Is it possible to have multiple color_corrections in 1 map, or will that just cause errors?
It's possible, yes.
So apparently clicking the texture tool crashes Hammer.
What do?
[QUOTE=LtKyle2;37862600]So apparently clicking the texture tool crashes Hammer.
What do?[/QUOTE]
Is Source SDK running when you're using Hammer?
Doesn't matter whether I have it running or not, it still crashes.
Hey guys, just added cubemaps and it botched the look of my map. All the textures have this weird purple reflection and its just a mess. I'm just going to remove them, but my issue is I can't remember where I placed them...
Is there a way to search for an entity so I can find the last cubemap and delete it?
[QUOTE=timmah1112;37864126]Hey guys, just added cubemaps and it botched the look of my map. All the textures have this weird purple reflection and its just a mess. I'm just going to remove them, but my issue is I can't remember where I placed them...
Is there a way to search for an entity so I can find the last cubemap and delete it?[/QUOTE]
Hello timmah1112,
Yes, there's a way to search for entities in hammer, you want to use the Entity Report function:
[t]http://i.imgur.com/qV1oW.png[/t]
You can search by class, by field (key/value), and you can delete the entites right in this window. But you don't have a option to find the last one created, you'll have to find one by one, but I think the Entity Report will sort the items by 'create date' sorry for don't find a term for this.
Hope it helps
Why does my H key not work in Hammer? it's not a hardware problem.
I've tried restarting and no luck.
[QUOTE=timmah1112;37864126]Hey guys, just added cubemaps and it botched the look of my map. All the textures have this weird purple reflection and its just a mess. I'm just going to remove them, but my issue is I can't remember where I placed them...
Is there a way to search for an entity so I can find the last cubemap and delete it?[/QUOTE]
To use cubemaps, place them in the center of the room then compile, once ingame you type in console buildcubemaps, then restart. You might be forgetting to build the cubemaps.
in what context? if you are referring to h as the hollow tool, it got removed from hotkeys in an update like a year ago.
[QUOTE=Kwaq;37866956]in what context? if you are referring to h as the hollow tool, it got removed from hotkeys in an update like a year ago.[/QUOTE]
I mean the H key in general. e.g when trying to find a light model I would type ligt instead of light
that is fucked
[QUOTE=Kwaq;37867033]that is fucked[/QUOTE]
You have no idea how irritating it is.
[QUOTE][IMG]http://i.imgur.com/DkL2C.png[/IMG][/QUOTE]
Is there a good way to make arch geometry with a slant?
I'd make it in maya and import it but I would much rather have it be the seal of my map for optimisation reasons
Make a normal arch, go in vertex mode and select the outer vertices, and then press ALT + E to scale em.
[QUOTE=CRASHFORT;37873378]Make a normal arch, go in vertex mode and select the outer vertices, and then press ALT + E to scale em.[/QUOTE]
And have fun with off-grid vertices because the scaling adds random decimals.
[QUOTE=Legend286;37873990]And have fun with off-grid vertices because the scaling adds random decimals.[/QUOTE]
as long as you enter it properly it scales fine
like a 256x256 scaled to 0.25 will make it 64
So I accidentally posted this in the Maps WIP thread. I retconned that post, and am moving it over here.
I am porting a custom L4D2 map, and right now my biggest issue is these lines. As I move around, their positions and orientation change, but they're always there. What's strangest of all, though, is they exist in Hammer as well, and behave the same way.
[t]http://filesmelt.com/dl/villa_4_2d_fixed0001.jpg[/t]
Anyone have any idea what they are, what's causing them, or (preferably) how to fix them?
[QUOTE=Barbarian887;37874053]as long as you enter it properly it scales fine
like a 256x256 scaled to 0.25 will make it 64[/QUOTE]
Always produced slightly offgrid verts for me, would rather just scale it manually.
[QUOTE=Legend286;37873990]And have fun with off-grid vertices because the scaling adds random decimals.[/QUOTE]
should i just make the seal geometry as a box and make the entire slanted part as a model then? :rolleye:
Alright, so my U, H, and C keys arent working in the model viewer. What do?
[QUOTE=samuel2213;37875609]Alright, so my U, H, and C keys arent working in the model viewer. What do?[/QUOTE]
Copy and paste with notepad, it happens for me too
[QUOTE=Stiveno;37875700]Copy and paste with notepad, it happens for me too[/QUOTE]
It wont let me...
Having issues with my specular mask
[b]VMT:[/b]
[code]
"LightmappedGeneric"
{
"$basetexture" "887/mud/mud2"
"$bumpmap" "887/mud/mud2_normal"
"$surfaceprop" "MudSlipperySlime"
"$envmap" "env_cubemap"
"$envmapmask" "887/mud/mud2_specular"
}
[/code]
This is what happens
[img]http://filesmelt.com/dl/wtf138.png[/img]
[editline]1st October 2012[/editline]
it's way too reflective based on that specular mask...
[editline]1st October 2012[/editline]
right?
[editline]1st October 2012[/editline]
i tried removing $bumpmap and that allows the spec to appear normal..
[QUOTE=Barbarian887;37877232]Having issues with my specular mask
[b]VMT:[/b]
[code]
"LightmappedGeneric"
{
"$basetexture" "887/mud/mud2"
"$bumpmap" "887/mud/mud2_normal"
"$surfaceprop" "MudSlipperySlime"
"$envmap" "env_cubemap"
"$envmapmask" "887/mud/mud2_specular"
}
[/code]
This is what happens
[img]http://filesmelt.com/dl/wtf138.png[/img]
[editline]1st October 2012[/editline]
it's way too reflective based on that specular mask...
[editline]1st October 2012[/editline]
right?
[editline]1st October 2012[/editline]
i tried removing $bumpmap and that allows the spec to appear normal..[/QUOTE]
Place the envmapmask into the bumpmap's Alpha channel, then do $normalmapalphaenvmapmask 1 in the .vmt
[QUOTE=samuel2213;37875839]It wont let me...[/QUOTE]
Did you try right clicking and doing the commands without the keyboard?
[QUOTE=Stiveno;37878453]Did you try right clicking and doing the commands without the keyboard?[/QUOTE]
Tried both, right click allows me to cut and copy, but not paste. And the keyboard commands do nothing.
[QUOTE=Legend286;37873990]And have fun with off-grid vertices because the scaling adds random decimals.[/QUOTE]
Well, everything scales completely fine for me. And thats in Hammer 3.5(.1)!
[QUOTE=Firegod522;37878388]Place the envmapmask into the bumpmap's Alpha channel, then do $normalmapalphaenvmapmask 1 in the .vmt[/QUOTE]
do i need to be using the vertexlitgeneric shader?
no
No one has any ideas at all regarding my bizarre lines problem?
I'd really like to finish porting that map, but the lines are a bit of a major issue. The other things, such as missing content and lighting, I can rebuild, but the lines I don't know how to deal with.
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