• Mapping Question Megathread v3
    4,500 replies, posted
Is it a possible to parent a func_breakable_surf to a movable object?
[QUOTE=kaine123;37814760]Is it a possible to parent a func_breakable_surf to a movable object?[/QUOTE] Not without crashes. [QUOTE=paulisdead18;37814043]How do you get around the "too many t-junctions to fix up!" error? I've heard it can be done by removing func_details you have, but that only seems to make the number of indices to increase, not decrease.[/QUOTE] t-junctions are where vbsp has to figure out where detail brushes tough world geometry. So you can solve this by turning func_details into models. [QUOTE=Sad Banana;37811392]Painted displacement with a blend material and when compiling I get: Ideas?[/QUOTE] Post compile log.
[QUOTE=Firegod522;37815194]Not without crashes. t-junctions are where vbsp has to figure out where detail brushes tough world geometry. So you can solve this by turning func_details into models. Post compile log.[/QUOTE] Well then, back to propper it seems.
[QUOTE=Ray551;37794925]Is it possible to create a npc_citizen and make him use a specific model? I just downloaded some suit models, put them into the right directory and changed the model path in the entity properties to one of the suit wearing citizens. It showed up correctly in hammer, but ingame there was a normal looking citizen waiting for me. Why is that?[/QUOTE] You probably should disable the flags that tell it to randomly pick the model.
[QUOTE=Grenade Man;37816996]You probably should disable the flags that tell it to randomly pick the model.[/QUOTE] Did not work back then. But maybe the models weren't imported in the right way, I've gotta check!
So ummm... I kind of lost my selection mode tool bar. [img]http://i.imgur.com/2jRmd.png[/img] I can't find how to get it back. Anyone have any ideas?
I was able to figure it out, but it required resetting hammer to default settings. [url]https://developer.valvesoftware.com/wiki/Resetting_Hammer_preferences[/url]
Does anyone have any awesome tutorials on making decent looking lights? [IMG]http://i869.photobucket.com/albums/ab255/Yournameisinvalid21/ugly.png[/IMG] All of mine come out like this. :suicide:
Compile with -final and make sure you have no leaks.
Thanks! looks alot better, but there are still a bunch of ugly blobs of darkness everywhere.
[QUOTE=Garb;37827234]Thanks! looks alot better, but there are still a bunch of ugly blobs of darkness everywhere.[/QUOTE] Hi complete stranger, have you tried increasing the light spread without increasing intensity?
[QUOTE=TheGoodDoctorF;37826104]I was able to figure it out, but it required resetting hammer to default settings. [URL]https://developer.valvesoftware.com/wiki/Resetting_Hammer_preferences[/URL][/QUOTE] You've made a lot of work, you can re-enable the selection bar or something you have disabled in the view tab: [t]http://i.imgur.com/9ByGX.png[/t]
[QUOTE=Garb;37827234]Thanks! looks alot better, but there are still a bunch of ugly blobs of darkness everywhere.[/QUOTE] Post the compile log. You might have a leak.
[code] ** Executing... ** Command: "e:\program files (x86)\steam\steamapps\higuything21\sourcesdk\bin\source2009\bin\vbsp.exe" ** Parameters: -game "e:\program files (x86)\steam\steamapps\sourcemods\Phalanges" "E:\Program Files (x86)\Steam\steamapps\sourcemods\Phalanges\maps\level_1.vmf" Valve Software - vbsp.exe (Sep 15 2011) 2 threads materialPath: e:\program files (x86)\steam\steamapps\sourcemods\Phalanges\materials Loading E:\Program Files (x86)\Steam\steamapps\sourcemods\Phalanges\maps\level_1.vmf Could not locate 'GameData' key in e:\program files (x86)\steam\steamapps\sourcemods\phalanges\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 16 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing E:\Program Files (x86)\Steam\steamapps\sourcemods\Phalanges\maps\level_1.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/realsky3*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/realsky3*.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) (20256 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 128 texinfos to 106 Reduced 7 texdatas to 7 (129 bytes to 129) Writing E:\Program Files (x86)\Steam\steamapps\sourcemods\Phalanges\maps\level_1.bsp 1 second elapsed ** Executing... ** Command: "e:\program files (x86)\steam\steamapps\higuything21\sourcesdk\bin\source2009\bin\vvis.exe" ** Parameters: -game "e:\program files (x86)\steam\steamapps\sourcemods\Phalanges" "E:\Program Files (x86)\Steam\steamapps\sourcemods\Phalanges\maps\level_1" Valve Software - vvis.exe (Sep 15 2011) 2 threads reading e:\program files (x86)\steam\steamapps\sourcemods\phalanges\maps\level_1.bsp reading e:\program files (x86)\steam\steamapps\sourcemods\phalanges\maps\level_1.prt 113 portalclusters 441 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 (1) Optimized: 50 visible clusters (0.00%) Total clusters visible: 10251 Average clusters visible: 90 Building PAS... Average clusters audible: 113 visdatasize:4312 compressed from 3616 writing e:\program files (x86)\steam\steamapps\sourcemods\phalanges\maps\level_1.bsp 1 second elapsed ** Executing... ** Command: "e:\program files (x86)\steam\steamapps\higuything21\sourcesdk\bin\source2009\bin\vrad.exe" ** Parameters: -game "e:\program files (x86)\steam\steamapps\sourcemods\Phalanges" "E:\Program Files (x86)\Steam\steamapps\sourcemods\Phalanges\maps\level_1" 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:\program files (x86)\steam\steamapps\sourcemods\phalanges\maps\level_1.bsp Setting up ray-trace acceleration structure... Done (0.07 seconds) 327 faces 2 degenerate faces 23348 square feet [3362152.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 325 patches before subdivision 2491 patches after subdivision sun extent from map=0.173648 2 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 127289, max 263 transfer lists: 1.0 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(311, 247, 205) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(117, 73, 48) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(53, 25, 13) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(23, 9, 4) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(11, 3, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(5, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0015 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 (0) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 53/8192 636/98304 ( 0.6%) brushsides 346/65536 2768/524288 ( 0.5%) planes 370/65536 7400/1310720 ( 0.6%) vertexes 558/65536 6696/786432 ( 0.9%) nodes 225/65536 7200/2097152 ( 0.3%) texinfos 106/12288 7632/884736 ( 0.9%) texdata 7/2048 224/65536 ( 0.3%) 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 327/65536 18312/3670016 ( 0.5%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 183/65536 10248/3670016 ( 0.3%) leaves 227/65536 7264/2097152 ( 0.3%) leaffaces 494/65536 988/131072 ( 0.8%) leafbrushes 221/65536 442/131072 ( 0.3%) areas 2/256 16/2048 ( 0.8%) surfedges 2365/512000 9460/2048000 ( 0.5%) edges 1367/256000 5468/1024000 ( 0.5%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 48/32768 480/327680 ( 0.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 828/65536 1656/131072 ( 1.3%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 54436/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 4312/16777216 ( 0.0%) entdata [variable] 622/393216 ( 0.2%) LDR ambient table 227/65536 908/262144 ( 0.3%) HDR ambient table 227/65536 908/262144 ( 0.3%) LDR leaf ambient 850/65536 23800/1835008 ( 1.3%) HDR leaf ambient 227/65536 6356/1835008 ( 0.3%) 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] 81866/0 ( 0.0%) physics [variable] 20256/4194304 ( 0.5%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 979 Writing e:\program files (x86)\steam\steamapps\sourcemods\phalanges\maps\level_1.bsp 5 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "E:\Program Files (x86)\Steam\steamapps\sourcemods\Phalanges\maps\level_1.bsp" "e:\program files (x86)\steam\steamapps\sourcemods\Phalanges\maps\level_1.bsp" ** Executing... ** Command: e:\program files (x86)\steam\steam.exe ** Parameters: -applaunch 420 -game "e:\program files (x86)\steam\steamapps\sourcemods\Phalanges" -final +map "level_1" [/code]
[QUOTE=CordlessElm;37796498]I haven't tried anything because I didn't have a clue as to how I could make this happen, but I will try this method, thank you very much. Any other suggestions are helpful.[/QUOTE] In Portal 2, the sequence where [sp]Chell is sucked through the Pneumatic Diversity Vents with Wheatley[/sp] is accomplished by use of a point_viewcontrol. [URL="https://developer.valvesoftware.com/wiki/Behind_the_Scenes_(Portal_2)#Tube_Rides"]This Valve Developer Community article[/URL] explains it better than I could. If you want a better look, try finding the map with the sequence in it and decompiling it. On another note, the sequence in Opposing Force is indeed accomplished by a rotating backdrop. I believe there's another sequence in GoldSrc that uses the same basic concept, but I forgot where it's used at the moment. It's all just visual trickery, but I don't think it would be necessary with the Source engine's capabilities.
is there a way to get hammer's compile window (SFM version) to actually stay open so I can see why it won't compile the map I'm working on?
[QUOTE=paulisdead18;37814043]How do you get around the "too many t-junctions to fix up!" error? I've heard it can be done by removing func_details you have, but that only seems to make the number of indices to increase, not decrease.[/QUOTE] For some reason, increasing my lightmap scale helped a lot when I came up with this error. I honestly have no idea how. It's worked twice for me and I've done nothing in-between raising the scales. Try raising some scales where the player wouldn't see much happening. There's also these really nice tips on how to optimise your map if you're getting the T-Junction errors [URL="http://forums.tf2maps.net/showthread.php?t=10265"]here[/URL].
How can I make this lighting not all messed up? [IMG]https://dl.dropbox.com/u/12854445/hw0000.jpg[/IMG]
[QUOTE=applemaster;37848209]How can I make this lighting not all messed up? [IMG]https://dl.dropbox.com/u/12854445/hw0000.jpg[/IMG][/QUOTE] Do two things for me. Either increase the lightmap scale on the textures. Or simply change the texture to something not dev. Post both results please.
K [editline]29th September 2012[/editline] Looks pretty awful with a lightmap scale of 4: [IMG]https://dl.dropbox.com/u/12854445/hw0001.jpg[/IMG] [editline]29th September 2012[/editline] K, I added textures reeeeally quickly, and it doesn't help at all [IMG]https://dl.dropbox.com/u/12854445/hwtex0002.jpg[/IMG]
Has anyone got Source SDK to work with Black Mesa: Source as I want to build off of the existing code?
[URL="http://clicktokill.info/blog/2012/09/setting-up-source-sdk-for-mapping-with-black-mesa-source"]Here you are[/URL] my good man.
[QUOTE=Cheshire_cat;37853060][URL="http://clicktokill.info/blog/2012/09/setting-up-source-sdk-for-mapping-with-black-mesa-source"]Here you are[/URL] my good man.[/QUOTE] I don't have Half Life 2. I'm bummed out.
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so is a blend vmt ok if texture 1 is half as big as texture 2? I tried it and in hammer the blend texture looks really small (like 4x smaller than normal) am i just trying to do something really dumb? :downs: [editline]30th September 2012[/editline] it's still doing it even with two 512x512 textures I'm using worldvertextransition [editline]30th September 2012[/editline] i think the thumb texture is messing it up :v: will report back [editline]30th September 2012[/editline] yeah the thumb texture fucks it up if it isnt the same as the texture, pretty dumb.
I need help with this. Ive been trying to parent a prop_dynamic to a func_tank in such a way that one bone on the prop stays on the ground while another bone rotates like a turret. been working on it for about an hour now and still haven't figured it out. here's a picture of the model with the func_tank im working on: [IMG]http://i46.tinypic.com/31361hx.png[/IMG] I've already looked up prop_dynamic a dozen times and nothing I can find will tell me how to do it, and ive already been experimenting with the editor trying to figure it out myself, but as far as I can tell the only way to manipulate the turret without parenting the entire thing is to use animations. However there aren't any animations for turning the gun.
I believe you would have to use two seperate models, one for the actual gun and one, as a static, for the tripod. Maybe [url=http://www.interlopers.net/tutorials/25687]this[/url] could help you then.
When I increase the size of a brush the texture size increases with it, for some reason. How do I fix? [editline]30th September 2012[/editline] Nevermind, found the button
So, how does one change bodygroups manually per hammer? I've downloaded the Enhanced Citizen Redux pack a few days ago and want to use them in my map, though one of them has to wear gloves for a scene. Gloves are changed by bodygroup. Help?
[QUOTE=Ray551;37856719]So, how does one change bodygroups manually per hammer? I've downloaded the Enhanced Citizen Redux pack a few days ago and want to use them in my map, though one of them has to wear gloves for a scene. Gloves are changed by bodygroup. Help?[/QUOTE] OnMapSpawn|citizen|SetBodyGroup|<body group number>| [editline]30th September 2012[/editline] [QUOTE=applemaster;37848727]K [editline]29th September 2012[/editline] Looks pretty awful with a lightmap scale of 4: [IMG]https://dl.dropbox.com/u/12854445/hw0001.jpg[/IMG] [editline]29th September 2012[/editline] K, I added textures reeeeally quickly, and it doesn't help at all [IMG]https://dl.dropbox.com/u/12854445/hwtex0002.jpg[/IMG][/QUOTE] Are you compiling with -final? also tried raising the brightness of the ambience? Do you have any leaks?
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