Hey guys. Would it be possible for anyone to take a look at my VMF over steam and show me how to properly introduce rounded corners? I've tried many tutorials, but to be honest, I just don't understand how to execute it properly. Would really appreciate some 'one on one' tutoring! :P
Steam name: PalesSDK (Auric Logo)
Make a cylinder and clip it into quarters, then use one of them as a rounded corner.
[QUOTE=phabeZ;37968305]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
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[/QUOTE]
Still looking for help if anyone can, I've progressed a bit more from one cell now though so I just need to know the best way to optimize these cells, some of which are pretty heavy on the props. Here's a screenshot of all the cells, still no doors but they'll come eventually.
[t]http://i.imgur.com/0AvsB.jpg[/t]
Also I've been wondering a couple more things.
Firstly, how do I fix this:
[t]http://i.imgur.com/fvb4K.jpg[/t]
Both (what I imagine to be) the reflections on the barbed wire and the errors. The errors are supposed to be 'models/de_aztec/aztec_stone_bulge.mdl', and they are prop_details - I'm not really sure when I'm supposed to use prop_detail as opposed to other prop types, however I recall decompiling de_aztec a while ago and seeing that prop_details were used on stone bulges then (though I might be wrong, like I said it was a while ago). I could do a bit of trial and error to see if it is the prop type causing the problem but since I'm posting here anyway I figured I'd ask.
Secondly, a minor but a little annoying problem which I've had for a while, in hammer 'info_player_terrorist' appears as a big ERROR sign, CT is fine but T is the problem. In game I see the T models fine so it's only in hammer that this error sign exists for the t model, so I don't know what I've done to make it an error sign.
Again any help would be appreciated, thanks in advance.
I am porting over a model from CS:S and I have the model files but when I load them in hammer I get pink and black textures. I looked for the textures in the CFG but couldn't find them, I even opened the model in the model viewer in SDK and it said the texture was loaded from the same place as the model but found no VTF's. Am I just putting them in the wrong place? I made a folder system based off of where it came from "models/props/cs_office" but the texture still doesn't show.
I packed them into the map with pakrat too.
[IMG]http://www.mediafire.com/conv/daaabac692bf0ee06fea53db34d5c8b326a8af59dd1a5967dc16196707d45bdc6g.jpg[/IMG]
[QUOTE=overwatch pvt;37979585]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?[/QUOTE]
Is the fence a prop or a brush? What model name is it?
What's the best course of action when it comes to making tunnels in Hammer?
I have this large as fuck cylindrical shaft and I want to keep the tiled wall texture I'm using to spread out into this shaft but it doesn't tile very well or at all.
[editline]11th October 2012[/editline]
Edit:Nevermind, I'm doing each floor, layer by layer.
[QUOTE=Cheshire_cat;37999861]Is the fence a prop or a brush? What model name is it?[/QUOTE]
The fence is 2 models named fence01b and fence01a.
[QUOTE=overwatch pvt;38000116]The fence is 2 models named fence01b and fence01a.[/QUOTE]
To start, change both fence models to prop_dynamics and name them the same thing.
Then put an env_explosion near the spot where the combine soldier drops the grenade. Add a trigger to the env_explosion targeting the fence models.
Click the flag at the bottom of the window to set the output to fire once only, then add a value of [I]Disable[/I] and save it.
Finally, don't forget to set the combine soldier's animation to activate the env_explosion after it's completed.
If all goes well, the soldier will walk over, play the scripted_sequence to drop the 'grenade', then the env_explosion will detonate and the fences will disappear, allowing the player to continue.
I just got introduced to the source sdk mod option, and I have two questions. Can someone give me a link to a good tutorial for source mod? And, could I put lua/programming language sweps and entities into the mod?
[QUOTE=Cheshire_cat;38002563]To start, change both fence models to prop_dynamics and name them the same thing.
Then put an env_explosion near the spot where the combine soldier drops the grenade. Add a trigger to the env_explosion targeting the fence models.
Click the flag at the bottom of the window to set the output to fire once only, then add a value of [I]Disable[/I] and save it.
Finally, don't forget to set the combine soldier's animation to activate the env_explosion after it's completed.
If all goes well, the soldier will walk over, play the scripted_sequence to drop the 'grenade', then the env_explosion will detonate and the fences will disappear, allowing the player to continue.[/QUOTE]
Many thanks, Ill test that when I get the chance to get back into hammer.
Anyone know the name of the glass texture that kinda looks like it has honey combs in it? Also, does anyone have a site that shows what textures look like in game?
[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]
Do you mean Firegod's Skyboxes?
[URL="https://dl.dropbox.com/u/55412016/websites/skybox_list.html"]https://dl.dropbox.com/u/55412016/websites/skybox_list.html[/URL]
that question was already answered
Hey guys i need help about portal 2 mapping .. Im working on a map where you wake up from a bed but when you enter the map, you start with the portal gun so i added a weapon strip but when we start, we hear the portal gun getting equiped sound and we see the portal gun disapear from your head in a fraction of seconds later .. I dont want to hear the sound and just not starting with it at all .. i just dont know what to do
Thanks for help :)
[QUOTE=LtKyle2;37862600]So apparently clicking the texture tool crashes Hammer.
What do?[/QUOTE]
I'm trying to make a combination gun wall / dispensery for a JB map I'm making.
I want the guns behind a glass wall on display, and a small button on the glass in front.
The problem is, the player can pick up the guns THROUGH the glass wall.
How do I either make the guns not be able to be picked up through the wall, or turn the gun itself into just a static model?
Thanks for any help.
EDIT: Figured it out on my own. :]
[QUOTE=LtKyle2;38015232]something[/QUOTE]
reinstall, verify your game files, restart steam, etc;
[QUOTE=LtKyle2;38015232][/QUOTE]
Is Source SDK open as well Hammer?
[QUOTE=Banana Lord.;38011404]Anyone know the name of the glass texture that kinda looks like it has honey combs in it? Also, does anyone have a site that shows what textures look like in game?[/QUOTE]
If I think what you're talking about, it should be [I]glass/glasswindow007a[/I].
How did this happen? It looks cool.
[t]http://i.imgur.com/FnBMn.jpg[/t]
EDIT: Don't worry, I figured it out. Carved a smaller cylinder into another and the funny line were a side effect..
[QUOTE=Cheshire_cat;38015927]If I think what you're talking about, it should be [I]glass/glasswindow007a[/I].[/QUOTE]
it's close but that's not [i]exactly[/i] it but it'll work for what I need, thanks!
the one I'm looking for has legit honey comb shapes in it and I think it has a blueish tint
[QUOTE=ScottyWired;38018219]How did this happen? It looks cool.
[t]http://i.imgur.com/FnBMn.jpg[/t]
EDIT: Don't worry, I figured it out. Carved a smaller cylinder into another and the funny line were a side effect..[/QUOTE]
Don't use carve. Those 'funny lines' will cause errors, and cause the compile time to explode. If you want to cut holes into things use the clipping tool.
Anybody know why or how to fix Alien Swarm version of hammer from crashing ALL the time?
[img]https://dl.dropbox.com/u/4112921/runtime.JPG[/img]
Is it possible to convert a quake 3 map file (.map) to a model or .bsp?
So I was texturing some of my brushes with the toolsinvisible texture to cut down on compiling time and after I loaded my map up the npcs and I could shoot through any brush the had a side textured with that texture. Does anyone know why?
[QUOTE=ScottyWired;38018219]How did this happen? It looks cool.
[t]http://i.imgur.com/FnBMn.jpg[/t]
EDIT: Don't worry, I figured it out. Carved a smaller cylinder into another and the funny line were a side effect..[/QUOTE]
[img]http://i.imgur.com/L6nn4.png[/img]
[img]http://i.imgur.com/wlBEQ.png[/img]
[QUOTE=Shirky;38019420]Anybody know why or how to fix Alien Swarm version of hammer from crashing ALL the time?
[img]https://dl.dropbox.com/u/4112921/runtime.JPG[/img][/QUOTE]
Try reinstalling.
[QUOTE=overwatch pvt;38022550]So I was texturing some of my brushes with the toolsinvisible texture to cut down on compiling time and after I loaded my map up the npcs and I could shoot through any brush the had a side textured with that texture. Does anyone know why?[/QUOTE]
Use nodraw as an optimization texture not toolsinvisible.
[editline]13th October 2012[/editline]
[QUOTE=G-foxisus;38021967]Is it possible to convert a quake 3 map file (.map) to a model or .bsp?[/QUOTE]
Is the .map file the level file, or the editor file? Because if it is the editor file I could imagine it working with a bit of tweaking.
[QUOTE=Shirky;38022897]Use nodraw as an optimization texture not toolsinvisible.
[/QUOTE]
So Im assuming I want to use toolsinvisible if I want to create an invisible wall that can be shot through but not passed through right?
Level file. I'm trying to convert a RTCW map (which runs on a modified Quake III engine) to a model or bsp valid file. It would also be handy (should anyone know) if its possible to configure the draw distances in a Quake III game
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