I remember back when everyone first started porting these maps over, and I believe it had something to do with a shader valve used that isn't available in another branch.
Any idea what could be using the shader, or how to remedy the issue?
give us the VMT you're using for the material giving the issues
[QUOTE=jbep3;37886829]give us the VMT you're using for the material giving the issues[/QUOTE]
Uhhh....
It's a whole map port...
I'm not going to go through every single texture in the map right now. I intend to later, but not right now.
Still wondering if I should be concerned or not about which detail brushes I group together
[IMG]http://i596.photobucket.com/albums/tt41/mastercilona/fpfunc_detailhelp.png[/IMG]
Does It make a difference if I were to group all the detail brushes on this building (even though they are separate) into one func_detail entity? Would it cause problems if I did? does the amount of func_details count towards the ent data?
Thanks
[QUOTE=Gmod4ever;37887266]Uhhh....
It's a whole map port...
I'm not going to go through every single texture in the map right now. I intend to later, but not right now.[/QUOTE]
i don't get it, are the lines appearing in place of/on a single texture? you say it happens in hammer too, what's the issue with just selecting the texture and finding the vmt from there?
the "uhhh...." makes it sound like i'm asking some ridiculous difficult task, not something that can be done with mat_crosshair or the material face tool in 5 seconds from the information you've given
[QUOTE=thejjokerr;37887075]Is there a way to have 1 color correction applied to the entire map, and a few area's where there will be no color correction? So an exception to the color correction, rather than having color corrections everywhere?
I want to have no color correction inside, only outside.[/QUOTE]
[media]http://www.youtube.com/watch?v=KnPhtS6W6pg[/media]
the method used is explained in this video
[QUOTE=mcilona;37887451]Still wondering if I should be concerned or not about which detail brushes I group together
[IMG]http://i596.photobucket.com/albums/tt41/mastercilona/fpfunc_detailhelp.png[/IMG]
Does It make a difference if I were to group all the detail brushes on this building (even though they are separate) into one func_detail entity? Would it cause problems if I did? does the amount of func_details count towards the ent data?
Thanks[/QUOTE]
func_details don't count towards the ent data, no difference between having multiple brushes be a single func_detail or multiple func_detail.
[QUOTE=jbep3;37887490]i don't get it, are the lines appearing in place of/on a single texture? you say it happens in hammer too, what's the issue with just selecting the texture and finding the vmt from there?
the "uhhh...." makes it sound like i'm asking some ridiculous difficult task, not something that can be done with mat_crosshair or the material face tool in 5 seconds from the information you've given[/QUOTE]
No, they are not appearing in place of a texture.
They are literally floating randomly in worldspace. Their position and orientation changes depending on viewer position and orientation. They are never in the same place twice.
There is no single texture it comes from - it appears to be coming from the bottom of the Hammer grid and tracing up to the top, at (again) random slopes that constantly change, from what I can trace out in the Hammer viewport.
The only thing I have traced down is that it appears that about 80% of the lines are occurring right around the origin, and appear to be happening around the north-south (up/down) grid-line that goes through the origin.
However, there are a few lines that appear nowhere close at all to the origin of the map.
The reason it sounds like a ridiculous task and not something that can be done with mat_crosshair or the material face tool is because it [b]is[/b] a ridiculous task and not something that can be done with mat_crosshair or the material face tool.
I would appreciate it if, in the future, you didn't go out of your way to insult my intelligence. If it was as simple as "oh these lines are tracing the outline of a brush" or "all of these lines are coming from a single material", then I would have addressed that issue. However, as I said, this is not the case. This is something I have never witnessed before, and I have done everything I can think of, short of going through every single VMT that L4D2 and the custom map uses. Nothing sheds any more light on the issue.
[b]Here is a collection of 18 screenshots[/b] in Hammer, showing off the lines in their various positions, formations, and orientations. The only things I have determined is they seem to go from the bottom of the Hammer grid to the top, the highest concentration of lines is around the map origin (the lounge in the first few pictures is built on the origin), and they will only appear in the viewport if my camera's pitch is positive (above the horizontal).
[url]http://filesmelt.com/dl/TheLinesOfEvil.rar[/url]
I really hope someone can give me some helpful suggestions here.
Anyone who knows CS:GO mapping here? I'm working on a map, and I can't join any team while testing it. Choosing a team makes the screen freeze at the team image, but I can hear footsteps of the bot in the background.
Spectating works fine for some reason, though the match never really starts. And the bots get stuck a lot so I can't look at the whole map.
This is what happens when I pick a team:
[img_thumb]http://cloud.steampowered.com/ugc/540687835389871627/02E77AFF320A96659AD46D18EC378E75BC36966D/[/img_thumb]
[editline]2nd October 2012[/editline]
Well shit maybe the update broke something. Just made another map, a really shit test one, with a skybox, a platform and 2 player spawns: same story.
[QUOTE=Gmod4ever;37887728]I would appreciate it if, in the future, you didn't go out of your way to insult my intelligence. If it was as simple as "oh these lines are tracing the outline of a brush" or "all of these lines are coming from a single material", then I would have addressed that issue. However, as I said, this is not the case. This is something I have never witnessed before, and I have done everything I can think of, short of going through every single VMT that L4D2 and the custom map uses. Nothing sheds any more light on the issue..[/QUOTE]
you told us you were porting a map which had wireframe lines that, as you moved, "their positions and orientation change" and it happens in hammer. we're not psychic, it is not obvious that you are talking about wireframe faces appearing in 3d space in the world, not wireframe lines on a face [i]which is exactly what happens when you are missing a shader[/i], hence the reply from Firegod522 about missing shaders.
apologies for trying to dig deeper into the problem. if you're looking for help try to actually explain your situation a bit better and not assume that any attempts to coerce more information was an insult to your intelligence.
Fair enough.
In my original post, in the WIP thread, I had made an effort to note that the lines were in worldspace.
It appears that when I retconned that post into the post in this thread, I left that out. I thought I had kept that information in, but apparently I did not. I apologize for that.
That being said, you now have more information. Anyone have any ideas?
In my 50s map I'm using mat_hsv 1 to make it black and white - is there any way to get that to enter automatically when the map compiles?
You should be able to use a logic_auto to fire a command right when you spawn. I can't really explain how exactly to do it, but maybe you should look into it!
[editline]3rd October 2012[/editline]
I've got a question myself though:
I need to use some textures from Tomb Raider 2, got them from a TR level editor resource page. Question is: How does one extract those textures from the .tga file in which they are saved? I'm pretty much clueless when it comes to textures.
[QUOTE=NotExactly;37893759]In my 50s map I'm using mat_hsv 1 to make it black and white - is there any way to get that to enter automatically when the map compiles?[/QUOTE]
You can use a color_correction entity.
[URL=http://filesmelt.com/][IMG]http://filesmelt.com/dl/secret_war010003.jpg[/IMG][/URL]
How can I fix this without adding any more lights? I want to maintain the darkness but get rid of these awful looking shadows.
if you want it all to be solid blackness you could just add block light brushes to prevent any light source from seeping in
[QUOTE=Firegod522;37895117]You can use a color_correction entity.[/QUOTE]
In my experience it's impossible to get color_correction to do complete desaturation, it just ends up looking slightly washed out
And is it possible to get a logic_auto to trigger a console command? Seems like the kind of thing that should go in compile settings somewhere.
Edit: Never mind, managed to do it by putting '+mat_hsv 1' into the compile command thing.
So, after knowing the way one would switch bodygroups per I/O... how do I exactly use it? What do I enter as a code? Model viewer got several options for the model, such as torso skin 4. I tried using "torso4" as an output for SetBodygroup, but it didn't work. Is there a tutorial or anything?
[QUOTE=LtKyle2;37862600]So apparently clicking the texture tool crashes Hammer.
What do?[/QUOTE]
Still need help on this.
[QUOTE=Ray551;37893985]You should be able to use a logic_auto to fire a command right when you spawn. I can't really explain how exactly to do it, but maybe you should look into it!
[editline]3rd October 2012[/editline]
I've got a question myself though:
I need to use some textures from Tomb Raider 2, got them from a TR level editor resource page. Question is: How does one extract those textures from the .tga file in which they are saved? I'm pretty much clueless when it comes to textures.[/QUOTE]
If the textures are already in .tga, then you can just use VTFEdit.
Here's the Valve Dev Wiki article on how to make textures (VTFs, VMTs, all that stuff).
[url]https://developer.valvesoftware.com/wiki/Creating_a_Material[/url]
If you have any issues, just PM me. I'll help you out best I can.
[QUOTE=Gmod4ever;37898205]If the textures are already in .tga, then you can just use VTFEdit.
Here's the Valve Dev Wiki article on how to make textures (VTFs, VMTs, all that stuff).
[url]https://developer.valvesoftware.com/wiki/Creating_a_Material[/url]
If you have any issues, just PM me. I'll help you out best I can.[/QUOTE]
I've looked into it for a second and VTFEdit really helped me out already. I'm gonna check the options out a little more, thanks for helping!
Is there a console command that can position the player and the direction of where the player is looking?
Use [URL="https://developer.valvesoftware.com/wiki/Point_viewcontrol"]point_viewcontrol[/URL] for that sort of stuff.
Okay, so I wrote up a quick script to iterate through all the VMTs, because I wasn't going to manually go through over ten thousand VMTs.
Note that this isn't just L4D2 content, but also Portal content and some other things.
Basically, all the script does is record every VMT and the first line in the VMT (which should be the shader).
I also wrote in a function for the script to just give me a count of how many VMTs use each shader ("shader" being the first line of the VMT).
Here are the results. Note that this is after I filtered out all VMTs with "model" in their filepath (aka I filtered out the model texturepaths) because I am pretty certain that model shaders wouldn't cause this issue in Hammer.
[quote]-------- COUNT ---------
= 14
engine_post = 2
shatteredglass = 7
filmdust = 1
hdrselectrange = 1
decalmodulate = 210
floatcombine = 1
subrect = 89
basetimesmod2xenvmap = 1
sky = 138
worldvertextransition = 121
lightmappedgeneric = 3040
sample4x4_blend = 2
unlitgeneric = 1008
writez = 1
volumetricfog = 1
bms_flare_threshold = 1
debugluxels = 4
spritecard = 209
unlittwotexture_dx6 = 2
blurfiltery = 5
showdestalpha = 4
sprite = 99
sample4x4 = 6
debuglightingonly = 1
bms_flare_modulate = 1
floatcombine_autoexpose = 1
wireframe = 15
floattoscreen = 3
skyfog = 1
internalframesync = 1
//unlitgeneric = 1
splinerope = 10
vertexlitgeneric = 105
monitorscreen = 1
downsample = 2
bms_flare = 1
lightshafts = 1
bms_scanlines = 1
depthwrite = 1
debugfbtexture = 1
blurfilterx = 3
downsample_nohdr = 3
yuv = 1
debugtextureview = 2
translucentlightmap = 1
modulate = 4
filmgrain = 1
patch = 183
bms_postprocess = 1
motionblur = 1
unlittwotexture = 19
writestencil = 1
particlesphere = 1
windowimposter = 1
water = 61
hsv = 1
$zero = 1
lightmappedgeneric = 22
colorcorrection = 1
showz = 1
// envmaptint_fix = 3
cable = 3
screenspace_general = 16
shadow = 4
refract = 17
bloom = 1
depthoffield = 1
vertexnormals = 1
occlusion = 1
------------------------
[/quote]
Are there any shader names that are jumping out to you guys that could possibly be the culprit, assuming my lines are being caused by an unrecognized shader? I don't know what all shaders are allowed in OB source and what aren't, so yeah.
[QUOTE=Gmod4ever;37903669]Okay, so I wrote up a quick script to iterate through all the VMTs, because I wasn't going to manually go through over ten thousand VMTs.
Note that this isn't just L4D2 content, but also Portal content and some other things.
Basically, all the script does is record every VMT and the first line in the VMT (which should be the shader).
I also wrote in a function for the script to just give me a count of how many VMTs use each shader ("shader" being the first line of the VMT).
Here are the results. Note that this is after I filtered out all VMTs with "model" in their filepath (aka I filtered out the model texturepaths) because I am pretty certain that model shaders wouldn't cause this issue in Hammer.
Are there any shader names that are jumping out to you guys that could possibly be the culprit, assuming my lines are being caused by an unrecognized shader? I don't know what all shaders are allowed in OB source and what aren't, so yeah.[/QUOTE]
You could always ask [url]http://facepunch.com/showthread.php?t=1060604[/url]
I may have to. No idea when he was last on, though, or if he had these issues.
Further refinement. Built another script to crawl through the VMF and grab all the materials used in the map, and then cross-referenced that with my VMT crawler.
Here are the results of that:
[code]:
1 = dev/black_cheap.vmt
lightmappedgeneric:
1 = custom/audiomixer.vmt
2 = custom/gym_poster02.vmt
3 = realworldtextures/newer/1/wood_1_05.vmt
4 = metal/metaltrack001a.vmt
5 = wood/wood_panel01a.vmt
6 = custom/aqua_glass.vmt
7 = nature/trees_card01.vmt
8 = custom/woodpanel.vmt
9 = plaster/ceiling_white01off.vmt
10 = decals/cards_playing00.vmt
11 = custom/aquasockel.vmt
12 = custom/teppich_blau.vmt
13 = realworldtextures/newer/0/bricks_0_23.vmt
14 = realworldtextures/floor/wood_floor_5.vmt
15 = glass/urban_window_01c.vmt
16 = custom/teppich_2.vmt
17 = decals/paper01.vmt
18 = liquids/water_reflections.vmt
19 = overlays/urban_paintswatch_03a.vmt
20 = custom/gym_poster01.vmt
21 = custom/tv/roxgif.vmt
22 = custom/jalousien.vmt
23 = realworldtextures/glass.vmt
24 = wood/wood_panel02a_cheap.vmt
25 = realworldtextures/newer/1/rollup_1_02.vmt
26 = decals/rubbledecal001.vmt
27 = tools/toolsnodraw_metal.vmt
28 = wood/desk01.vmt
29 = plaster/urban_plasterwall_05e.vmt
30 = tools/toolstrigger.vmt
31 = realworldtextures/walls/traditionalblue.vmt
32 = wood/cabinets_side01.vmt
33 = custom/castleposter.vmt
34 = tools/toolsinvisible.vmt
35 = glass/glass01.vmt
36 = custom/akustikschaumstoff.vmt
37 = realworldtextures/newer/1/wood_1_02.vmt
38 = custom/samt.vmt
39 = custom/tv/midggif.vmt
40 = wood/cabinets01.vmt
41 = wood/woodwall003a.vmt
42 = realworldtextures/floor/floor_12.vmt
43 = customtext/gc textures/sand/sand03.vmt
44 = custom/gayposter2.vmt
45 = custom/schwarz.vmt
46 = realworldtextures/newer/1/roof_1_05.vmt
47 = concrete/concretefloor012a.vmt
48 = decals/offwhtbrdb.vmt
49 = custom/sonylogo.vmt
50 = custom/fisch_gruppe.vmt
51 = wood/framingedge01.vmt
52 = custom/bubble.vmt
53 = wood/wood_int_cabinet03.vmt
54 = decals/dirtfloor012a.vmt
55 = concrete/concretewall007a.vmt
56 = wood/woodshelf008a.vmt
57 = custom/gayposter1.vmt
58 = tile/floor05.vmt
59 = custom/audiomixer2.vmt
60 = tools/toolsnodraw.vmt
61 = decals/door_wood22.vmt
62 = realworldtextures/newer/1/brick_1_10.vmt
63 = tools/toolsskybox.vmt
64 = tools/toolshint.vmt
65 = custom/gym_poster03.vmt
66 = realworldtextures/walls/navajored.vmt
67 = wood/cabinets04.vmt
68 = concrete/subway_concreteceiling_01a.vmt
69 = realworldtextures/new/bigrug2.vmt
70 = wood/plywood02.vmt
71 = realworldtextures/walls/coralwhite.vmt
72 = custom/fatass.vmt
73 = carpet/businessfloormat.vmt
74 = custom/tv_off.vmt
75 = realworldtextures/newer/1/carpet_1_01.vmt
76 = realworldtextures/newer/2/wood_2_03.vmt
77 = concrete/ceiling03.vmt
78 = custom/gym_poster04.vmt
79 = decals/prodconcrete01.vmt
80 = decals/swampleaves_decal01.vmt
81 = custom/3er_bild.vmt
82 = decals/drainage_stain_02.vmt
83 = tools/toolsskip.vmt
84 = realworldtextures/ceiling/ceiling_03.vmt
85 = wood/wall02.vmt
86 = tile/tile_mall_floortrim00.vmt
87 = decals/drainage_stain_04.vmt
88 = realworldtextures/walls/capecodgray.vmt
89 = realworldtextures/walls/burreeds.vmt
90 = custom/teppich_rot.vmt
91 = wood/wall01.vmt
92 = custom/tv/ashgif.vmt
93 = decals/modern_pinupgirls01.vmt
94 = custom/comic/siemensfront.vmt
95 = custom/starwarsabendmahl.vmt
96 = decals/drainage_stain_03.vmt
97 = realworldtextures/newer/0/bricks_0_27.vmt
98 = plaster/plaster_ceiling_03.vmt
99 = metal/metalstair001a_light.vmt
100 = decals/decalpoweroutlet001a.vmt
101 = concrete/concrete_floor_10.vmt
102 = realworldtextures/floor/floor_11.vmt
103 = custom/comic/siemenstop.vmt
104 = tools/toolsnpcclip.vmt
105 = lights/fluorescentcool003a.vmt
106 = custom/teppich_1.vmt
107 = glass/hotel_glass002.vmt
108 = plaster/milwall001.vmt
109 = tools/toolsplayerclip.vmt
110 = tools/toolsclip.vmt
111 = wood/cabinets02.vmt
112 = custom/fisch_01.vmt
113 = realworldtextures/new/greentiles.vmt
114 = custom/tv/wrestgif.vmt
115 = de_nuke/nuke_metaltrims_01.vmt
116 = metal/metal_corrugated01b.vmt
117 = tools/toolsblocklight.vmt
118 = realworldtextures/walls/antiquesilver.vmt
119 = custom/tv/mansongif.vmt
120 = custom/tv/dancegif.vmt
121 = realworldtextures/floor/floor_1_05.vmt
122 = realworldtextures/newer/1/tile_1_02.vmt
refract:
1 = custom/glass.vmt
water:
1 = dev/dev_water4.vmt
unlitgeneric:
1 = detail/ruraldetailsprites.vmt
2 = skybox/urban_horizon_even.vmt
decalmodulate:
1 = decals/bloodstain_101.vmt
2 = decals/bloodstain_003.vmt
3 = decals/bloodstain_001.vmt
4 = decals/blood_splatter.vmt
worldvertextransition:
1 = custom/blend_gras_klippe.vmt
2 = custom/blend_gras_einfahrt.vmt
[/code]
I don't think it's a shader issue. This is every texture in the map, and they all seem like common shaders. I'm running out of ideas of things to check.
I think I'm going to try porting just a normal L4D2 map. Maybe it's just something about this custom map causing this issue.
Would it be too much to ask for someone to take a look at this?
[url]http://forums.tf2maps.net/showthread.php?p=270648#post270648[/url]
I just need any kind of feedback. Primarily, I want it on the gameplay design, not artistic.
[QUOTE=A B.A. Survivor;37906110]Would it be too much to ask for someone to take a look at this?
[url]http://forums.tf2maps.net/showthread.php?p=270648#post270648[/url]
I just need any kind of feedback. Primarily, I want it on the gameplay design, not artistic.[/QUOTE]
Kind of on the artistic side, but a lot areas in the map would make sense (and look a lot better) with displacements
[QUOTE=mcilona;37908017]Kind of on the artistic side, but a lot areas in the map would make sense (and look a lot better) with displacements[/QUOTE]
Its still in dev, he wants to test the layout. Making displacements now would be useless, when he would make an huge layout change.
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