Everytime I make a 3D skybox on my map, hammer crashes and deletes all the props on my map. Why does it do this?
[QUOTE=ozonozgur;37506728]How to make ssbump mapping for models?[/QUOTE]
Models can't have ssbump. Only brushes.
[url]http://facepunch.com/showthread.php?t=947473&highlight=[/url]
search for
SSBump Textures
[editline]2nd September 2012[/editline]
[QUOTE=iostream;37506670]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][/QUOTE]
Does a regular lightmapped surface work with $selfillum 1?
anyone know good advanced tutorials about cinematic physic ? im gonna use the model that are already made for portal instead of creating my own
may be a re-post but
What are the benefits to using dev textures?
Easier to understand whats what during development. Hence "dev".
[QUOTE=Firegod522;37508811]Does a regular lightmapped surface work with $selfillum 1?[/QUOTE]
Unfortunately that did not make the texture glow like a light source for some reason.
However, last night I couldn't fix this, and now after powernapping for a bit, I can't reproduce it - must've been a bad dream.
[img_thumb]http://hashcookie.net/uploads/a51af69aac_ttt_sinking0020.jpg[/img_thumb]
[QUOTE=Le Rookie;37514024]What are the benefits to using dev textures?[/QUOTE]
You don't have to care about texturing your creation during development - you can focus on getting the basic layout and gameplay done.
[editline]Modified:[/editline]
I paused a bit more and now realized the texture didn't work when its face wasn't touching nor inside the water brush...
After I compile some of my maps, sometimes I can't run the game, and after that steam can't run anything so my only solution is to restart my computer to be able to play any game, how can I fix this?
By the way is there a way to make a water animation or any Liquid animation other than a Scrolling ?
I seen Valve are using some kind of animated Normal Map Texture to their Water Texture but I cant use it for my custom texture .. I just dont know what to do :/
Valve use flowmaps, since l4d2 which control the speed and direction of water flowing in their maps.
[url]https://developer.valvesoftware.com/wiki/Water_(shader)#Flow[/url]
How to fix this light leaking through the func_door I have a block light covering the door and it's frame but it's still leaking a bit out.
[img_thumb]http://i50.tinypic.com/29byc1s.png[/img_thumb]
Does anyone know whats up with ropes? I try to make a rope attached to a func_tanktrain and they end of going out of the map. I also tried to do it with a env_beam entity but for some reason it didn't turn on(And yes I put "Start on" in the flags and also tried triggers).
I'm working with the CS:GO sdk, and everytime I try to load my map, I get a few errors:
Couldn't find custom font file 'resource/HALFLIFE2.ttf'
Bad Tall value for DebugFixed
Bad Tall value for DebugFixedSmall
Bad tall value
I just realised how long the list is. There are a lot of errors.
Also, how do I get the T-Spawn entity to stop showing up as ERROR?
Once again I'm having problems with my models, this time it can't find the VMT file for some reason.
The VMT and VMF is stored in .\materials\chryseus\models\
The QC and SMD is stored in .\models\chryseus\props\
QC File
[code]
$modelname "chryseus\props\magazine.mdl"
$body magazine "magazine.smd"
$cdmaterials "chryseus\models"
$staticprop
$scale 10.0
$surfaceprop "Paper"
$sequence "idle" "magazine.smd"
$collisionmodel "magazine.smd"
{
$mass 0.1
}
$keyvalues
{
prop_data
{
base Cardboard.Small
dmg.bullets 1
dmg.club 2
health 1
allowstatic 1
flammable yes
}
}[/code]
VMT
[code]
VertexLitGeneric
{
$basetexture chryseus/models/magazine
$surfaceprop paper
}[/code]
I compared it another model that works fine and I can't see any obvious difference. :suicide:
Did you name the vmt the same as you applied the texture as in the .smd?
[QUOTE=Firegod522;37539650]Did you name the vmt the same as you applied the texture as in the .smd?[/QUOTE]
Ahh I knew I was missing something, thanks works fine now!
can anyone help me with some NPC movement? i want an NPC in my map to be triggered to walk forward to a certain point, then turn into a ragdoll and fall over
you could just make it die, couldnt you?
Wich thing make map more optimized. Models with LOD's or func_details?
They're both different aspects. One is used to reduce detail of models to make it use less resources, and func_details are used on detail-based brushes to improve compiling.
[QUOTE=TCB;37551791]you could just make it die, couldnt you?[/QUOTE]
i probably could, but that still leaves me stuck on the walking
scripted_sequence
How do I fix these shadows?
[T]http://cloud-2.steampowered.com/ugc/577840652949500523/5F9C1789A8E44A38C4EB6C5A4B82D9ADD2CCA5E0/[/T]
I am compiling with -TextureShadows -StaticPropPolys
And my light.rad has this forcetextureshadow props_foliage/tree_pine_small_snow.mdl
[QUOTE=samuel2213;37560471]How do I fix these shadows?
[T]http://cloud-2.steampowered.com/ugc/577840652949500523/5F9C1789A8E44A38C4EB6C5A4B82D9ADD2CCA5E0/[/T]
I am compiling with -TextureShadows -StaticPropPolys
And my light.rad has this forcetextureshadow props_foliage/tree_pine_small_snow.mdl[/QUOTE]
Pretty sure you need -staticproplighting too.
So: -TextureShadows -StaticPropPolys -staticproplighting
[QUOTE=El_Jameo;37561872]Pretty sure you need -staticproplighting too.
So: -TextureShadows -StaticPropPolys -staticproplighting[/QUOTE]
Tried that, didnt work.
[QUOTE=Noi;37478117]Eehh, how do I mount game content from ep1/2, tf2, css? Kind of forgot.
[editline]31st August 2012[/editline]
Had to modify gameinfo.txt, hheh.
[editline]31st August 2012[/editline]
ahh, didnt work[/QUOTE]
You could always extract the GCFs of the games you want into the game you're mapping for. I would be careful the way you release your map though. I think I remember Sgt.Sickness getting in trouble by Valve or it may have been Pulsar Effect that got in trouble for using props from EP2 and packing them with a map packer. I do it all the time, but I would just be careful doing it this way.
For example I map with Episode 1:
-Extracted CSS GCF
-Extracted Episode 2 GCF
-Extracted L4D2 Stuff
-Extracted TF2 Stuff
Doing it this way makes a huge folder, but it works MUCH better than mounting GCFs. I've never gotten it working.
[editline]6th September 2012[/editline]
[QUOTE=.FLAP.JACK.DAN.;37521146]How to fix this light leaking through the func_door I have a block light covering the door and it's frame but it's still leaking a bit out.
[img_thumb]http://i50.tinypic.com/29byc1s.png[/img_thumb][/QUOTE]
Sorry double post, but Make the block light tool on every side of that brush and drag it into the frame a little and drop it into the ground a little bit too.
[QUOTE=samuel2213;37562028]Tried that, didnt work.[/QUOTE]
Did you also make sure to put it all before the -game <insert stuff here> parameter?
If so, posting a compile log wouldn't hurt. :smile:
I'm having issues with my displacements lining up with my 3d skybox. The edge of my playable world is displacements, and i want them to sew together with the skybox displacements. So I take my reference geometry that I've copied to the skybox, but then when I sew them with the new displacements, it also adjusts the reference displacements, which causes misalignment because the original displacements aren't moving.
bad reading rating needs to come back
[QUOTE=Katamari_Jr;37563430]I'm having issues with my displacements lining up with my 3d skybox. The edge of my playable world is displacements, and i want them to sew together with the skybox displacements. So I take my reference geometry that I've copied to the skybox, but then when I sew them with the new displacements, it also adjusts the reference displacements, which causes misalignment because the original displacements aren't moving.[/QUOTE]
Here is what you do, you create the skybox displacements to scale and align and sew with the rest of the world. Then you copy over to the skybox, scale down, and align it so that it fits with the regular map.
[QUOTE=Stiffy360;37563545]Here is what you do, you create the skybox displacements to scale and align and sew with the rest of the world. Then you copy over to the skybox, scale down, and align it so that it fits with the regular map.[/QUOTE]
Never thought of that, thanks!
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