• Mapping Questions Megathread V6
    999 replies, posted
[QUOTE=ficool2;52776500]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[/QUOTE] Probably not, but you could parent a func_door_rotating to your func_tracktrain and have the path_track send an output to rotate it 90 degrees
One more question: does point_viewcontrol work in TF2? I have some really cool ideas with it, but before I try it out I want to make sure if it works.
Is this more of a Valve hammer editor thread or do you guys cover Unity too?
[QUOTE=ficool2;52776500]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[/QUOTE] Make the tracktrain a nodraw brush (small brush). Add a func_door_rotating (small nodraw brush). Set it to rotate 90°. Parent it to the tracktrain. Make your platform-train a func_breakable. Make it not breakable (health 0). Parent it to the rotating. On your path_track, put an output to 'Open' the func_door_rotating. OnPass > door name > Open
[QUOTE=RoboChimp;52778322]Is this more of a Valve hammer editor thread or do you guys cover Unity too?[/QUOTE] Most of us work with Hammer, but there are a few who do other engines too. But this is meant for Hammer, you could try the Modelling section since most modern engines are model based. Pretty sure Ive seen a Unity thread somewhere in there before. If not check the Programming section [editline]14th October 2017[/editline] [QUOTE=Moltard;52778558]Make the tracktrain a nodraw brush (small brush). Add a func_door_rotating (small nodraw brush). Set it to rotate 90°. Parent it to the tracktrain. Make your platform-train a func_breakable. Make it not breakable (health 0). Parent it to the rotating. On your path_track, put an output to 'Open' the func_door_rotating. OnPass > door name > Open[/QUOTE] Why use func_breakable? Why not just use func_brush?
[QUOTE=VaSTinY;52778952]Most of us work with Hammer, but there are a few who do other engines too. But this is meant for Hammer, you could try the Modelling section since most modern engines are model based. Pretty sure Ive seen a Unity thread somewhere in there before. If not check the Programming section [editline]14th October 2017[/editline] Why use func_breakable? Why not just use func_brush?[/QUOTE] Afaik if hes working in goldsource func_brush doesn't exist and func_breakable has all the properties of func_door IIRC Actually I misread what he said because he's tying it to a rotating entity anyway so I have no idea
Would anyone be willing to make some textures for me? As I have tried and failed several times? I simply need a few textures that can be reused on buildings. Mainly black reflective textures which mimic this; Also a few variations with maybe blinds. Thanks. The actual mapping part is time consuming at is, and I can't get the plugins to work. Thanks. [IMG]https://image.prntscr.com/image/wVxlgz9bQ1ikifyU5CY9sQ.png[/IMG]
[QUOTE=VaSTinY;52778952]Most of us work with Hammer, but there are a few who do other engines too. But this is meant for Hammer, you could try the Modelling section since most modern engines are model based. Pretty sure Ive seen a Unity thread somewhere in there before. If not check the Programming section [editline]14th October 2017[/editline] Why use func_breakable? Why not just use func_brush?[/QUOTE] func_brush cannot be parented in multiplayer games. cause it's a permanent entity that keep its state when round restart. So it gets completly killed and never comes back until you restart the map.
How can I set up propper to work with Garry's Mod? I've tried following multiple tutorials but can't find one that actually works. The closest I've gotten is it running on compile in the gmod bin folder, it'll even extract the materials but won't actually produce the model (though it makes the .smds in the propsource folder). Any help would be greatly appreciated.
[QUOTE=ViralHatred;52785188]How can I set up propper to work with Garry's Mod? I've tried following multiple tutorials but can't find one that actually works. The closest I've gotten is it running on compile in the gmod bin folder, it'll even extract the materials but won't actually produce the model (though it makes the .smds in the propsource folder). Any help would be greatly appreciated.[/QUOTE] It's an issue with the studiomdl.exe in the Garry'sMod/bin folder, I coppied the studiomdl.exe from the hl2/bin directory and it started working for me. when garry's mod updates it'll overwrite it and you'll have to copy it again.
[QUOTE=Fantym420;52785240]It's an issue with the studiomdl.exe in the Garry'sMod/bin folder, I coppied the studiomdl.exe from the hl2/bin directory and it started working for me. when garry's mod updates it'll overwrite it and you'll have to copy it again.[/QUOTE] Thanks, it worked! Cheers friend.
I want to add a compile option that does a Normal compile from the Half-Life 2 hammer but I want it to launch the Gmod HL2 executable instead. Reason being that it's easier to do cubemaps in Gmod than it is in Half-Life 2 and just changing the game it launches seems like the quickest fix. How should I go about modifying the 5 launch parameters?
I have i little question, i decompiled and tried to port a l4d2 map to another source game, i tried to fix as many things i could but somehow this part of the map the lights still messes up and i dont know how to fix it, any ideas ? Image: [url]https://prnt.sc/gyadpl[/url]
[QUOTE=kuramayk;52786539]I have i little question, i decompiled and tried to port a l4d2 map to another source game, i tried to fix as many things i could but somehow this part of the map the lights still messes up and i dont know how to fix it, any ideas ? Image: [url]https://prnt.sc/gyadpl[/url][/QUOTE] Could you show a photo of what the light looks like in hammer so we might be able to see what's going on?
[QUOTE=Cards;52787355]Could you show a photo of what the light looks like in hammer so we might be able to see what's going on?[/QUOTE] Images: [url]https://prnt.sc/gydxlo[/url] [url]https://prnt.sc/gydzfp[/url] [url]https://prnt.sc/gye0v9[/url]
If the lighting doesn't look horrible, can "too many light styles on a face" be ignored, or does it behave differently for each computer/etc? I have a scene with the police out front, but having only two red and blue lights all blinking at the exact same time looks fake. The only solution to this gives "light styles on face" error.
My light_env doesnt work. I tried on every map but still doesnt work.
[QUOTE=Obrijajac;52796313]My light_env doesnt work. I tried on every map but still doesnt work.[/QUOTE] what are the settings for it
I think I broke my hammer So I cant come into it until I fix it
Did you make sure you have "mat_fullbright 0"?
verify the game cache or delete the Bin folder where hammer is and then verify game cache
[img]https://i.imgur.com/IMuU9du.jpg[/img] This is how I broke my hammer by adding gmod_dir.vpk in gameinfo. [editline]20th October 2017[/editline] It worked first time when light env was broken then I exited hammer for 5 min and that is what hapend. [editline]20th October 2017[/editline] No need to help I found mistake sorry for wasting your time trying to solve my problem I fixed it thanks. FIX So custom folder broke whole thing. I searched whole folder and found nothing. If you have same issue as me dont make custom folder again. And use gameinfo.txt I guess??
Does anyone have the method of taking isometric or orthogonal-perspective-top-down screenshots of the entire map?
Top-down is cl_leveloverview [float], isometric is...I forget edit: thirdperson then camortho results in isometric view (firstperson to go back to perspective)
decompiled a map, tried to recompile it and got hit with [IMG]https://image.prntscr.com/image/y0Or0utFQVGUhY5O1YmRjw.png[/IMG] i didnt change anything about the map, just recompiled with these settings: [IMG]https://image.prntscr.com/image/h_I4eoKXTEyeMEO-HFQuEA.png[/IMG] how can i get this to recompile?
Is there anyway to change the fade distance of a env_sprite? [editline]22nd October 2017[/editline] [QUOTE=Vasey105;52806437]decompiled a map, tried to recompile it and got hit with how can i get this to recompile?[/QUOTE] [URL="https://developer.valvesoftware.com/wiki/MAX_MAP_BRUSHSIDES"]Looks like you've hit the brush limit[/URL]. No idea how it was compiled in the first place. Try compiling with a different game? SFM might be weird.
[QUOTE=Vasey105;52806437]decompiled a map, tried to recompile it and got hit with [/QUOTE] Decompiling a map breaks a lot of things. If you decompile a very complex map, most of its optimization will be gone, and various limits will be hit. The only thing you can do is try to get the actual .vmf from the maps author
[QUOTE=Vasey105;52806437]decompiled a map, tried to recompile it and got hit with i didnt change anything about the map, just recompiled with these settings: how can i get this to recompile?[/QUOTE] You didn't need to decompile rp_city18, the vmf was released a few years back, here's the original vmf: [url]https://mega.nz/#!XEdH2YQI!1rD9a46eLWVYq92jHDGSRQvkL2vHCn5U58WBd1Dt8S4[/url]
[QUOTE=Gary D;52808399]You didn't need to decompile rp_city18, the vmf was released a few years back, here's the original vmf: [URL]https://mega.nz/#!XEdH2YQI!1rD9a46eLWVYq92jHDGSRQvkL2vHCn5U58WBd1Dt8S4[/URL][/QUOTE] oh nice, i really appreciate people who go to an effort to share their work thanks for the link edit even with that original vmf im getting the max brush error? could someone do me a favour and download that, recmompile it and see if it lets you please. just to determine whether its something on my end.
Odd question, I think it's a stupid question. But I'm optimizing my RP Maps. And I was wondaring if its possible to make it not draw props spawned in game unless you are in the area? Trying to get these maps at stupidly high frame rates, using many techniques but props hinder FPS on my maps quite badly! [editline]23rd October 2017[/editline] Currently it takes 736 props to bring all areas down to 22 FPS. And It takes about 456 props to bring it down to 60 in all areas.
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