• Mapping Question Megathread v3
    4,500 replies, posted
[QUOTE=Cheshire_cat;37953801]I believe that there is a tool called Propper that can help with that. Personally, I haven't used it, but it does seem very useful.[/QUOTE] Thanks that was the tool I was looking for. :)
PARTICLE EDITOR QUESTION!: How do I get particles to rotate (rotation over time)? The initial fixed property "rotation_speed" has no effect on my particles and nor does using the "random rotation speed" initializer. Thanks anyone for looking. Nevermind, figured it out. For anyone's future reference, I didn't add a "rotation basic" operator. It seems that a "basic" operator needs to be added for any movement type you plan on using. It makes sense I guess.
Lighting problem: My screen gets immediately brighter when facing a different part of my map in some areas, all I have to do is rotate my screen and once it rotates to a certain point the whole screen is a small amount brighter. Does this have to do with cubemaps or something?
So, I'm having some problems with some optimization. I'm working on this house, and I want to avoid VVIS making triangular visleaves. I haven't really done much optimizing in maps other than func_detailing brushes, so I'm kinda of a novice at this kind of shit. [IMG]http://filesmelt.com/dl/house7interior0000.jpg[/IMG] So I decided to make the rest of the roof a func_detail, which makes the visleaves okay looking, but then the lighting on the ceiling will pass through the walls and into other rooms. It looks okay it lit rooms, but the darker rooms that are next to other lit rooms are in some trouble. [IMG]http://filesmelt.com/dl/house7interior0001.jpg[/IMG] [IMG]http://filesmelt.com/dl/house7interior0002.jpg[/IMG] [IMG]http://filesmelt.com/dl/house7interior0003.jpg[/IMG] I decided to make a non-func_detailed ceiling over the entire house so that the ceiling will have better lighting, plus it would be logical to also have a non-func_detailed ceiling over a house instead of just an entire func_detailed roof that's supposed to serve as a ceiling to a house. The only problem is that the new ceiling creates these extra visleaves that are 8 units thin. [IMG]http://filesmelt.com/dl/house7interior0004.jpg[/IMG] So what do you guys think I should do with this? Just keep the func_detailed roof and deal with the shitty lighting or keep the new ceiling, or maybe something else?
The roof should not be func_detailed. The window frames should, door frames, the glass on the windows them selves
[QUOTE=Firegod522;37962433]The roof should not be func_detailed. The window frames should, door frames, the glass on the windows them selves[/QUOTE] Yeah, all the door frames and such are already func_detailed. Only the windows aren't func_details since those are just decals. There's one specific wall that's all func_detailed, and it's the one that intersects the kitchen/dining room with the living room, and it's got a "glassless window" and a door frame on it. Should I just keep it as a func_detail since it doesn't block the player's view of the other room? Just wanna be sure. [IMG]http://filesmelt.com/dl/house7interior0005.jpg[/IMG]
Ok so Im trying to make my map not fullbright, Ive added a light_env and changed the settings to fit the skybox I have but everytime I load the map it is still fullbright. Does anyone know why?
Source engine saves the fullbright settings when you change levels. Just make sure mat_fullbright is 0
I have mat_fullbright set to 0 but its still fullbright.
Compile log
I've been fiddling around with a map and I'm looking for advice regarding a couple of things. Firstly, I request some optimization help. The area right now is relatively small, so really the only optimization I've done is func_detailing most things. To help you understand how you can help, I'll try give a bit of perspective by describing the area and I'll provide a hammer screenshot below. I intend to have 2 rows of prison cells, with 6 cells each row (so 12 total). They will sit adjacent to each other and the doors will face towards each other. Inside, they're all going to have a few props (both static and physics), quite a few func_detail brushes, lights, env_sprites walls, floor, roof and some decals here and there. All cells will be virtually the same but different in their own way like rotated/relocated props and what not. Now, taking reference from Valve maps (specifically ar_monastery), I have placed area portals on the doorway and window in the prison cell (it is 100% sealed so no leaks there). Now I ask are area portals the right way to do this or is there a better method for it (I heard due to all the calculations being made they can be laggy if there's too many)? Also if it is, should I have individual brushes for each doorway + window, or should I have one large brush running across each 6 cells doorways + windows? Screenshot to hopefully help you understand, the window is behind the wood on the back wall, it's func_breakable [t]http://i.imgur.com/GR6e8.jpg[/t] Secondly, I made a custom blend texture (using 2 existing textures) and it seems to have increased one of the textures size when I use the blend texture, I imagine this is because one of the textures is larger than the other, though I may be wrong. Now, I ask is there a way I can reduce the stretched texture back down to its normal size without the other texture being shrunk at the same time? It would be preferable if I could somehow just do it through the .vmt or something, but I understand that might not be possible. For reference this is the .vmt [code]WorldVertexTransition { $basetexture "nature/vostok_snow" $basetexture2 "stone/stone_floor_01" $blendmodulatetexture "nature/tibet_blendmod_snow_rock" $surfaceprop snow $surfaceprop2 concrete }[/code] Thanks if advance for any help
This ain't a mapping question but that of a texture. [img]http://i.imgur.com/uxA98.png[/img] I'm going to replace the textures for a few models, but I can't seem to find where the texture for that lamp model and the lamp shade is stored. I've looked literally everywhere. Does anyone else have a clue or want to help me find it?
[QUOTE=Nabruno;37969368]This ain't a mapping question but that of a texture. [img]http://i.imgur.com/uxA98.png[/img] I'm going to replace the textures for a few models, but I can't seem to find where the texture for that lamp model and the lamp shade is stored. I've looked literally everywhere. Does anyone else have a clue or want to help me find it?[/QUOTE] Furniture_DetailProps001a.vtf
Oh you deserve so many hearts seriously! You just solved so much frustration, thanks!
[QUOTE=Nabruno;37971371]Oh you deserve so many hearts seriously! You just solved so much frustration, thanks![/QUOTE] The model browser also shows the vmts loaded. [IMG]http://i.imgur.com/1gUgc.png[/IMG]
A while ago someone posted a download of like 10 super awesome skyboxes they made, does anyone happen to have a link to that thread? Thanks!
[QUOTE=Banana Lord.;37976911]A while ago someone posted a download of like 10 super awesome skyboxes they made, does anyone happen to have a link to that thread? Thanks![/QUOTE] Are you talking about Firegod's Skyboxes? They're all together here. [url]https://dl.dropbox.com/u/3779442/Skybox_website/sunfolder/skybox_list_v2.html[/url]
-snip- ninja'd
[QUOTE=Banana Lord.;37976911]A while ago someone posted a download of like 10 super awesome skyboxes they made, does anyone happen to have a link to that thread? Thanks![/QUOTE] Mr. Chop's? [url]http://www.facepunch.com/showthread.php?t=970112[/url]
[QUOTE=paulisdead18;37977007]Are you talking about Firegod's Skyboxes? They're all together here. [url]https://dl.dropbox.com/u/3779442/Skybox_website/sunfolder/skybox_list_v2.html[/url][/QUOTE] Not that one, but very good, thank you! [editline]9th October 2012[/editline] [QUOTE=Barbarian887;37977823]Mr. Chop's? [url]http://www.facepunch.com/showthread.php?t=970112[/url][/QUOTE] That's them, thank you!
So I have a combine performing a scripted sequence where he places a grenade, I want to have the grenade destroy a fence its placed next to or just have the fence removed at the time of the grenade explosion, is that possible to do?
So, I don't know what the fuck is wrong with this map, but whenever I compile it it is PAINFULLY slow. Like, less than 1 fps. Compile: [code] ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\st112570\sourcesdk\bin\source2009\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\st112570\half-life 2 episode two\ep2" "C:\Users\Tim\Documents\VMFs\condo.vmf" Valve Software - vbsp.exe (Sep 15 2011) 6 threads materialPath: c:\program files (x86)\steam\steamapps\st112570\half-life 2 episode two\ep2\materials Loading C:\Users\Tim\Documents\VMFs\condo.vmf Can't find surfaceprop sheetrock for material WALLPAPER/GREEN01, using default Can't find surfaceprop sheetrock for material PLASTER/CEILING_POPCORN02, using default Can't find surfaceprop clay for material TILE/FLOOR05, using default ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\st112570\half-life 2 episode two\ep2\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 44 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\Tim\Documents\VMFs\condo.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_ep02_06_hdr*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_ep02_06_hdr*.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) (173003 bytes) Error loading studio model ""! Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 1114 texinfos to 731 Reduced 51 texdatas to 46 (1170 bytes to 983) Writing C:\Users\Tim\Documents\VMFs\condo.bsp 1 second elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Tim\Documents\VMFs\condo.bsp" "c:\program files (x86)\steam\steamapps\st112570\half-life 2 episode two\ep2\maps\condo.bsp" ** Executing... ** Command: c:\program files (x86)\steam\steam.exe ** Parameters: -applaunch 420 -game "c:\program files (x86)\steam\steamapps\st112570\half-life 2 episode two\ep2" +map "condo" [/code] what the shit is wrong
You're not compiling vis or rad
Wait. They can't both be off? I was told they could both be off in order to test geometry ಠ_ಠ Actually, I compiled with just RAD, and it still lags like all hell. I don't understand what's going on.
[QUOTE=thejjokerr;37985019]I've got light that leaks underneath my displacement cliffs, like so: [url]http://i.imgur.com/5Fgzo.jpg[/url] I've managed to stop it from doing this, by simple putting nodraw brushes behind the straight parts, but the curved bit is still having the problem: [url]http://i.imgur.com/jlmCJ.jpg[/url] How would I properly fix/prevent this?[/QUOTE] That happens if you have a light behind a displacement that is missing its face ( If you go behind the displacement and you can see through it, you can also shoot through it and light can pass through) You can Prevent that by using a blocklight texture like you did with your nodraw.
Snip. Whatever was happening, it was resolved by restarting. Thanks for the help though.
does anyone know why maps compiled and made in source 2007 hammer crash my source 2007 mod?
So i've begun to make my own map in Source SDK using HL2 only. Though whenever i try to launch the map, it says i'm missing a lot of materials: [IMG]http://i.minus.com/ibz29mU8VseBIr.png[/IMG] I tried going into my HL2 Folder (d:\steam\steamapps\andreask1000\half-life 2\hl2\materials) Since there was no materials folder to start off, i tried creating one. I also tried redownload Half Life 2, but the materials still won't show up. Any idea how i can fix this?
[QUOTE=metalhand;37993367]So i've begun to make my own map in Source SDK using HL2 only. Though whenever i try to launch the map, it says i'm missing a lot of materials: [IMG]http://i.minus.com/ibz29mU8VseBIr.png[/IMG] I tried going into my HL2 Folder (d:\steam\steamapps\andreask1000\half-life 2\hl2\materials) Since there was no materials folder to start off, i tried creating one. I also tried redownload Half Life 2, but the materials still won't show up. Any idea how i can fix this?[/QUOTE] You are running Hammer with Source SDK and Steam open right?
[QUOTE=Shirky;37993896]You are running Hammer with Source SDK and Steam open right?[/QUOTE] Actually i made a shortcut to hammer, so it opens Hammer Editor directly. Steam is running the in the background though [editline]11th October 2012[/editline] Well i fixed it by running it through Source SDK and not using my hammer shortcut. I feel pretty stupid now.
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