• Mapping Question Megathread v3
    4,500 replies, posted
[QUOTE=minilandstan;37708548]Why can't I search in the model browser with things that have the letters C or U in it?[/QUOTE] I wonder this too. C, U and H simply do not work.
How would one go about making a pressure-plate button that only moves down when a player steps onto it? I could just put a trigger on top of the button area and have it static, but that would be a rough fix.
What am I doing wrong and or what are some good tips when it comes to creating large caves like this. I for some reason cant get it right most of the time. [video=youtube;hYlpoqCr1x0]http://www.youtube.com/watch?v=hYlpoqCr1x0[/video]
Press the Sew button?
Is there any way to import your own skins for doors?
Name it after the door you want to reskin and put it in the appropriate folder, assuming you mean prop doors.
Well when I try to compile the map i get this error: "System cannot find the file specified" Here's the process window: [CODE] ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\hawkclan1\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\hawkclan1\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\hawkclan1\sourcesdk_content\cstrike\mapsrc\deathrun_elements_v1.vmf" Valve Software - vbsp.exe (Sep 5 2012) 4 threads materialPath: c:\program files (x86)\steam\steamapps\hawkclan1\counter-strike source\cstrike\materials Loading C:\Program Files (x86)\Steam\steamapps\hawkclan1\sourcesdk_content\cstrike\mapsrc\deathrun_elements_v1.vmf Error: displacement found on a(n) func_wall entity - not supported (entity 17, brush 0) ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\hawkclan1\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\hawkclan1\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\hawkclan1\sourcesdk_content\cstrike\mapsrc\deathrun_elements_v1" Valve Software - vvis.exe (Sep 5 2012) 4 threads reading c:\program files (x86)\steam\steamapps\hawkclan1\sourcesdk_content\cstrike\mapsrc\deathrun_elements_v1.bsp Error opening c:\program files (x86)\steam\steamapps\hawkclan1\sourcesdk_content\cstrike\mapsrc\deathrun_elements_v1.bsp ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\hawkclan1\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\hawkclan1\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\hawkclan1\sourcesdk_content\cstrike\mapsrc\deathrun_elements_v1" Valve Software - vrad.exe SSE (Sep 5 2012) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\hawkclan1\sourcesdk_content\cstrike\mapsrc\deathrun_elements_v1.bsp Error opening c:\program files (x86)\steam\steamapps\hawkclan1\sourcesdk_content\cstrike\mapsrc\deathrun_elements_v1.bsp ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\steamapps\hawkclan1\sourcesdk_content\cstrike\mapsrc\deathrun_elements_v1.bsp" "c:\program files (x86)\steam\steamapps\hawkclan1\counter-strike source\cstrike\maps\deathrun_elements_v1.bsp" The command failed. Windows reported the error: "The system cannot find the file specified." [/CODE]
[code]Error: displacement found on a(n) func_wall entity - not supported (entity 17, brush 0)[/code]
[QUOTE=phabeZ;37714097]Thanks, this seems to open up the particle editor. Another problem though, and I'm probably an idiot for asking, but how do I actually open particle files? I go open, I select the custom .pcf I have downloaded, but after that it just doesn't open and goes back to as if nothing happened. Furthermore I can't see any of the alienswarm particle effects that come with the game, I don't intend to use them but I thought I would've at least been able to see them from this particle editor menu, unless I have to extract them or something. It's 4am here and I'm a little tired so I wouldn't be surprised if I've done something wrong, but if I'm able to get help again it'd be appreciated :P[/QUOTE] Haven't tried much more since this post, but I still can't figure it out still, is anyone able to help? Also i need a second opinion on this and some help too, [t]http://i.imgur.com/kHRxw.jpg[/t] Do those waterfalls look too bright? I thought they did a bit, but maybe it's just me. Regardless, is it possible to somehow dim the texture a bit without modifying the .vmt, vtf or the maps lighting? Also a side note, I have adjusted those waterfall textures so they don't look so identical Also I'm using the TF2 waterfall texture for it as you may be able to guess
[QUOTE=TCB;37737791][code]Error: displacement found on a(n) func_wall entity - not supported (entity 17, brush 0)[/code][/QUOTE] Basicly what he means is that you func_walled a displacement, which causes the map not to run. The same happens with Func_Detail. You should never func_detail a displacement, Hammer doesn't even count it as solid geometry when it compiles the game.
[QUOTE=TheGreekOwl;37739381]Basicly what he means is that you func_walled a displacement, which causes the map not to run. The same happens with Func_Detail. You should never func_detail a displacement, Hammer doesn't even count it as solid geometry when it compiles the game.[/QUOTE] you should never func_anything a displacement, you cant tie entities to displacements
[QUOTE=Firegod522;37734743]Press the Sew button?[/QUOTE] I did, it does not fix it.
I've almost finished my tool that lets you use instances in pre-l4d2 maps, I'll post it here tomorrow with some info about how to use it. I don't use this section of the forum much, so do you think it is worth making a thread? Also, could anyone list some other active hammer mapping communities that I could share it with too?
[QUOTE=Ziks;37742002]I've almost finished my tool that lets you use instances in pre-l4d2 maps, I'll post it here tomorrow with some info about how to use it. I don't use this section of the forum much, so do you think it is worth making a thread? Also, could anyone list some other active hammer mapping communities that I could share it with too?[/QUOTE] That would be a great idea if it works and is useful. Try interlopers I'm sure they would love it.
Hate to double post but, how would I have a fading sequence only effect the person who trips it? like I have a trigger, and I want it to fade only the client who triggers it. Not the rest of the server. Would I have to code that in lua, or can I do it using hammer entities?
lua
Hello, im having a COMPLEX Source Map with onlx custom Textures,but it has one or two small Leaks wich i cant find if any EXPERIENCED guywants to have a gosend me a pm :)) if u manage to find all the errors i can gift u a small steam game <5e
map>load point file will direct you to where there is a leak.
no not such sort of "leaks" rather map errors becouse of broken solids etc.. no errors in the map itself. and nothing discribed as "leak"
[QUOTE=Heffernan;37751382]no not such sort of "leaks" rather map errors becouse of broken solids etc.. no errors in the map itself. and nothing discribed as "leak"[/QUOTE] Post the compile log here and we can tell you which brushes are broken.
i tried examining it, it doesnt display wich brush is broken, but theres 1-2 more non-understandable errors i'd like Fixed... as id said im willed to pay a small Steam game for the Fix.
Okay, Source sdk is saying it's unavailable now even though I just used it 30 minutes ago. Has anyone encountered this problem before? Would you know how to fix this? I tried restarting steam but that didn't work. [EDITLINE]HH[/EDITLINE] Now it's working.
[QUOTE=Heffernan;37751761]i tried examining it, it doesnt display wich brush is broken, but theres 1-2 more non-understandable errors i'd like Fixed... as id said im willed to pay a small Steam game for the Fix.[/QUOTE] You may as well post the log here anyway, there might be something we can spot. If it's fairly long then upload it to pastebin or something.
i know about these Erros, but they have to be FOUND wich im unable to do after days :/ [CODE]** Executing... ** Command: "c:program files (x86)steamsteamappsUSERNAMEsourcesdkbinsource2009binvbsp.exe" ** Parameters: -game "c:program files (x86)steamsteamappsUSERNAMEhalf-life 2hl2" "C:Program Files (x86)SteamSteamAppsUSERNAMEsourcesdk_contenthl2mapsrcdevbro.vmf" Valve Software - vbsp.exe (Sep 15 2011) 2 threads materialPath: c:program files (x86)steamsteamappsUSERNAMEhalf-life 2hl2materials Loading C:Program Files (x86)SteamSteamAppsUSERNAMEsourcesdk_contenthl2mapsrcdevbro.vmf Could not locate 'GameData' key in c:program files (x86)steamsteamappsUSERNAMEhalf-life 2hl2gameinfo.txt Patching WVT material: maps/devbro/nature/blenddirtgrass001b_wvt_patch fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (1) writing C:Program Files (x86)SteamSteamAppsUSERNAMEsourcesdk_contenthl2mapsrcdevbro.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (1) (472081 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 4207 texinfos to 2585 Reduced 45 texdatas to 42 (862 bytes to 749) Writing C:Program Files (x86)SteamSteamAppsUSERNAMEsourcesdk_contenthl2mapsrcdevbro.bsp 4 seconds elapsed ** Executing... ** Command: "c:program files (x86)steamsteamappsUSERNAMEsourcesdkbinsource2009binvvis.exe" ** Parameters: -game "c:program files (x86)steamsteamappsUSERNAMEhalf-life 2hl2" -fast "C:Program Files (x86)SteamSteamAppsUSERNAMEsourcesdk_contenthl2mapsrcdevbro" Valve Software - vvis.exe (Sep 15 2011) fastvis = true 2 threads reading c:program files (x86)steamsteamappsUSERNAMEsourcesdk_contenthl2mapsrcdevbro.bsp reading c:program files (x86)steamsteamappsUSERNAMEsourcesdk_contenthl2mapsrcdevbro.prt 7907 portalclusters 32999 numportals [B]The map overflows the max portal count (32999 of max 32768)![/B] ** Executing... ** Command: "c:program files (x86)steamsteamappsUSERNAMEsourcesdkbinsource2009binvrad.exe" ** Parameters: -game "c:program files (x86)steamsteamappsUSERNAMEhalf-life 2hl2" -noextra "C:Program Files (x86)SteamSteamAppsUSERNAMEsourcesdk_contenthl2mapsrcdevbro" 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 c:program files (x86)steamsteamappsUSERNAMEsourcesdk_contenthl2mapsrcdevbro.bsp No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (0.26 seconds) 13445 faces [B]4 degenerate faces[/B]2283430 square feet [328813984.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 21 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (6) Build Patch/Sample Hash Table(s).....Done<0.2037 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (14) FinalLightFace Done 0 of 2 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (40) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 31/1024 1488/49152 ( 3.0%) brushes 1354/8192 16248/98304 (16.5%) brushsides 9067/65536 72536/524288 (13.8%) planes 3960/65536 79200/1310720 ( 6.0%) vertexes 17202/65536 206424/786432 (26.2%) nodes 9022/65536 288704/2097152 (13.8%) texinfos 2585/12288 186120/884736 (21.0%) texdata 42/2048 1344/65536 ( 2.1%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 13445/65536 752920/3670016 (20.5%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 4651/65536 260456/3670016 ( 7.1%) leaves 9054/65536 289728/2097152 (13.8%) leaffaces 16888/65536 33776/131072 (25.8%) leafbrushes 6280/65536 12560/131072 ( 9.6%) areas 2/256 16/2048 ( 0.8%) surfedges 81046/512000 324184/2048000 (15.8%) edges 45929/256000 183716/1024000 (17.9%) LDR worldlights 21/8192 1848/720896 ( 0.3%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 1089/32768 10890/327680 ( 3.3%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 16518/65536 33036/131072 (25.2%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 6822112/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 37246/393216 ( 9.5%) LDR ambient table 9054/65536 36216/262144 (13.8%) HDR ambient table 9054/65536 36216/262144 (13.8%) LDR leaf ambient 37864/65536 1060192/1835008 (57.8%) HDR leaf ambient 9054/65536 253512/1835008 (13.8%) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) detail props [variable] 1/12 ( 8.3%) static props [variable] 1/12 ( 8.3%) pakfile [variable] 212791/0 ( 0.0%) physics [variable] 472081/4194304 (11.3%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 35783 Writing c:program files (x86)steamsteamappsUSERNAMEsourcesdk_contenthl2mapsrcdevbro.bsp 1 minute, 0 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:Program Files (x86)SteamSteamAppsUSERNAMEsourcesdk_contenthl2mapsrcdevbro.bsp" "c:program files (x86)steamsteamappsUSERNAMEhalf-life 2hl2mapsdevbro.bsp"[/CODE]
I can't really suggest much but the obvious to fix having too many visportals. Is there any complex geometry you can tie to func_details?
dont know if thats too hard, might as i said need someone to try this, if someone successfully fixes these bugs i should gift out a small Steam game for the help..
When ever I test my map a different map runs than the one I'm trying to test. And whenever I go to start server and choose the map that was supposed to launch, the game crashes. Any ideas? [QUOTE] ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\user\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\user\counter-strike source\cstrike" "C:\HammerAutosave\School Closer.vmf" Valve Software - vbsp.exe (Sep 5 2012) 3 threads materialPath: c:\program files (x86)\steam\steamapps\user\counter-strike source\cstrike\materials Loading C:\HammerAutosave\School Closer.vmf Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\user\counter-strike source\cstrike\gameinfo.txt 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) Chop Details...done (0) Find Visible Detail Sides... Merged 8 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\HammerAutosave\School Closer.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/hav*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/hav*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (0) (19568 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 143 texinfos to 102 Reduced 16 texdatas to 14 (413 bytes to 341) Writing C:\HammerAutosave\School Closer.bsp 0 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\user\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\user\counter-strike source\cstrike" "C:\HammerAutosave\School Closer" Valve Software - vvis.exe (Sep 5 2012) 3 threads reading c:\hammerautosave\School Closer.bsp reading c:\hammerautosave\School Closer.prt 142 portalclusters 397 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (3) Optimized: 2 visible clusters (0.01%) Total clusters visible: 14698 Average clusters visible: 103 Building PAS... Average clusters audible: 127 visdatasize:6232 compressed from 6816 writing c:\hammerautosave\School Closer.bsp 3 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\user\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\user\counter-strike source\cstrike" "C:\HammerAutosave\School Closer" Valve Software - vrad.exe SSE (Sep 5 2012) Valve Radiosity Simulator 3 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad'] Loading c:\hammerautosave\School Closer.bsp Setting up ray-trace acceleration structure... Done (0.04 seconds) 422 faces 1507712 square feet [217110560.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 422 patches before subdivision 3574 patches after subdivision 0 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1) transfers 118388, max 185 transfer lists: 0.9 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0045 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (2) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 7/1024 336/49152 ( 0.7%) brushes 52/8192 624/98304 ( 0.6%) brushsides 336/65536 2688/524288 ( 0.5%) planes 316/65536 6320/1310720 ( 0.5%) vertexes 528/65536 6336/786432 ( 0.8%) nodes 398/65536 12736/2097152 ( 0.6%) texinfos 102/12288 7344/884736 ( 0.8%) texdata 14/2048 448/65536 ( 0.7%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 422/65536 23632/3670016 ( 0.6%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 215/65536 12040/3670016 ( 0.3%) leaves 406/65536 12992/2097152 ( 0.6%) leaffaces 465/65536 930/131072 ( 0.7%) leafbrushes 211/65536 422/131072 ( 0.3%) areas 2/256 16/2048 ( 0.8%) surfedges 2758/512000 11032/2048000 ( 0.5%) edges 1480/256000 5920/1024000 ( 0.6%) LDR worldlights 0/8192 0/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 18/32768 180/327680 ( 0.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 294/65536 588/131072 ( 0.4%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 119924/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 6232/16777216 ( 0.0%) entdata [variable] 24227/393216 ( 6.2%) LDR ambient table 406/65536 1624/262144 ( 0.6%) HDR ambient table 406/65536 1624/262144 ( 0.6%) LDR leaf ambient 178/65536 4984/1835008 ( 0.3%) HDR leaf ambient 406/65536 11368/1835008 ( 0.6%) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) detail props [variable] 1/12 ( 8.3%) static props [variable] 1/548 ( 0.2%) pakfile [variable] 173780/0 ( 0.0%) physics [variable] 19568/4194304 ( 0.5%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 1054 Writing c:\hammerautosave\School Closer.bsp 4 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\HammerAutosave\School Closer.bsp" "c:\program files (x86)\steam\steamapps\user\counter-strike source\cstrike\maps\School Closer.bsp" ** Executing... ** Command: c:\program files (x86)\steam\steam.exe ** Parameters: -applaunch 240 -game "c:\program files (x86)\steam\steamapps\user\counter-strike source\cstrike" +map "School Closer" [/QUOTE]
What program would be the easiest to use for embedding some vtf files into my CS:GO bsp?
[QUOTE=CordlessElm;37755522]When ever I test my map a different map runs than the one I'm trying to test. And whenever I go to start server and choose the map that was supposed to launch, the game crashes. Any ideas?[/QUOTE] Is your map file name meant to have a space in it? If so, that's your problem. "School Closer", rename it to "School_Closer". [QUOTE=kaine123;37756254]What program would be the easiest to use for wrapping some vtf files into my CS:GO bsp?[/QUOTE] You mean "embedding" them into the map? I'd use [URL="http://www.riintouge.com/VIDE/"]VIDE[/URL], if that's what you're asking.
still looking for someone to fix these errors, still paying !
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