• Mapping Question Megathread v3
    4,500 replies, posted
[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] (c) TopHatWaffle
[QUOTE=GoldPlatinum;37564812](c) TopHatWaffle[/QUOTE] That kid is mapping god in my eyes. Call me dumb, but him and 3kliksphilip are the reasons I started mapping. It was philip's accent that made me watch every video of his mapping tutorials.
Hello guys, I'm having some trouble using propper 0.3, I've known orangebox have uptaded to Source Engine Multiplayer but, when I run propper on source engine 2009 like the wiki says it just open the process window, then open a console compile I can see a red line in the console but it disappear so fast.. and the when I try to start the source 2007 one, the "current game" listbox just get locked, and when I try to "Edit game configurations" it says "No game configuration to run with" Is there a fix to it ? thanks ! [B]Edit:[/B] Nevermind, it worked now..
[QUOTE=sycokitty;37562067]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] I've tried that before and it did not work. Doesn't matter now since I have removed the light behind the door.
Okay, when I run my map I keep getting an error: [QUOTE]** Executing... ** Command: "c:\program files (x86)\steam\steamapps\bucketofshrimp9897\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\bucketofshrimp9897\counter-strike source\cstrike" "C:\HammerAutosave\test_001.vmf_autosave" Valve Software - vbsp.exe (Aug 13 2012) 3 threads materialPath: c:\program files (x86)\steam\steamapps\bucketofshrimp9897\counter-strike source\cstrike\materials Loading C:\HammerAutosave\test_001.vmf_autosave Error: displacement found on a(n) func_detail entity - not supported (entity 1, brush 0) ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\bucketofshrimp9897\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\bucketofshrimp9897\counter-strike source\cstrike" "C:\HammerAutosave\test_001" Valve Software - vvis.exe (Aug 13 2012) 3 threads reading c:\hammerautosave\test_001.bsp Error opening c:\hammerautosave\test_001.bsp ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\bucketofshrimp9897\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\bucketofshrimp9897\counter-strike source\cstrike" "C:\HammerAutosave\test_001" Valve Software - vrad.exe SSE (Aug 13 2012) Valve Radiosity Simulator 3 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad'] Loading c:\hammerautosave\test_001.bsp Error opening c:\hammerautosave\test_001.bsp ** Executing... ** Command: Copy File ** Parameters: "C:\HammerAutosave\test_001.bsp" "c:\program files (x86)\steam\steamapps\bucketofshrimp9897\counter-strike source\cstrike\maps\test_001.bsp" The command failed. Windows reported the error: "The system cannot find the file specified." [/QUOTE] Is it the func_detail that's not supported? Oh, it's also a Counter-Strike:Source map. Anyone know what's wrong?
Displacements cannot be tied to entities.
[QUOTE=Terrenteller;37570149]Displacements cannot be tied to entities.[/QUOTE] But this is my only entity... What do I do? [QUOTE][IMG]http://imageflock.com/img/1346977763.png[/IMG][/QUOTE] [editline]Nevermind, I got it working.[/editline] Nevermind, I got it working.
Got some lighting issues, firstly with my light_environment which is acting weirdly, but partially working: standing outside of tunnel in the light_environment: [URL=http://img27.imageshack.us/i/2012090600003.jpg/][IMG]http://img27.imageshack.us/img27/7586/2012090600003.th.jpg[/IMG][/URL] standing inside of tunnel in a cast shadow: [URL=http://img846.imageshack.us/i/2012090600004.jpg/][IMG]http://img846.imageshack.us/img846/6660/2012090600004.th.jpg[/IMG][/URL] standing in the light going through the skylights of the tunnel: [URL=http://img443.imageshack.us/i/2012090600005j.jpg/][IMG]http://img443.imageshack.us/img443/8688/2012090600005j.th.jpg[/IMG][/URL] Why does all the lighting go away when I'm standing in the shadow? Also, I have a bunch of light_spot in the hallway, aiming up against the wall. I have made sure that they aren't inside of anything, are sufficiently bright, and that there are no leaks in the level, still not working. Thanks for any help.
In the texture files for CS:GO why is there the CS:S start screen, the l4d1/2 hunter climbing thing that shows up for infected, the l4d loading spinner thing, the CS:S default sprays, the CS:S map thumbnails, and a weapon select menu from cs 1.6? [editline]7th September 2012[/editline] [img]http://i.imgur.com/duki2.jpg[/img] [img]http://i.imgur.com/4Oysq.jpg[/img] [img]http://i.imgur.com/7opnv.png[/img] [img]http://i.imgur.com/1qT2o.png[/img] [img]http://i.imgur.com/I4QOz.png[/img] [img]http://i.imgur.com/OO1nP.jpg[/img] [editline]7th September 2012[/editline] what the hell [img]http://i.imgur.com/fMhKz.png[/img] [img]http://i.imgur.com/f8WDq.jpg[/img] [img]http://i.imgur.com/cHDwE.png[/img] [img]http://i.imgur.com/6WV6p.jpg[/img] [img]http://i.imgur.com/cUDHK.jpg[/img] [img]http://i.imgur.com/nkHjm.png[/img] [img]http://i.imgur.com/SZeMk.png[/img]
[QUOTE=The freeman;37578747]In the texture files for CS:GO why is there the CS:S start screen, the l4d1/2 hunter climbing thing that shows up for infected, the l4d loading spinner thing, the CS:S default sprays, the CS:S map thumbnails, and a weapon select menu from cs 1.6? [editline]7th September 2012[/editline] -snipped his pictures- [/QUOTE] The game are mounted? Idk.. Why does it matter?
Why is everything brighter than it should be on my TF2 map?
This isn't really a question about Hammer, but rather a question about PackBSP 2.0.5 if anyone else here uses it.. I hadn't used it for a few months to pack materials and models into a .bsp compiled with the Episode Two Hammer, and back then it properly found the HL2EP2 configuration in the list. But when I tried to use it again today it only lets me select CSS, TF2 (under 2009's OB engine), and HL1EP1 (under 2006 engine). How would I add Episode Two to the list in PackBSP so I can properly pack contents up into .bsp's again? Yes I have ran Episode Two plenty of times when testing my map, and the Hammer configuration for it works perfectly fine. [editline]8th September 2012[/editline] In the Logs window it says "2012/09/08 01:06:37 WARN No games were defined for engine: source2007" which is where EP2 would be under I do believe. It detects my Source SDK directory with no problems though [TABLE] [TR] [TD]"2012/09/08 01:06:37[/TD] [TD]INFO[/TD] [TD]SDK directory detected as: f:\games\steam\steamapps\deviouz666\SourceSDK"[/TD] [/TR] [/TABLE]
Try [url=www.riintouge.com/VIDE]VIDE[/url].
[QUOTE=Terrenteller;37582075]Try [url=www.riintouge.com/VIDE]VIDE[/url].[/QUOTE] Managed to fix it by adding Ep2 manually to the GameInfo.txt it scans for games Will definitely check that out though, bunch of sexy features
Hammer just crashed on me (like it does any other time), and when I opened it up, it gave me an error report stating that a brush had impossible vertices and had deleted it for me (like it will any other time). Although, for whatever reason, it also deleted every single non-brush entity from the map. Is there a reason Hammer just all of a sudden set me back several hours worth of work?
Look for a backup VMF either in the same directory with the .vmx extension or in <drive>:\HammerAutosave. Otherwise, if a BSP of the map is available, VIDE's Entity Lump Editor can load and export BSP entity lumps as VMFs. 1. Filter keys for "model". 2. Filter values for "*". 3. Delete all results. (Brush entities for which brush information is not valid) 4. Copy entity blocks from the extracted VMF into the other VMF.
[QUOTE=minilandstan;37580488]Why is everything brighter than it should be on my TF2 map?[/QUOTE] Use a tonemap controller.
Hammer keeps fucking up my brushes. [IMG]http://i.imgur.com/7eEBz.png[/IMG] [IMG]http://i.imgur.com/9TNQG.png[/IMG] [IMG]http://i.imgur.com/5ssfS.png[/IMG] What the fuck hammer?
You can't clip invalid objects into existence.
In CSGO, how do you disable wall-banging on a surface? You can totally spawn camp through the walls in my map.
I have a lighting issue with my map, but first off how do I upload screenshots? Really stupid I know but it will help you see the problem (obviously) if I were to put a picture here... The issue is I don't know how. And yes I do see insert image, but it asks for the url... Any advice?
[QUOTE=timmah1112;37596553]I have a lighting issue with my map, but first off how do I upload screenshots? Really stupid I know but it will help you see the problem (obviously) if I were to put a picture here... The issue is I don't know how. And yes I do see insert image, but it asks for the url... Any advice?[/QUOTE] This is the mapping forums. (Use an outside upload site like imgur.com)
[QUOTE=ColossalSoft;37595957]In CSGO, how do you disable wall-banging on a surface? You can totally spawn camp through the walls in my map.[/QUOTE] blockbullets?
[QUOTE=Legend286;37597855]blockbullets?[/QUOTE] thx ur my hero
So, I need one of two problems fixed. First, is there anyway to make detail sprites appear on the second basetexture instead of the first? And if not, how would I flip the blendmodulate texture to work backwards? Instead of using the texture to blend the first into the second, it blends the second into the first?
[QUOTE=Terrenteller;37582075]Try [url=www.riintouge.com/VIDE]VIDE[/url].[/QUOTE] I was wondering how YM does his split layout.. thanks.
[QUOTE=Legend286;37597855]blockbullets?[/QUOTE] Nevermind, you're not my hero. It doesn't work.
How do I exactly use the hammer splitter thing in VIDE? i have no idea what i'm doing, does it only work with just source sdk?
The only special thing the view type selection does is show the option for the entity flowchart not shown in Hammer. The draw distance lines can set the corresponding draw distance beyond what Hammer options allow.
I totally read the description of the splitter wrong. Firegod found this for me though [url]http://www.nodraw.net/2010/01/tweaking-hammer-for-efficiency/[/url]
Sorry, you need to Log In to post a reply to this thread.