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.
[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.
snip
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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