QUOTE] What he's saying doesn't sound very logical to me. [editline]30th August 2012[/editline] Fixed the brightness [IMG]http://cloud.steampowered.com/ugc/559825079541391528/C7BD9A0AD2176C2785AB0B6B885C2AB66052DA52/1024x576.resizedimage[/IMG] Although, for some odd reason, I feel like an idiot.
There's probably a fancy VMT flag for it, but is it not possible to use a projectedtexture? That is, if the player doesn't have the flashlight.
[QUOTE=TCB;37477087]There's probably a fancy VMT flag for it, but is it not possible to use a projectedtexture? That is, if the player doesn't have the flashlight.[/QUOTE] I'm too new to Hammer, how do I flag things in some kind of way?
Extract the vmt for the texture you're using and find out if there's a flag to get what you're trying to achieve. Firegod knows his shit, wait for him to show up.
Where can I get more inspiration for mapping?
[QUOTE=BigBoom;37473750]Heh, I have seen so many Shipment remakes so far it's hilarious :v:[/QUOTE] I can imagine. I wanted to get back into mapping though, and I thought I'd start with something small and simple to remake :P Also the layout is pretty good for Arms Race on CS:GO
[QUOTE=andololol;37468798]How can I get this grate to have shading on the wall and ceiling as well? [IMG]http://cloud.steampowered.com/ugc/559825079534342923/DB078812242B366C4DC5420BD6727B6ADA15BE0F/1024x576.resizedimage[/IMG] Sorry for the darkness. [editline]30th August 2012[/editline] Also, can someone give me configs for adding Garry's Mod to Source SDK with HL2 ep2 configs?[/QUOTE] no, no need to thank me [url]http://www.interlopers.net/tutorials/27738[/url]
[QUOTE=andololol;37476923]What he's saying doesn't sound very logical to me. [editline]30th August 2012[/editline] Fixed the brightness [IMG]http://cloud.steampowered.com/ugc/559825079541391528/C7BD9A0AD2176C2785AB0B6B885C2AB66052DA52/1024x576.resizedimage[/IMG] Although, for some odd reason, I feel like an idiot.[/QUOTE] You can only make models cast lights through their alpha channel.
Will portal 2 props work fine with ep2 config if just drag them over?
[QUOTE=Barbarian887;37489934]Will portal 2 props work fine with ep2 config if just drag them over?[/QUOTE] No.
found this megapack [url]http://www.facepunch.com/showthread.php?t=1082450[/url] Works!
Okay, when I make doors these black edges appear. I used the texture tool and clicked the fit button, but nothing changed. How do I fix this so only the door is visible? [QUOTE][IMG]http://imageflock.com/img/1346506462.png[/IMG][/QUOTE]
That is a part of the texture. I'm guessing its a sort of template for the frames. Just center it and cut the black parts away.
[QUOTE=CRASHFORT;37494644]That is a part of the texture.[/QUOTE] Oh okay, I'll try that. [I]Edit[/I] I got it thanks.
Anybody have any advice on how to create an elevator that has doors that are open and then close when you use it? I've watched some videos so I can get the basic elevator but it'd be great if I could find out how to have doors in my elevator.
Is there any place the number of used ai-nodes is shown except for the nodeID itself? I started a really big map and put a lot of nodes into it. When I had about 1/3 of the map noded, new nodes wouldn't appear and i was getting 'invalid nav-files' in the console. Turns out I exceeded the 1500-nodes-limit I didn't know about before. Now I did some research about it and I was able (thank to awesome entities such as info_node_link) to reduce the number of nodes from >2000 to roughly 500. Since I only have 1/3 of my map noded, I need to know how many nodes I have left for the rest of the map, so I can calculate accordingly. The problem is, I didn't delete the old nodes, which results in ID's starting at 2000 and I have no way to find out how many I've actually used... Any ideas?
Use [url=http://www.riintouge.com/VIDE]VIDE[/url]'s Entity Lump Editor and filter by "node". Will likely need to disable filtering by key and value to reduce false positives.
I need a good lighting tutorial and I dont know where to go.
[QUOTE=Zandorum;37505223]I need a good lighting tutorial and I dont know where to go.[/QUOTE] [URL="https://docs.google.com/document/d/1jiD7W8qvGC8QSGpLvbfG9VREeXqpX_9gOnWxe49nBCs/edit"]https://docs.google.com/document/d/1jiD7W8qvGC8QSGpLvbfG9VREeXqpX_9gOnWxe49nBCs/edit[/URL] Hope this helps :)
Anybody know why my UnlitGeneric texture doesn't show up through a water surface? [img_thumb]http://hashcookie.net/uploads/17a4ef7904_ttt_sinking0019.jpg[/img_thumb]
How to make ssbump mapping for models?
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