How do I go about making rising water in goldsource? I noticed func_water has a lip value and all that similar to doors but I simply cannot get the brush to move..
EDIT:
I was thinking lip worked opposite to the way it does. :v:
I have a pretty specific optimization-related question. In my map TTT Nuclear Power, everyone spawns in a room with a large door that is initially sealed and opens when the first player who reaches it presses a button. The door is linked to an areaportal, and leads to a lobby area with a lot of shiny stuff.
My question is - would it be better in this case NOT to have an areaportal on this door? I don't have a full understanding of server networking, so I could be way off on this one. But here is a thought I had. In this unique case wouldn't the server essentially be sending data about everything in the next area to [U]every player all at the same time[/U] when the door (and areaportal) is opened? Would it be better to not have an area portal so that the server sends the large amount of data to each player right away as he spawns? Or maybe that would just cause any lag to happen right at the beginning of map initialization rather than when the door is opened?
I suggest you don't think too much about this kind of stuff. If the area portal makes sense optimisation wise then keep it. (unless people actually noticeably lag or crash as the portal is opened).
This is driving me crazy - I'm trying to make a brush texture where parts of it glow. I've got a black and white illumination map in the alpha channel of my texture and it's glowing, but the parts of the texture that aren't in white in the alpha channel just show up as black in hammer/in-game. My vmt is like this:
"LightmappedGeneric"
{
"$basetexture" "custom/diffuse_texture"
"$selfillum" "1"
}
Is something wrong in there or am I fucking up the alpha channel somehow?
Also, how do you do cubemaps in CS:GO now - I've heard you're meant to put something in the compile parameters but that doesn't seem to work for me
Edit: aw dang i fixed it and i don't know how
[QUOTE=Reformed;52743013][thumb]https://steamuserimages-a.akamaihd.net/ugc/866239071788359987/EAEA8B61E832FCB3087C90CC175F7E3C3315A5BA/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:576&composite-to%3D%2A%2C%2A%7C1024%3A576&background-color=black[/thumb]
Anyone know what could be causing this, I have the exact same textures on the other buildings, just this one is affected.
[CODE] Starting a 'Normal' compile.
Starting compilation of rp_halomap
Valve Software - vbsp.exe (Jun 14 2017)
8 threads
materialPath: D:\steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig\materials
Loading C:\Users\Altin\Desktop\HaloRP Map\rp_halomap.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in d:\steam\steamapps\common\source sdk base 2013 multiplayer\customconfig\gameinfo.txt
Patching WVT material: maps/rp_halomap/nature/blendgrassdirt01_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 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1588 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Altin\Desktop\HaloRP Map\rp_halomap.prt...Building visibility clusters...
done (0)
WARNING: node without a volume
[/CODE][/QUOTE]
[quote]WARNING: node without a volume[/quote]
There you go.
Try deleting that brush in hammer and recreating it. Something's making it get corrupted during compile.
[editline]7th October 2017[/editline]
[QUOTE=Matt2468rv;52753351]My question is - would it be better in this case NOT to have an areaportal on this door?[/QUOTE]
I'll take a yes to that. Since its a bit of a "waiting area" while everyone loads in, it'll be better for someone to take a hit on load time than during the game. And it'll even run okay overall midgame without a loading hitch.
A door-toggled occluder and a hint brush extending through the door to the walls might be a better bet. Hints will help the vis system and both are basically inexpensive to use in this case.
There might even be a way to make a one-way area portal, maybe. I'vent touched hammer in a good while, so no confirm on that.
I'm thinking you'd want to have the spawn room see the lobby but not the other way around.
This would probably be a better question for the modeling subforum, but how do I make objects made from brushes look less... flat? Should I make textures in photoshop or whatever that have depth and apply them to the brushes?
There are objects that simply should be made from models. With models you can add small geometry detail and even bake ambient occlusion to make details more pronounced. Faking details with textures can feel [I]very[/I]
cheap nowadays, depending on the situation.
Id ask you to give a more detailed explanation of the problem, but I think that at some point Id have to suggest you learn how to model either way.
Actually, I'm running into an issue with cubemaps I'd like to solve first; I've placed several cubemaps in my level, but when I run an entity report, they don't show up in the list for some reason. Also, when I edit a custom texture's vtm to make it reflective, when I load the game it shows up black and purple. What am I doing wrong? I'm using source multi tool if it helps, btw
[code]
"LightmappedGeneric"
{
"$basetexture" "hardwoodfloor"
"$envmap" "env_cubemap"
}
[/code]
Okay so whenever I used a home-made .wad hammer crashes the second I click compile. I used Wally to compile a .wad which I put with the rest of the ones I'm using just fine in Hammer. No error message, nothing. Anyone have any experience with this problem?
[QUOTE=Grenade Man;52755191]I suggest you don't think too much about this kind of stuff. If the area portal makes sense optimisation wise then keep it. (unless people actually noticeably lag or crash as the portal is opened).[/QUOTE]
Well, there is a little bit of noticeable lag when the door is opened. I'm trying to optimize the map as much as possible with this release so I am trying to track down every little way it can benefit.
[QUOTE=lNloruzenchi;52755791]I'll take a yes to that. Since its a bit of a "waiting area" while everyone loads in, it'll be better for someone to take a hit on load time than during the game. And it'll even run okay overall midgame without a loading hitch.
A door-toggled occluder and a hint brush extending through the door to the walls might be a better bet. Hints will help the vis system and both are basically inexpensive to use in this case.
There might even be a way to make a one-way area portal, maybe. I'vent touched hammer in a good while, so no confirm on that.
I'm thinking you'd want to have the spawn room see the lobby but not the other way around.[/QUOTE]
I don't think there is a way to do a one-way area portal in the Source engine. The spawn area is pretty light on resources though, so having that area drawn when you're standing in the lobby probably isn't too big of a deal.
Any idea why my map's lighting changes whenever I'm in the corners?
A friend of mine told me to look for "No VIS information, direct lighting only" in the console as well as holes in the map and I can't find either
[url]https://imgur.com/a/xX72y[/url]
[QUOTE=a1steaksa;52760682]Any idea why my map's lighting changes whenever I'm in the corners?
A friend of mine told me to look for "No VIS information, direct lighting only" in the console as well as holes in the map and I can't find either
[url]https://imgur.com/a/xX72y[/url][/QUOTE]
Are you using VertexLitGeneric materials? That's what it looks like.
[QUOTE=GaleTheHusky;52760772]Are you using VertexLitGeneric materials? That's what it looks like.[/QUOTE]
I'm using whatever shows up under the filter "dev". I'm not very versed in materials and textures so I'm not sure how I would check for that in the texture browser
My Hammer 2013 multiplayer wont load VPK textures,can somebody help me please?
Thanks in advance.
[QUOTE=dx9er;52762104]I want to make a texture transparent through $alpha when the texture itself isn't transparent at all. How do I make it work? I have tried doing the following with no luck:
[code]
$transparent 1
$alpha .5
[/code]
What's the problem here?[/QUOTE]
Try $translucent, not $transparent
[QUOTE=dx9er;52762104]I want to make a texture transparent through $alpha when the texture itself isn't transparent at all. How do I make it work? I have tried doing the following with no luck:
[code]
$transparent 1
$alpha .5
[/code]
What's the problem here?[/QUOTE]
$translucent
[url]https://developer.valvesoftware.com/wiki/$translucent[/url]
not $transparent
[b]Edited:[/b]
Lol, ninja'd
So I made minecraft map I placed player info stats and I put custom textures inside bsp useing VIDE.
I did normal run map and placed textures in again then I loaded map in game and textures are still not loading and it says I didnt put player info start.
[QUOTE=dx9er;52762164]Woops, I meant translucent anyways, it was like that in the first place (just didn't remember). Still doesn't work though.[/QUOTE]
Did you try using only $alpha without $translucent?
[QUOTE=dx9er;52762238]Tried, didn't work.
[editline]9th October 2017[/editline]
That's the end, no fix. Period.[/QUOTE]
I usually do the texture in layers and keep whatever I want to be not glowing with an alpha of 1. Maybe if you're using a mask that has a solid black color at places it ends up with no lighting at all and confuses the engine. Don't know... Have you tried manually separating the parts you want to glow ?
[QUOTE=dx9er;52762238]Tried, didn't work.
That's the end, no fix. Period.[/QUOTE]
Orrr you could simply approach it differently by editing the texture itself.
Your .vtf texture > extract with VTFedit to .tga > edit transparency in GIMP or Photoshop > VTFedit to convert back to .vtf > profit
It's not very hard and many tutorials exist for each of those steps. It's the "right" way to edit a texture.
If they want the entire texture to be 50% opaque, editing a material is much cheaper and easier.
Is it possible that the lack of a 0 before the period is causing this? Also can you post the entire vmt?
I've mounted content to the Garry's Mod Hammer from DOD:S, Portal, L4D2, CS:GO and INFRA. The models from Portal and DOD:S work fine however the models from L4D2, CS:GO and INFRA do not work at all unless they are dynamic props.
I've checked the model info and they have the static tick and no physics data. Anyone experienced this before?
[QUOTE=OfficerLamarr;52764704]I've mounted content to the Garry's Mod Hammer from DOD:S, Portal, L4D2, CS:GO and INFRA. The models from Portal and DOD:S work fine however the models from L4D2, CS:GO and INFRA do not work at all unless they are dynamic props.
I've checked the model info and they have the static tick and no physics data. Anyone experienced this before?[/QUOTE]
L4D2 models hardly work with gmods hammer. I think they have to be converted.
[QUOTE=GoldenCumfart;52765503]L4D2 models hardly work with gmods hammer. I think they have to be converted.[/QUOTE]
Do you know what that conversion process is?
[QUOTE=OfficerLamarr;52766976]Do you know what that conversion process is?[/QUOTE]
[url]http://niicos.site.nfoservers.com/imadethisfolder/modelfix.rar[/url]
try this batch file
put it above the folder you wish to convert then double click
Holy shit can someone please tell me why when I have a custom .wad loaded, Hammer crashes the moment I hit "run" under "Run Map"? It's driving me crazy and I can't figure it out. The .wad itself is fine, the textures in it are BMP and divisible by 16. I'm not getting any kind of error message or log (since the compile never actually even starts)
Some models don't render in my map... only some models renders. What can cause it?
Checked that it isn't the fade distance, I have the models (can spawn in-game)
Is it possible to have client-side color correction in a multiplayer map?
For example I have 2 separate cc's, one for outdoors and one for indoors.
Outdoors cc is activated on spawn and indoors cc activates when I go inside a building. Also transitions back to outdoors cc when I leave the building.
Will it affect all players on the map if I trigger the cc by using a trigger_multiple?
[QUOTE=cameleot;52771501]Is it possible to have client-side color correction in a multiplayer map?
For example I have 2 separate cc's, one for outdoors and one for indoors.
Outdoors cc is activated on spawn and indoors cc activates when I go inside a building. Also transitions back to outdoors cc when I leave the building.
Will it affect all players on the map if I trigger the cc by using a trigger_multiple?[/QUOTE]
(Sorry for the rating, i miss click
Color correction got a distance parameter
-1 will show anywhere.
But you can place it where you want and set a smaller distance.
And even add multiple color correction
Is there any way to rotate a func_tracktrain when its stopped on a path_track? I want the train to rotate 90 degrees when it reaches a certain path_track, nothing else. I need the transition to be smooth
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