• Mapping Question Megathread v3
    4,500 replies, posted
[QUOTE=overwatch pvt;38023235]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?[/QUOTE] Exactly. Its used to create a collision mesh. Its useful for things like stairs or other things that dont have their own basic collision mesh. [editline]13th October 2012[/editline] [QUOTE=G-foxisus;38023367]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[/QUOTE] Im not familiar with Quake III at all, but are you able to decompile the maps?
[QUOTE=Shirky;38023424]Exactly. Its used to create a collision mesh. Its useful for things like stairs or other things that dont have their own basic collision mesh. [/QUOTE] ok, thanks for the help.
[img]https://dl.dropbox.com/u/16349584/unfourtently%20no.PNG[/img] Anybody know how to get the 4 windows back? I tried multiple things and have asked stiffy for help, but we don't know what the issue could be.
Go to view > autosize 4 views or just use ctrl+A
[QUOTE=Shirky;38027201]Go to view > autosize 4 views or just use ctrl+A[/QUOTE] I have tried that multiple times, nothing happens.
Try Shift-Z?
I tried shift-z, and nothing happened. Should I redownload the SDK?
[QUOTE=Shirky;38022897] 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] I haven't been able to decompile the maps, as I thought any of you might know how :v:
I've already asked in another topic but i'll try it here again: So i've made a big map for gmod (almost max map size) and it can only compile when there is a skybox with dirt floor. As soon as I want to add something it crashes on compiling so I can't really copy that here. It usually crashes on portalflow 4.. I just want to make 4 floor parts in the skybox so I can place displacements and make a realistic ground with water tunnels and bridges etc
[QUOTE=Rammelslakje;38030780]I've already asked in another topic but i'll try it here again: So i've made a big map for gmod (almost max map size) and it can only compile when there is a skybox with dirt floor. As soon as I want to add something it crashes on compiling so I can't really copy that here. It usually crashes on portalflow 4.. I just want to make 4 floor parts in the skybox so I can place displacements and make a realistic ground with water tunnels and bridges etc[/QUOTE] The compiler doesnt actually crash, but it goes into a "leave me the fuck alone" state since it uses so much memory on your computer. You should optimize the map (look up some good tutorials on it) or maybe even make it smaller to reduce the compile-time. Hope I helped :)
Im trying to add a light_enviroment to my map. Ive made sure the settings for the light_enviroment are correct but no matter what I do my map is always fullbright as if its ignoring that Ive placed a light_enviroment. Does anyone know why?
don't you need an env_sun too?
I have that as well and its still fullbright. I also tried insurting a shadow_control and that didnt work either.
Hello everyone, I'm having these weird reflections going on in my map and I don't know what to do about them, here is a picture of the reflections: [IMG]http://imageshack.us/a/img259/5061/tower60000.jpg[/IMG] This is even after I typed buildcubemaps into the console, so I'm pretty clueless as of what to do. The weird reflections are not just on this power box, you can see it on the fences and that generator thing to the left. So, any advice on how to fix this?
Are you placing cubemaps in the level before typing buildcubemaps?
So I reinstalled SDK and I still get the same problem as before, I have tried the commands but it seems to not work because I don't have anything that i can drag to bring four windows. Edit: wow i am fucking idiot, i somehow check box'd use indepentant window configuration. Case closed, thanks to who gave me advice along the way, appreciate it.
[QUOTE=overwatch pvt;38040082]I have that as well and its still fullbright. I also tried insurting a shadow_control and that didnt work either.[/QUOTE] Just to make clear, you don't need env_sun to get your lighting to work properly. On the other hand, have you tried checking for leaks of some sort?
[QUOTE=Azzator;38044762]Just to make clear, you don't need env_sun to get your lighting to work properly. On the other hand, have you tried checking for leaks of some sort?[/QUOTE] Can there be leaks in any way besides things sticking through/outside the skybox brush?
If I wanted to make lights trigger via walking on a certain part of the floor, what func_ would that block have to be? edit : sorry, solved it. Thanks though.
Anyone know where I can either get a decompile of sd_doomsday (TF2) or a tutorial on how to create the rocket pad? Found a prefab but the drop box link is broken :(
Does anyone know how to place incendiary grenades in CS:GO? On the entities 'Objects' drop down I can see weapon_molotov, but after searching through all the weapons (unless I missed it of course) I couldn't find it. So to clarify, I want to know how to spawn a incendiary grenade, not a molotov. Also, does anyone know if it is possible to have an ammo-regeneration trigger zone or something in CS:GO?
I've got a different kind of question. There are many roleplay maps. Like RP_Evo_x. Like 50 versions. They all are just a little different but use many of the same stuff. Is that like an open source map that you can edit and can release? And where do you get it? And last: what are the rules about using it, do you ask someone or do you leave credit or something? Because I would like the burger king and gas stations for example but it can't just go copying it into my map before knowing what the deal is with this one, seems a bit rude. Thanks
[QUOTE=samuel2213;38041931]Are you placing cubemaps in the level before typing buildcubemaps?[/QUOTE] I don't have many, so maybe I should just add more. I'll let you know if it doesn't work.
When i compile my map, vbct crashes at "Build Patch/Sample Hash Table" anyone know what causes or fixes?
Post the compile log.
I've been working on a map and have had no problems, but recently after compiling and running in gmod my game crashes and says HL2.exe has quit working. Anyone know what might cause this? I put a lot of my brushes into func_detail and rolled back a lot of my changes since the last working version. ---Figured it out, it was a bad brush---
Is there a way to hide & unhide enities? Except for the VisGroups tha is, for everything is checked there. I am afraid I might've f:smile:k'd up my map since I couldn't get Source SDK to work...
You can click "hide selected" or whatever it is at the top, I think
Didn't help, there's just nothing. Luckily I had an autosave where i wasn't f'd :smile:
How do I apply a single overlay to cover several different brushes? I've seen it done in Valve maps so I'm sure it must be possible but when I try to do it it'll only appear on the brush I place it on.
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