• Mapping Question Megathread v3
    4,500 replies, posted
[QUOTE=Barbarian887;37638515]ive been saving as BMP and just importing it like that[/QUOTE] try saving it as a tga
So, when you buy Garry's mod you get Ep2 stuff? Because the Garry's mod map I am making is made in Ep2. I want to be sure in what engine it should be because I want it accessible.
Cubemaps in my map: working for some people I send the map to, not working for other people including myself. VMT is double checked and correct, cubemap entities tested with r_showenvcubemap, makes my glove and pistol reflect the surroundings completely fine. No reflective textures are reflecting for the people who it isn't working for, wtf? I did not have this problem during beta. Bumpmaps: not working for anyone I send my map to. VMT been double checked and is correct. I have been making bump maps for a while so I know the problem is not to do with my bump maps being too faint. Tested with mat_normalmaps 1 but all the textures just stayed as their normal diffuse textures! again, wasn't having this problem during beta, wtf is going on!?
For some reason Fast Vis doesn't seem to be that fast, in fact it render like it does on Normal Vis. Any help
Okay, I want to expand a bar counter but I can't.. How do I make this counter longer? Expanding only moves it. [QUOTE][IMG]http://imageflock.com/img/1347673861.png[/IMG][/QUOTE]
It's a model, you can't do that.
[QUOTE=TheGreekOwl;37660973]So, when you buy Garry's mod you get Ep2 stuff? Because the Garry's mod map I am making is made in Ep2. I want to be sure in what engine it should be because I want it accessible.[/QUOTE] you need to buy ep2 to see ep2 content [QUOTE=TheGreekOwl;37669381]For some reason Fast Vis doesn't seem to be that fast, in fact it render like it does on Normal Vis. Any help[/QUOTE] improve your optimization, fastvis makes a difference for me [QUOTE=bucketofshrimp;37670840]Okay, I want to expand a bar counter but I can't.. How do I make this counter longer? Expanding only moves it.[/QUOTE] find tutorials on model scaling [QUOTE=thejjokerr;37674414]Is there a tool or does anyone know a good way to make a top down map(cartography) of a vmf or bsp? Noclippin all the way up and taking a screenshot doesnt work well for every map.[/QUOTE] just place the spawn/a camera at the location of where you want your screenshot to be taken from
Does anyone have the youtube link from that 1 guy who changed the players camera to be like silent hill?
Is L4D models supported in the current Gmod engine now, or has nothing changed? I'm a little off on the subject. I'm thinking of making one of my L4D maps into a Trouble in Terrorist Town map. Possible without too much effort?
Zombie ragdolls themselves work, not sure about props.
Well, It's probably the props I am curious about. I won't leave zombies laying all around in a TTT map.
test it, i guess
I've thought about it. But I also thought I'd ask here first incase someone knows. It'll take a while to finish the map for L4D first. So incase anybody does know, here's the question again since this is high up on this page: [QUOTE=AlexVestin;37676566]Is L4D models supported in the current Gmod engine now, or has nothing changed? I'm a little off on the subject. I'm thinking of making one of my L4D maps into a Trouble in Terrorist Town map. Possible without too much effort?[/QUOTE] I'm mainly asking about props.
Looking for a way to make a brush fade out when you get close enough and fade in when far enough. Any suggestions?
I thought func_brush have those options? Or you can just use fog, I guess.
Fog not an option. Want to block view outside of a window until player gets close enough. Aesthetic purposes only.
There's areaportal brushes for those kinds of things. Might help: [url]https://developer.valvesoftware.com/wiki/Func_areaportalwindow[/url]
Would anyone happen to have a link to that spacey white looking texture pack? I can't seem to find it.
[QUOTE=TheGreekOwl;37669381]For some reason Fast Vis doesn't seem to be that fast, in fact it render like it does on Normal Vis. Any help[/QUOTE] You could try some [URL="https://developer.valvesoftware.com/wiki/Func_viscluster"]visclusters[/URL]. They won't help with optimization, but should speed up vvis.
I'd like to know how to get custom looping music to work properly in source 2006 and 2009 (map was started on the old 2006 engine) What happens now is the music plays through once and doesn't loop.
Open the file in Goldwave or Wavosaur and add cue points. [url]https://developer.valvesoftware.com/wiki/Looping_a_Sound[/url]
Got it working, thank you
I have two questions I need answered: 1. How do I properly rename a map? I know you can't instantly rename it in SDK but I was digging through the sdk_content folder and found my map. I had renamed all the files in there from "Test" to another name. But this deleted the map and i couldn't open it in Hammer. 2. How would I properly/safely delete remove a map from hammer?
How can I use Lua code in my map without point_servercommand? Would like to hook it up to a game mode but keep the actual code inside the map.
How do I stop overlays / decals leaking through walls like this? [IMG]http://cloud.steampowered.com/ugc/937003620239474894/78D21D7C4F4B17CB63CAEC9F2ACD4E26E0D20658/[/IMG] [IMG]http://cloud-2.steampowered.com/ugc/937003620239475478/AF27732821D9318EC0D6965C381D38AFA5BE88C4/[/IMG]
Still no one here who knows if L4D props and content is usable straight away in the current GMOD version now? Oh well.
[QUOTE=AlexVestin;37696507]Still no one here who knows if L4D props and content is usable straight away in the current GMOD version now? Oh well.[/QUOTE] I'm 90% certain they can't. Have you tried? [QUOTE=Kane245;37695462]How can I use Lua code in my map without point_servercommand? Would like to hook it up to a game mode but keep the actual code inside the map.[/QUOTE] There should be a lua_run entity in the garrysmod.fgd [QUOTE=gmodsucks;37694986]I have two questions I need answered: 1. How do I properly rename a map? I know you can't instantly rename it in SDK but I was digging through the sdk_content folder and found my map. I had renamed all the files in there from "Test" to another name. But this deleted the map and i couldn't open it in Hammer. 2. How would I properly/safely delete remove a map from hammer?[/QUOTE] 1, file>save as 2, find the .vmf and press delete on your keyboard.
[QUOTE=Firegod522;37697395] There should be a lua_run entity[/QUOTE] Is there a character limit to this?
[QUOTE=phantompain5;37696279]How do I stop overlays / decals leaking through walls like this? [IMG]http://cloud.steampowered.com/ugc/937003620239474894/78D21D7C4F4B17CB63CAEC9F2ACD4E26E0D20658/[/IMG] [IMG]http://cloud-2.steampowered.com/ugc/937003620239475478/AF27732821D9318EC0D6965C381D38AFA5BE88C4/[/IMG][/QUOTE] maybe try mitering the brush corner with the overlay with the brush corner it's adjacent to
[QUOTE=phantompain5;37696279]How do I stop overlays / decals leaking through walls like this? [IMG]http://cloud.steampowered.com/ugc/937003620239474894/78D21D7C4F4B17CB63CAEC9F2ACD4E26E0D20658/[/IMG] [IMG]http://cloud-2.steampowered.com/ugc/937003620239475478/AF27732821D9318EC0D6965C381D38AFA5BE88C4/[/IMG][/QUOTE] Is that Black Mesa content? I thought they didn't allow reuse of content outside of the mod
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