So I decompiled a map - everything was turned into brushes. It took 12 hours to build. After going through and func_detailing everything that should be, I can now build the entire map in about 10 minutes. Is this kind of improvement normal?
I can't seem to be able to type C, H or U into the model browser in hammer. Does anyone know why this could be happening?
[url]http://puu.sh/1hNPV[/url]
Any idea why it's doing that? It's one continuous brush from top to bottom and it seems to stop a few units below the water. Each piece is the exact same as the others so I don't know why it's only doing it for a couple pieces. They're all func_details.
Anyone got any idea why the specular in my custom textures isn't showing up in L4D2? Works fine in HL2E2, but in L4D2 just the normal map shows up. Is $normalmapalphaenvmapmask replaced with something else in this engine version or something?
does anyone know if any source games have a switch like this, or if anyone has made a model for a switch like it? Preferably with animations on +use
[t]http://www.colourbox.com/preview/4611669-291883-switch-lever-yes-and-no.jpg[/t]
Also sorry for bad image, I don't know what to call it other than 'switch' so this was all that came up in my google search that was relevant to what i was looking for. Also not that I expect anyone here to suggest it, but a brush-based one will not suffice, well not without it looking bad.
[QUOTE=Zanarias;38144350]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.[/QUOTE]
They're to the power of 3. I tried removing some brushes and the map loaded with no problems. Suppose I just need to figure out what I can get rid of without affecting the appearance too much. Thanks anyways for the replies.
Edit: Hmm... It seems to work fine in gmod 13. That was lucky.
Edit: Aaaaaand doing it again now that gmod 13 is released... joy.
Finishing off a map for CSGO and have run into a problem.. it seems player run animations are broken on my map, and I have no idea why. Everyone is just sliding around... thoughts?
I don't own HL2 only episode two, which means i can't run hammer through HL2. So, if i make a map through CS:S is it still just as good for Garry's mod? Any downsides?
So I'm having some trouble with areaportals. I put them in the doorways and linked them to the doors with the property and set the default to be closed (the doors are closed by default). When I open the door though, the portal doesn't open. It does this on every door I've added.
Any ideas?
[QUOTE=TC Dominic;38159630]I don't own HL2 only episode two, which means i can't run hammer through HL2. So, if i make a map through CS:S is it still just as good for Garry's mod? Any downsides?[/QUOTE]
CS:S is the best one to use for Garry's Mod as a majority of people have this game. CS:S already has a large amount of the HL2 textures in it's library as well as it's own textures without having to own HL2.
Before func_detailing [url]http://puu.sh/1i8P3[/url] (compile time 8 hours)
After func_detailing [url]http://puu.sh/1i8PD[/url] (compile time 30 minutes)
Slight improvement, including doubling my FPS.
[editline]24th October 2012[/editline]
[url]http://puu.sh/1i8PY[/url]
Any idea why it seems to breaking around these prop_statics? There's no brushes around it doing it.
Fixed the CSGO sliding issue, seems if players have no weapons then movement animations break.
Another quick question - how can I stop a physics prop from moving when it hits a trigger? I've tried 'ontouching, [I]propname[/I], sleep' but it doesnt seem to do anything.
[QUOTE=Agent766;38160544]Before func_detailing [url]http://puu.sh/1i8P3[/url] (compile time 8 hours)
After func_detailing [url]http://puu.sh/1i8PD[/url] (compile time 30 minutes)
Slight improvement, including doubling my FPS.
[editline]24th October 2012[/editline]
[url]http://puu.sh/1i8PY[/url]
Any idea why it seems to breaking around these prop_statics? There's no brushes around it doing it.[/QUOTE]
I'm not sure what kind of ladders GMod uses, but if they're like CS:S/CS:GO's, the brush that's actually textured with "ladder" will cut up visleaves regardless. You can probably func_detail them and they probably will work normally too, but even then the problem isn't that big of an issue.
[editline]24th October 2012[/editline]
[QUOTE=Brandy92;38160821]Fixed the CSGO sliding issue, seems if players have no weapons then movement animations break.
Another quick question - how can I stop a physics prop from moving when it hits a trigger? I've tried 'ontouching, [I]propname[/I], sleep' but it doesnt seem to do anything.[/QUOTE]
Try using DisableMotion instead of sleep.
[QUOTE=Zanarias;38160825]
Try using DisableMotion instead of sleep.[/QUOTE]
Doesn't that permanently stop motion? I'm trying to stop a ball from moving when it resets to the middle of the field after going through a goal, so it needs to just stop where it is temporarily.
[QUOTE=Brandy92;38160874]Doesn't that permanently stop motion? I'm trying to stop a ball from moving when it resets to the middle of the field after going through a goal, so it needs to just stop where it is temporarily.[/QUOTE]
Then DisableMotion first, Sleep, and then EnableMotion again if you need it to stop instantly. Sleep won't take effect until it stops moving according to the Valve dev wiki.
EDIT: But maybe I interpreted what it was saying incorrectly. Try it anyway, I guess.
[QUOTE=Zanarias;38160912]Then DisableMotion first, Sleep, and then EnableMotion again if you need it to stop instantly. Sleep won't take effect until it stops moving according to the Valve dev wiki.
EDIT: But maybe I interpreted what it was saying incorrectly. Try it anyway, I guess.[/QUOTE]
Didn't work at all. Ah well.
Anyone?
Do player clip brushes take up as much resources as a brush with textures?
[QUOTE=CordlessElm;38163538]Do player clip brushes take up as much resources as a brush with textures?[/QUOTE]
player clip brushes don't cut visleafs and nothing is drawn, so no, i guess not.
[QUOTE=Zanarias;38160825]I'm not sure what kind of ladders GMod uses, but if they're like CS:S/CS:GO's, the brush that's actually textured with "ladder" will cut up visleaves regardless. You can probably func_detail them and they probably will work normally too, but even then the problem isn't that big of an issue.[/QUOTE]
They're func_ladders. I'm just confused that they're splitting my visleaves seeing as they're entities.
[QUOTE=phabeZ;38150122]does anyone know if any source games have a switch like this, or if anyone has made a model for a switch like it? Preferably with animations on +use
[t]http://www.colourbox.com/preview/4611669-291883-switch-lever-yes-and-no.jpg[/t]
Also sorry for bad image, I don't know what to call it other than 'switch' so this was all that came up in my google search that was relevant to what i was looking for. Also not that I expect anyone here to suggest it, but a brush-based one will not suffice, well not without it looking bad.[/QUOTE]
Stanley Parable
[QUOTE=phabeZ;38150122]does anyone know if any source games have a switch like this, or if anyone has made a model for a switch like it? Preferably with animations on +use
[t]http://www.colourbox.com/preview/4611669-291883-switch-lever-yes-and-no.jpg[/t]
Also sorry for bad image, I don't know what to call it other than 'switch' so this was all that came up in my google search that was relevant to what i was looking for. Also not that I expect anyone here to suggest it, but a brush-based one will not suffice, well not without it looking bad.[/QUOTE]
L4D2 has one just like that
Anyone willing to extract a HL2 texture for me?
I'm in need of chair_kleiner03a.vtf and chair_kleiner03a.vmt.
GCFScape is throwing me an error so it's impossible.
[quote]"Error writing C:\Users\.....\chair_kleiner03a.vtf (Error: Unexpected end of GCF stream (0 B of 349744 B). Has the GCF file been completely acquired?)"[/quote]
[QUOTE=Brandy92;38172729]Anyone willing to extract a HL2 texture for me?
I'm in need of chair_kleiner03a.vtf and chair_kleiner03a.vmt.
GCFScape is throwing me an error so it's impossible.[/QUOTE]
Use Source materials.gcf and not source 2007 materials.
[QUOTE=Shirky;38173797]Use Source materials.gcf and not source 2007 materials.[/QUOTE]
I am. :v:
[B]Edit:[/B] Turns out Valve removed a lot of doubled up materials from source materials GCF and now use them exclusively from Source 2007 materials. Might help someone else out.
I'm confused as to what to turn into func_details. I've been mapping for a while and I've learned the basic idea of it, i.e. making brushed based objects that include lots of brushes (Stairs, window frames, door frames etc) must be func_detail, but should walls be details? Should ground be detail? I've read the wiki articles but visileaf stuff confuses me greatly
[QUOTE=NotExactly;38167063]L4D2 has one just like that[/QUOTE]
I just loaded up L4D2 SDK to check it out and it's perfect, thanks. And thanks for the suggestion GoldPlatinum but I think I'll go with NotExactly's suggestion since I already have L4D2 downloaded :P
I'm having another problem related to that now - I can't find the model in the L4D2 pak01_dir.vpk.
Some images to help explain. I can see it in hammer, but not in the vpk for some reason,
[t]http://i.imgur.com/aGQgi.jpg[/t] [t]http://i.imgur.com/oXpB9.jpg[/t]
I'm probably doing something wrong but if someone could point me in the right direction it'd be appreciated, thanks.
[QUOTE=phabeZ;38175309]
I'm probably doing something wrong but if someone could point me in the right direction it'd be appreciated, thanks.[/QUOTE]
If it's not there then you're definitely in the wrong directory.
Sadly I don't have L4D2 to check for you.. good luck.
[QUOTE=Brandy92;38175321]If it's not there then you're definitely in the wrong directory.
Sadly I don't have L4D2 to check for you.. good luck.[/QUOTE]
But if the hammer model browser said it's in models/props_vehicles/floodlight_generator_switch02.mdl, should it not be there? Or is it possible for that to say the wrong directory or something?
Either way, I looked through all the other directories and didn't manage to find it, though I didn't look very thoroughly so it is possible that I might have missed it. I also search "switch" in the model directory in gcfscape and it didn't turn up there either, unless it was under a completely different name for some reason.
[QUOTE=phabeZ;38175656]But if the hammer model browser said it's in models/props_vehicles/floodlight_generator_switch02.mdl, should it not be there? Or is it possible for that to say the wrong directory or something?
Either way, I looked through all the other directories and didn't manage to find it, though I didn't look very thoroughly so it is possible that I might have missed it. I also search "switch" in the model directory in gcfscape and it didn't turn up there either, unless it was under a completely different name for some reason.[/QUOTE]
You need to look at the pak directory under left4dead2_dlc3, not the base left4dead2 pak.
[QUOTE=Zombie Strider;38175294]I'm confused as to what to turn into func_details. I've been mapping for a while and I've learned the basic idea of it, i.e. making brushed based objects that include lots of brushes (Stairs, window frames, door frames etc) must be func_detail, but should walls be details? Should ground be detail? I've read the wiki articles but visileaf stuff confuses me greatly[/QUOTE]
Infrastructure of the map like the ground, buildings, or whatever is going to seal the map should stay world brushes. Intricate pieces that don't block visibility should be func_detailed. [URL="http://www.youtube.com/watch?v=O44wZitRJwo&feature=plcp"]here's[/URL] a little more on visibility optimization.
Sorry, you need to Log In to post a reply to this thread.