• Mapping Question Megathread v3
    4,500 replies, posted
[IMG]http://img411.imageshack.us/img411/8864/tower0000.jpg[/IMG] Is the lighting supposed to look so bright? I have the brightness at 100 and the ambient at 100. Obviously it is supposed to be a nightime map. If the lighting is correct then how would I make my map darker? Would fog help?
Try Brightness of around 66 99 132 65 Try Ambience of around 64 82 104 50 Though it may not match your skybox.
Lowering the Ambience of your light_environment will defiantly make your map darker. Adding fog would help too and would make it a little more interesting.
What happened to info_gamemode in GM13, and what are we supposed to use instead? There is nothing useful in the FGD except lua_run.
how do i turn bots off in my cs go map?
[QUOTE=Ermac20;37616903]how do i turn bots off in my cs go map?[/QUOTE] bot_quota 0
[QUOTE=timmah1112;37606553][IMG]http://img411.imageshack.us/img411/8864/tower0000.jpg[/IMG] Is the lighting supposed to look so bright? I have the brightness at 100 and the ambient at 100. Obviously it is supposed to be a nightime map. If the lighting is correct then how would I make my map darker? Would fog help?[/QUOTE] Think of brightness value the colour and brightness of the suns light, and the ambience value the brightness and colour of your shadows. Generally, you should always have your ambience lower than your brightness (As shadows are darker then the light)
Is there any way to stop lighting from baking onto func_physboxes and tracktrains?
Is there any way to make the white points bigger when using the vertex tool? Its annoying when I want to move multiple points and I keep unselecting it because I clicked on the empty space.
When I'm compiling my map to test it, At the end it says could not find the .bsp for the map, Shouldn't it make the .bsp when compiling? [code] ** Executing... ** Command: "d:\program files\steam\steamapps\datpirate\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "d:\program files\steam\steamapps\datpirate\team fortress 2\tf" "C:\Users\Connor\Desktop\Lane.vmf" Valve Software - vbsp.exe (Aug 13 2012) 4 threads materialPath: d:\program files\steam\steamapps\datpirate\team fortress 2\tf\materials Loading C:\Users\Connor\Desktop\Lane.vmf fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\Connor\Desktop\Lane.prt...Building visibility clusters... done (0) *** Error: Skybox vtf files for skybox/sky_halloween weren't compiled with the same size texture and/or same flags! Can't load skybox file skybox/sky_halloween to build the default cubemap! *** Error: Skybox vtf files for skybox/sky_halloween weren't compiled with the same size texture and/or same flags! Can't load skybox file skybox/sky_halloween to build the default cubemap! Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... Displacement 15 has bad geometry near 3064.00 499.00 183.03 Can't compile displacement physics, exiting. Texture is NATURE/GRASS_03 ** Executing... ** Command: "d:\program files\steam\steamapps\datpirate\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "d:\program files\steam\steamapps\datpirate\team fortress 2\tf" "C:\Users\Connor\Desktop\Lane" Valve Software - vvis.exe (Aug 13 2012) 4 threads reading c:\users\connor\desktop\Lane.bsp Error opening c:\users\connor\desktop\Lane.bsp ** Executing... ** Command: "d:\program files\steam\steamapps\datpirate\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "d:\program files\steam\steamapps\datpirate\team fortress 2\tf" "C:\Users\Connor\Desktop\Lane" Valve Software - vrad.exe SSE (Aug 13 2012) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [34 texlights parsed from 'lights.rad'] Loading c:\users\connor\desktop\Lane.bsp Error opening c:\users\connor\desktop\Lane.bsp ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Connor\Desktop\Lane.bsp" "d:\program files\steam\steamapps\datpirate\team fortress 2\tf\maps\Lane.bsp" The command failed. Windows reported the error: "The system cannot find the file specified." [/code]
your displacements are messed up, go to coords 3064 499 183 and remake it.
[QUOTE=Mr. Smartass;37618803]Is there any way to stop lighting from baking onto func_physboxes and tracktrains?[/QUOTE] copy the brushes and apply a block light texture on it you might have to parent them to the original entity if they're moving because they stay solid iirc
[QUOTE=GameDev;37622503]copy the brushes and apply a block light texture on it you might have to parent them to the original entity if they're moving because they stay solid iirc[/QUOTE] Wouldn't that prevent light from ever reaching them, even if they moved?
[QUOTE=Mr. Smartass;37623289]Wouldn't that prevent light from ever reaching them, even if they moved?[/QUOTE] Actually i'm not sure
[QUOTE=GameDev;37624041]Actually i'm not sure[/QUOTE] Just tried it, now it's the exact same thing in reverse. Even dynamic lights are baking into physboxes and tracktrains. Fuck, there HAS to be a solution for this.
[QUOTE=Mr. Smartass;37623289]Wouldn't that prevent light from ever reaching them, even if they moved?[/QUOTE] They have two settings that might be relevant "Disable receiving shadows" if you want it to stay lit just not be quite as obvious. Also "minimum light level" I suppose if your intention is to not have it lit just set that too high for it to accept anything.
everytime I make a texture with gimp 2.8 vtf edit says it can't open it, then if I load the same image into gimp 2.1 and do nothing but re-save it, it fixes it ..what the fuck :v:
what method are you using? if you just save it as a tga you can import it into vtfedit right
How can I add HDR to a custom gmod map for SFM?
Add cubemaps and compile with HDR. SFM doesn't use a different setting, does it?
Do I have to set up Garrys mod for SDK if I want to make Garrys mod maps? I am in the middle of making a Gm/ttt map so I would like to know if thats how I do it.
No, just use Ep2.
[QUOTE=TCB;37632056]Add cubemaps and compile with HDR. SFM doesn't use a different setting, does it?[/QUOTE] I just looked up how to do that, and I dont know what I am even doing. Is it possible someone could help me please? [url]http://www.garrysmod.org/downloads/?a=view&id=26471[/url]
Hammer doesn't compile a map, it immediately launched half life 2. Right now, I have to go do something, so if somebody could drop a solution while I was away that would be great. [QUOTE] ** Executing... ** Command: "e:\games\steam\steamapps\wulfan\sourcesdk\bin\source2009\bin\vbsp.exe" ** Parameters: -game "e:\games\steam\steamapps\wulfan\half-life 2\hl2" "E:\Games\Steam\steamapps\wulfan\half-life 2\hl2\maps\Bulzankaz.vmf" Valve Software - vbsp.exe (Sep 15 2011) 2 threads materialPath: e:\games\steam\steamapps\wulfan\half-life 2\hl2\materials Loading E:\Games\Steam\steamapps\wulfan\half-life 2\hl2\maps\Bulzankaz.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Error: displacement found on a(n) func_detail entity - not supported (entity 21, brush 40) ** Executing... ** Command: "e:\games\steam\steamapps\wulfan\sourcesdk\bin\source2009\bin\vvis.exe" ** Parameters: -game "e:\games\steam\steamapps\wulfan\half-life 2\hl2" "E:\Games\Steam\steamapps\wulfan\half-life 2\hl2\maps\Bulzankaz" Valve Software - vvis.exe (Sep 15 2011) 2 threads reading e:\games\steam\steamapps\wulfan\half-life 2\hl2\maps\Bulzankaz.bsp Error opening e:\games\steam\steamapps\wulfan\half-life 2\hl2\maps\Bulzankaz.bsp ** Executing... ** Command: "e:\games\steam\steamapps\wulfan\sourcesdk\bin\source2009\bin\vrad.exe" ** Parameters: -both -game "e:\games\steam\steamapps\wulfan\half-life 2\hl2" -noextra "E:\Games\Steam\steamapps\wulfan\half-life 2\hl2\maps\Bulzankaz" Valve Software - vrad.exe SSE (Sep 15 2011) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading e:\games\steam\steamapps\wulfan\half-life 2\hl2\maps\Bulzankaz.bsp Error opening e:\games\steam\steamapps\wulfan\half-life 2\hl2\maps\Bulzankaz.bsp ** Executing... ** Command: Copy File ** Parameters: "E:\Games\Steam\steamapps\wulfan\half-life 2\hl2\maps\Bulzankaz.bsp" "e:\games\steam\steamapps\wulfan\half-life 2\hl2\maps\Bulzankaz.bsp" ** Executing... ** Command: e:\games\steam\steam.exe ** Parameters: -applaunch 220 -game "e:\games\steam\steamapps\wulfan\half-life 2\hl2" +map "Bulzankaz" [/QUOTE] [editline]12th September 2012[/editline] EDIT: How do I deentify a displacement?
Press the toWorld button
Is the jump height in CSGO the same as CSS? I'd check a Valve map but considering they're all one giant instance I'd rather not take the time of doing so.
[QUOTE=ColossalSoft;37636878]Is the jump height in CSGO the same as CSS? I'd check a Valve map but considering they're all one giant instance I'd rather not take the time of doing so.[/QUOTE] Just go to maps/instances/de_nuke/de_nuke_main.vmf
[QUOTE=TCB;37628617]what method are you using? if you just save it as a tga you can import it into vtfedit right[/QUOTE] ive been saving as BMP and just importing it like that
I have a fully inside level, with no sky, and I don't want it to be full dark, I want there to always be light in every room, even when there are no lights, how would I do this?
[QUOTE=ash47;37640543]I have a fully inside level, with no sky, and I don't want it to be full dark, I want there to always be light in every room, even when there are no lights, how would I do this?[/QUOTE] Use point light entities.
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