[QUOTE=NotExactly;38075602]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.[/QUOTE]
Several brush faces? in that case you would double click the overlay to open the properties, go down to the brush faces keyvalue, and control select the brush faces you'd like the overlay to cover, and click apply.
[QUOTE=mcilona;38076001]Several brush faces? in that case you would double click the overlay to open the properties, go down to the brush faces keyvalue, and control select the brush faces you'd like the overlay to cover, and click apply.[/QUOTE]
Awesome, thanks
Got my base/ diffuse texture scrolling. Neither the bump map will not scroll with it, although I have got this working in the past but only on water shaders. The env map mask is embedded in the alpha channel of the bump map. What parameter do I have to use to do this- this is what I have tried:
"LightmappedGeneric"
{
"$basetexture" "MINE/gaynuclear/conveyorpan"
"$bumpmap" "MINE/gaynuclear/conveyor_normal"
"$envmap" "env_cubemap"
"$normalmapalphaenvmapmask" "1"
"proxies"
{
TextureScroll
{
texturescrollvar $Basetexturetransform
texturescrollvar $bumptransform
texturescrollvar $envmapmasktransform
texturescrollrate 0.1
texturescrollangle 90
}
}
}
Thanks.
[QUOTE=Firegod522;38077148]The problem is you don't have $envmapmask defined anywhere.
So either, ditch the bumpmap, or ditch the envmap.
If you had "$envmapmask" "path"
instead of $normalmapalphaenvmapmask" "1" it would have been fine.[/QUOTE]
Erm, you cannot use normal maps at the same time as envmap mask unless you specify it like that. I have tried this countless times and many other people have the same problem
That does not answer my question about how to get the envmapmask scrolling though.
Hi, there are some letters that do NOT work in my model browser, and I have no idea why.
They are C, H, U and Æ Ø Å... chu must importantly.
I noticed U didn't work on mine, either.
I'm encountering an issue where, in a css map when viewed in 3rd person, my player is sliding around my map. Even on flat brush surfaces I slide around instead of walking. Anbody encountered this or have a solution?
Having a really weird problem
[img]http://i.imgur.com/fY8rJ.jpg[/img]
back and front are static, middle is physics
[URL="http://i.imgur.com/LIPKW.jpg"]if I toggle the bumpmap on in the vmt[/URL]
I think the issue to do with vertex lighting.
Prop_physics are lit from a single point, static props can have per vertex lighting, bumpmap disables this.
Try toggling the vertex lighting field on the prop to see if it fixes it. You could also try info_lighting but I guess you have given it a shot already.
Vertex lighting also lets static props cast shadows on each other, again bumpmap disables this since it falls back to the lighting origin for its info.
i know what bumpmap does, no worries
also, vertexlighting was also disabled on both of those (!)
[editline]17th October 2012[/editline]
[IMG]http://i.imgur.com/1AOrQ.png[/IMG]
You could try the info_lighting?
Tried that too, same result (partially darkened)
Yea this is why I havent been using the megathread because each time I ask on it I don't get an answer..
[QUOTE=llVeXXll;38079177]Yea this is why I havent been using the megathread because each time I ask on it I don't get an answer..[/QUOTE]
You got an answer from firegod. If he doesn't know a better way then you'll be hard pressed to find someone who does.
Water is handled with a different shader, if you want this thing so badly make a custom shader for it.
I can't answer max's question coz it has me stumped.
i made a dumb test map and it fully works there
[t]http://i.imgur.com/GnXIo.jpg[/t]
what the tits source.
Doesnt Gmod have a option in hammer to make a prop able to be moved by the physgun? Im pretty sure if you have that on it turns the prop into a physics prop, even if it is a static prop.
Maybe someone already asked this, but besides having a moving info_target somewhere far away, how would one set up a controllable laser cannon for Ep2? For example, modifying a func_tank to shoot a constant laser beam rather than bullets. Func_tanklaser is inoperable, func_tankpulselaser shoots laser dots instead of a beam, and func_tank only allows Laser as a bullet type for HL2, not Ep2. I've tried parenting an env_laser to the mounted gun but the logic_auto's muzzle parent doesn't seem to work for it. I've tried a point_spotlight made to look like a laser but it only offers On/Off, not "On only when true", and I haven't had any luck with getting logic entities to simulate that non-toggle setup.
For Portal 2, how do I achieve the instant fog change when you're submerged in goo?
[img]http://i.imgur.com/mt3wn.gif[/img]
Is it possible for func_breakable_surf's to respawn after five or ten minutes? So that the map doesn't look like a warzone after it's been up for a few hours?
[QUOTE=CanadianBill;38085467]Is it possible for func_breakable_surf's to respawn after five or ten minutes? So that the map doesn't look like a warzone after it's been up for a few hours?[/QUOTE]
[url=http://uk.answers.yahoo.com/question/index?qid=20100921092209AAIvkFl]Will this help?[/url] It's slightly different from what you want, but it should still give you a very good idea of how to pull it off. You'll probably need to bring a logic_timer into the mix for the respawn-every-5-to-10-minutes part.
I had a map that gave a very good example of what you want, I'll post it here if I find it.
[QUOTE=xZippy;38085442]For Portal 2, how do I achieve the instant fog change when you're submerged in goo?
[img]http://i.imgur.com/mt3wn.gif[/img][/QUOTE]
Just make it deeper.
[QUOTE=Shirky;38086542]Just make it deeper.[/QUOTE]
I already have, and I still get weird stuff like this:
[img]http://i.imgur.com/gELvm.png[/img]
[QUOTE=xZippy;38087015]I already have, and I still get weird stuff like this:
[img]http://i.imgur.com/gELvm.png[/img][/QUOTE]
Surround it in a metal textured box.
[QUOTE=xZippy;38085442]For Portal 2, how do I achieve the instant fog change when you're submerged in goo?
[img]http://i.imgur.com/mt3wn.gif[/img][/QUOTE]
I thought it was just strong lod.
Looks like its against a skybox with $nofog put in it.
Hello,
I've just changed a big part of my map.
I build from mapsrc from hammertools
But whenever I copy the new bsp and overwrite to my gmod beta folder to test it, it somehow seems to load the old map.
Even when I've deleted the bsp etc. The vmf is the good one, i've compiled that one 2 times and then copy the new .bsp from mapsrc to gmod beta, overwrite it and it still loads op the old one.
Any ideas?
Maybe it's in another file cause there are always 5.
Thanks
Or maybe you just have an error preventing it from updating with the new information, and you should post the compile log so I can see if an error is causing it.
[QUOTE=Firegod522;38087927]Or maybe you just have an error preventing it from updating with the new information, and you should post the compile log so I can see if an error is causing it.[/QUOTE]
This is it:
[quote]
** Executing...
** Command: "d:\games\steam\steamapps\rammelslakje\sourcesdk\bin\source2009\bin\vbsp.exe"
** Parameters: -game "d:\games\steam\steamapps\rammelslakje\half-life 2\hl2" "D:\Games\Steam\SteamApps\rammelslakje\sourcesdk_content\hl2\mapsrc\gta3.vmf"
Valve Software - vbsp.exe (Sep 15 2011)
8 threads
materialPath: d:\games\steam\steamapps\rammelslakje\half-life 2\hl2\materials
Loading D:\Games\Steam\SteamApps\rammelslakje\sourcesdk_content\hl2\mapsrc\gta3.vmf
Could not locate 'GameData' key in d:\games\steam\steamapps\rammelslakje\half-life 2\hl2\gameinfo.txt
Patching WVT material: maps/gta3/nature/blendgrassgrass001a_wvt_patch
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Games\Steam\SteamApps\rammelslakje\sourcesdk_content\hl2\mapsrc\gta3.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Bad surface extents point: 0.000000 8192.000000 -11744.000000
Bad surface extents point: 0.000000 12288.000000 -11744.000000
Bad surface extents point: 1024.000000 13312.000000 -12256.000000
Bad surface extents point: 1024.000000 9216.000000 -12256.000000
Bad surface extents - surface is too big to have a lightmap
material NATURE/BLENDGRASSGRASS001A around point (512.0 10752.0 -12000.0)
(dimension: 1, 156>126)
** Executing...
** Command: "d:\games\steam\steamapps\rammelslakje\sourcesdk\bin\source2009\bin\vvis.exe"
** Parameters: -game "d:\games\steam\steamapps\rammelslakje\half-life 2\hl2" "D:\Games\Steam\SteamApps\rammelslakje\sourcesdk_content\hl2\mapsrc\gta3"
Valve Software - vvis.exe (Sep 15 2011)
8 threads
reading d:\games\steam\steamapps\rammelslakje\sourcesdk_content\hl2\mapsrc\gta3.bsp
reading d:\games\steam\steamapps\rammelslakje\sourcesdk_content\hl2\mapsrc\gta3.prt
1060 portalclusters
2095 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (289)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 1122994
Average clusters visible: 1059
Building PAS...
Average clusters audible: 1060
visdatasize:290448 compressed from 288320
writing d:\games\steam\steamapps\rammelslakje\sourcesdk_content\hl2\mapsrc\gta3.bsp
4 minutes, 49 seconds elapsed
** Executing...
** Command: "d:\games\steam\steamapps\rammelslakje\sourcesdk\bin\source2009\bin\vrad.exe"
** Parameters: -game "d:\games\steam\steamapps\rammelslakje\half-life 2\hl2" "D:\Games\Steam\SteamApps\rammelslakje\sourcesdk_content\hl2\mapsrc\gta3"
Valve Software - vrad.exe SSE (Sep 15 2011)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading d:\games\steam\steamapps\rammelslakje\sourcesdk_content\hl2\mapsrc\gta3.bsp
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Setting up ray-trace acceleration structure... Done (0.90 seconds)
6041 faces
34170293 square feet [4920522240.00 square inches]
49 Displacements
1494795 Square Feet [215250480.00 Square Inches]
6041 patches before subdivision
304365 patches after subdivision
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (17)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (14)
transfers 7198867, max 4846
transfer lists: 54.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(4119, 3804, 1821)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(89, 86, 15)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(2, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.2362 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (17)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 74/8192 888/98304 ( 0.9%)
brushsides 476/65536 3808/524288 ( 0.7%)
planes 278/65536 5560/1310720 ( 0.4%)
vertexes 6829/65536 81948/786432 (10.4%)
nodes 3339/65536 106848/2097152 ( 5.1%)
texinfos 25/12288 1800/884736 ( 0.2%)
texdata 6/2048 192/65536 ( 0.3%)
dispinfos 49/0 8624/0 ( 0.0%)
disp_verts 14161/0 283220/0 ( 0.0%)
disp_tris 25088/0 50176/0 ( 0.0%)
disp_lmsamples 707445/0 707445/0 ( 0.0%)
faces 6041/65536 338296/3670016 ( 9.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 107/65536 5992/3670016 ( 0.2%)
leaves 3341/65536 106912/2097152 ( 5.1%)
leaffaces 6010/65536 12020/131072 ( 9.2%)
leafbrushes 2358/65536 4716/131072 ( 3.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 24732/512000 98928/2048000 ( 4.8%)
edges 13003/256000 52012/1024000 ( 5.1%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 50/32768 500/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1602/65536 3204/131072 ( 2.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 10033552/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 290448/16777216 ( 1.7%)
entdata [variable] 585/393216 ( 0.1%)
LDR ambient table 3341/65536 13364/262144 ( 5.1%)
HDR ambient table 3341/65536 13364/262144 ( 5.1%)
LDR leaf ambient 7135/65536 199780/1835008 (10.9%)
HDR leaf ambient 3341/65536 93548/1835008 ( 5.1%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 105999/0 ( 0.0%)
physics [variable] 28293/4194304 ( 0.7%)
physics terrain [variable] 14576/1048576 ( 1.4%)
Level flags = 0
Total triangle count: 12194
Writing d:\games\steam\steamapps\rammelslakje\sourcesdk_content\hl2\mapsrc\gta3.bsp
58 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "D:\Games\Steam\SteamApps\rammelslakje\sourcesdk_content\hl2\mapsrc\gta3.bsp" "d:\games\steam\steamapps\rammelslakje\half-life 2\hl2\maps\gta3.bsp"
[/quote]
It builds new files. I save the .vmf and a .vmx. prt .log and .bsp are made with the correct times. So 5 new files. Then I copy that new .bsp into gmod beta and test it and it still loads up the old one. I have only the .bsp in gmod beta maps
Looks fine to me.
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