• Mapping Question Megathread v3
    4,500 replies, posted
Compile log.
[QUOTE=Rammelslakje;38111226]It has been 3 days since my map broke down. It really sucks cause I can't continue my work like this. I've uploaded the .vmf file. Maybe someone could make all the slopes displacements, save it and compile it and send the .zip file with all 5 files back to me? It might take 10 minutes of work, but there are only 15 slopes or so that just need to be displacements. And it would really help me out. [url]http://www.speedyshare.com/qAMfe/gta3.vmf[/url] Thanks[/QUOTE] I took a look at your map and instead of having one brush for EACH slope, make it one brush and just use the vertex tool to edit the vertexes to make slopes.
[QUOTE=Firegod522;38112601]Compile log.[/QUOTE] I've posted the compile logs above. The problem is that the .bsp doesn't gets build. [QUOTE=Shirky;38112688]I took a look at your map and instead of having one brush for EACH slope, make it one brush and just use the vertex tool to edit the vertexes to make slopes.[/QUOTE] You mean make one island out of 1 brush and edit those with vortex? Because I need underground sections too, thats why i've build around it and made it fit to the outside of the map for best performance cause i'll need tunnels etc.
[QUOTE=Rammelslakje;38112941]I've posted the compile logs above. The problem is that the .bsp doesn't gets build. You mean make one island out of 1 brush and edit those with vortex? Because I need underground sections too, thats why i've build around it and made it fit to the outside of the map for best performance cause i'll need tunnels etc.[/QUOTE] You can still build stuff inside the brush when it is a displacement. There isnt any collisions like a brush in the inside. Think of it as just a shell, and the inside is hollow.
[QUOTE=Shirky;38113374]You can still build stuff inside the brush when it is a displacement. There isnt any collisions like a brush in the inside. Think of it as just a shell, and the inside is hollow.[/QUOTE] So I can use the clipping tool to cut the hole for the tunnel inside the displacement? Thanks i'll try this :)
How can I make a zombie move to a func_breakable and start attacking it to damage it?
Use propper to lower the brush count.
[QUOTE=l33tkill;38115724]How can I make a zombie move to a func_breakable and start attacking it to damage it?[/QUOTE] scripted sequences
[QUOTE=Azzator;38015347]reinstall, verify your game files, restart steam, etc;[/QUOTE] Did that, did that, and did that. None of those worked. [QUOTE=Swog;38015399]Is Source SDK open as well Hammer?[/QUOTE] It still crashes whether it is open or not.
In a blend texture, is there some way to scale up only one of the textures?
I'm trying to edit a map. There's a brush helicopter on it. Any idea why this isn't showing in game at all? Like it doesn't exist - invisible and non-solid. [img]http://puu.sh/1gYgR[/img]
"Fixed" it by converting the weird parts to props with Propper.
[QUOTE=samuel2213;38119566]In a blend texture, is there some way to scale up only one of the textures?[/QUOTE] Actually no. There is $basetexturetransform and $basetexturetransform2, but it doesn't work separate, it scales both of them, and $basetexturetransform2 doesn't do anything.
Firegod, how do you make your skyboxes? Do you have a written tutorial somewhere?
I use terragen 2. [url]https://developer.valvesoftware.com/wiki/Skybox_(2D)[/url]
I let my map compile over night, but I guess it hung at "Building faces...". Anything I can do to fix it? I understand decompiling a map can cause weird issues like this, but I'd love it if it would work. I'm just trying a few minor fixes.
So Im using alien swarm hammer, and its full of bugs. Ive also got a few questions pertaining to ASW mods. First, I cant use colour correction. I dont have mat_colorcorrection as a command, it doesnt work if I try. It doesnt work in my maps if I add it. I cant open the mod in -tools mode to use colorcorrectionui because the mod wont launch. Multiblend textures are fullbright. HDR is kinda fucked, I wont compile with HDR but it appears that the map does, and when I try to disable HDR or turn it off it makes my entire map fullbright. [t]http://img404.imageshack.us/img404/6507/manhattan020003.jpg[/t] As you can see, the fog looks like its recieve HDR lighting the road which is multiblend is fullbright
No idea how to fix that, but goddam fog with bloom could be incredibly useful.
Hello everyone. I need help with lighting. I've heard that using the light entity is a bad idea for lighting, so I used this light_spot entity and a point_spotlight. The issue is that the light spot doesn't seem to be lighting the walls... So my question is, what is the best method for lighting an indoor area? Here is the current lighting of the room. [IMG]http://i.imgur.com/7aC3u.jpg[/IMG]
its not bad to use a plain light entity, just not all sources should have it. to fix your problem, increase the outer cone
[QUOTE=Shirky;38128550]So Im using alien swarm hammer, and its full of bugs. Ive also got a few questions pertaining to ASW mods. First, I cant use colour correction. I dont have mat_colorcorrection as a command, it doesnt work if I try. It doesnt work in my maps if I add it. I cant open the mod in -tools mode to use colorcorrectionui because the mod wont launch. Multiblend textures are fullbright. HDR is kinda fucked, I wont compile with HDR but it appears that the map does, and when I try to disable HDR or turn it off it makes my entire map fullbright. [t]http://img404.imageshack.us/img404/6507/manhattan020003.jpg[/t] As you can see, the fog looks like its recieve HDR lighting the road which is multiblend is fullbright[/QUOTE] Multiblend shader in swarm is compiled without lightmap support.
My 3D view in hammer has very low res textures, they used to be high res a long time ago though. Maybe it was an SDK update or setting changes but is there a way for them to be high res again?
[QUOTE=Zombie Strider;38132681]My 3D view in hammer has very low res textures, they used to be high res a long time ago though. Maybe it was an SDK update or setting changes but is there a way for them to be high res again?[/QUOTE] Try changing the settings in the game you are mapping for.
[QUOTE=Zombie Strider;38132681]My 3D view in hammer has very low res textures, they used to be high res a long time ago though. Maybe it was an SDK update or setting changes but is there a way for them to be high res again?[/QUOTE] [quote]Use GCFScape to open "Steam\SteamApps\base source engine 2.gcf" and locate bin\dxsupport.cfg2. Extract that file to SourceSDK\bin\orangebox\bin\3. edit the file and change the line"ConVar.mat_picmip" "2"to"ConVar.mat_picmip" "-1"[/quote]
I'm having some strange crashing issues with my map. It works fine if I load it in ep2, but if I try to load it right after starting gmod it will crash the second it finishes loading. The strange thing is that the map will work fine if another map has been loaded before I load my map, so the only way to load the map without crashing is to load any other map, then load my own. Anyways, here's the compile log: [code] ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\coreymrclean\sourcesdk\bin\source2009\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\coreymrclean\half-life 2 episode two\ep2" "C:\Users\Maureen\Desktop\maps\gm_mainland\gm_mainland_NO_SC_2.vmf" Valve Software - vbsp.exe (Sep 15 2011) 4 threads materialPath: c:\program files (x86)\steam\steamapps\coreymrclean\half-life 2 episode two\ep2\materials Loading C:\Users\Maureen\Desktop\maps\gm_mainland\gm_mainland_NO_SC_2.vmf [b][u]ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\coreymrclean\half-life 2 episode two\ep2\gameinfo.txt Patching WVT material: maps/gm_mainland_no_sc_2/nature/blendgrassmud01_wvt_patch Patching WVT material: maps/gm_mainland_no_sc_2/nature/blendgrassdirt01_noprop_wvt_patch fixing up env_cubemap materials on brush sides...[/u][/b] 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 56 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\Maureen\Desktop\maps\gm_mainland\gm_mainland_NO_SC_2.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_05*.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_05*.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 (1) (75639 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Water found with no water_lod_control entity, creating a default one. Compacting texture/material tables... Reduced 937 texinfos to 292 Reduced 44 texdatas to 30 (1512 bytes to 969) Writing C:\Users\Maureen\Desktop\maps\gm_mainland\gm_mainland_NO_SC_2.bsp 7 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\coreymrclean\sourcesdk\bin\source2009\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\coreymrclean\half-life 2 episode two\ep2" "C:\Users\Maureen\Desktop\maps\gm_mainland\gm_mainland_NO_SC_2" Valve Software - vvis.exe (Sep 15 2011) 4 threads reading c:\users\maureen\desktop\maps\gm_mainland\gm_mainland_NO_SC_2.bsp reading c:\users\maureen\desktop\maps\gm_mainland\gm_mainland_NO_SC_2.prt 412 portalclusters 1139 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 (463) Optimized: 0 visible clusters (0.00%) Total clusters visible: 163866 Average clusters visible: 397 Building PAS... Average clusters audible: 412 visdatasize:46115 compressed from 46144 writing c:\users\maureen\desktop\maps\gm_mainland\gm_mainland_NO_SC_2.bsp 7 minutes, 43 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\coreymrclean\sourcesdk\bin\source2009\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\coreymrclean\half-life 2 episode two\ep2" "C:\Users\Maureen\Desktop\maps\gm_mainland\gm_mainland_NO_SC_2" Valve Software - vrad.exe SSE (Sep 15 2011) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\users\maureen\desktop\maps\gm_mainland\gm_mainland_NO_SC_2.bsp Setting up ray-trace acceleration structure... Done (12.14 seconds) 2592 faces 4535365 square feet [653092672.00 square inches] 549 Displacements 1417764 Square Feet [204158144.00 Square Inches] 2592 patches before subdivision 226950 patches after subdivision sun extent from map=0.034899 6 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (68) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (158) transfers 63330624, max 1352 transfer lists: 483.2 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(495105, 602286, 247215) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(13147, 17295, 4229) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(554, 560, 80) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(81, 25, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(24, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(9, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(3, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.2569 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (13) FinalLightFace Done Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (13) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 28/1024 1344/49152 ( 2.7%) brushes 205/8192 2460/98304 ( 2.5%) brushsides 1446/65536 11568/524288 ( 2.2%) planes 3458/65536 69160/1310720 ( 5.3%) vertexes 4336/65536 52032/786432 ( 6.6%) nodes 1306/65536 41792/2097152 ( 2.0%) texinfos 292/12288 21024/884736 ( 2.4%) texdata 30/2048 960/65536 ( 1.5%) dispinfos 549/0 96624/0 ( 0.0%) disp_verts 44469/0 889380/0 ( 0.0%) disp_tris 70272/0 140544/0 ( 0.0%) disp_lmsamples 4092612/0 4092612/0 ( 0.0%) faces 2592/65536 145152/3670016 ( 4.0%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 1009/65536 56504/3670016 ( 1.5%) leaves 1335/65536 42720/2097152 ( 2.0%) leaffaces 2708/65536 5416/131072 ( 4.1%) leafbrushes 1122/65536 2244/131072 ( 1.7%) areas 2/256 16/2048 ( 0.8%) surfedges 14782/512000 59128/2048000 ( 2.9%) edges 8862/256000 35448/1024000 ( 3.5%) LDR worldlights 6/8192 528/720896 ( 0.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 55/32768 550/327680 ( 0.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 1092/65536 2184/131072 ( 1.7%) cubemapsamples 24/1024 384/16384 ( 2.3%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 9254512/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 46115/16777216 ( 0.3%) entdata [variable] 370840/393216 (94.3%) VERY FULL! LDR ambient table 1335/65536 5340/262144 ( 2.0%) HDR ambient table 1335/65536 5340/262144 ( 2.0%) LDR leaf ambient 7136/65536 199808/1835008 (10.9%) HDR leaf ambient 1335/65536 37380/1835008 ( 2.0%) 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] 1/117872 ( 0.0%) dtl prp lght [variable] 1/4 (25.0%) HDR dtl prp lght [variable] 1/4 (25.0%) static props [variable] 1/47894 ( 0.0%) pakfile [variable] 2646014/0 ( 0.0%) physics [variable] 75639/4194304 ( 1.8%) physics terrain [variable] 230097/1048576 (21.9%) Level flags = 0 Total triangle count: 5564 Writing c:\users\maureen\desktop\maps\gm_mainland\gm_mainland_NO_SC_2.bsp 4 minutes, 29 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Maureen\Desktop\maps\gm_mainland\gm_mainland_NO_SC_2.bsp" "c:\program files (x86)\steam\steamapps\coreymrclean\half-life 2 episode two\ep2\maps\gm_mainland_NO_SC_2.bsp" ** Executing... ** Command: c:\program files (x86)\steam\steam.exe ** Parameters: -applaunch 420 -game "c:\program files (x86)\steam\steamapps\coreymrclean\half-life 2 episode two\ep2" +map "gm_mainland_NO_SC_2" [/code] I've bolded/underlined the only lines that I believe are worth noting. Anyone have any ideas? Any input would be appreciated.
might be entdata [variable] 370840/393216 (94.3%) VERY FULL!
[QUOTE=Firegod522;38142630]might be entdata [variable] 370840/393216 (94.3%) VERY FULL![/QUOTE] I tried deleting all the ai nodes, which brought it down to about 54%. Same thing was happening. Here's a screenshot of the map. Maybe It's just too many displacements for source to handle? I just find it strange that it only crashes if it's the first map I load after loading gmod. [img_thumb]http://i.imgur.com/XflRe.jpg[/img_thumb]
When adding custom textures to a map, what are the different types of sound/physics you can put in your VMT. For example, how can i make this texture sound like grass "LightmappedGeneric" { "$basetexture" "Custom_Textures/Grass" } Thanks
$surfaceprop grass should do the trick. [URL="https://developer.valvesoftware.com/wiki/Material_surface_properties"]Here's[/URL] a list of other surfaces you can set it to though.
[QUOTE=MrClean;38142834]I tried deleting all the ai nodes, which brought it down to about 54%. Same thing was happening. Here's a screenshot of the map. Maybe It's just too many displacements for source to handle? I just find it strange that it only crashes if it's the first map I load after loading gmod. [img_thumb]http://i.imgur.com/XflRe.jpg[/img_thumb][/QUOTE] Are your displacements power of 4? Those have problems sometimes. Also, it's seriously not entdata at all. I'm sure that entdata isn't even a limit, and you won't run into issues pertaining to it until you're over 100% significantly.
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