[QUOTE=Guy123;52867642]So my friend is having quite the odd issue with his Hammer. Any time he places an overlay on [i]any[/i] face, his map shits itself upon compile and refuses to update anything past the point of when he added the overlay. If he saves his map in a different VMF, it refuses to start the game saying "File not found". The compile error he's getting is along the lines of "Overlay touching too many faces (128 out of max 64)". This happens even if the overlay is placed on a normal sized brush, and is assigned to only that face. What the material is doesn't matter, it happens with all of them.[/QUOTE]
I was having this problem when I placed multiple overlays on the same face, try splitting up the face. There's the option to mirror the overlay if you stretch it, check if the overlay is repeating too much, too.
So I made nice maps with nice hills.
And when I compile it I get error.
Trying to create a non-quad displacement! (entity 0, brush 482)
I go to view
Go to brush number
And I get error that brush ID doesnt not exist.
Then I made new VMF
I get same error but different number that number doesnt exist to.
So I try to find brush with 4 or more less faces. I didnt see anything.
How do I solve this issue?
[img]https://i.imgur.com/Y8MEuQo.png[/img]
when you make your displacement only select the face you want as the displacement and only make a displacement from a brush that has 4 edges, if you use visgroups you can turn off everything tats not a displacement and many find the errornous displacement more easily
That is what I did and I found nothing
can you provide a link to your vmf so i can take a look
Hey, I switched to a new hard drive and I wanted to get back into mapping. Trying to get my shit set back up but it didn't work. Something about the material editor/wireframe being missing and to check my game directory. I wasn't able to catch that error message again but it did bring up the first message. Here it is:
[IMG]https://i.imgur.com/ee0YkUc.png[/IMG]
Also here is a screenshot of my config:
[IMG]https://i.imgur.com/0wHNxPK.png[/IMG]
are you running hammer from the garrysmod Bin folder ? if you are try verify ing game cache and start that hammer exe again
[QUOTE=taz0;52878853]are you running hammer from the garrysmod Bin folder ? if you are try verify ing game cache and start that hammer exe again[/QUOTE]
I am running from Source SDK in the Steam Tools Section
garrysmod comes with its own Hammer that don't need setting up, the source SDK is outdated unless you use the source sdk2013 base MP or SP for mods,, switch to garrysmod Hammer for less issues
[QUOTE=taz0;52879312]garrysmod comes with its own Hammer that don't need setting up, the source SDK is outdated unless you use the source sdk2013 base MP or SP for mods,, switch to garrysmod Hammer for less issues[/QUOTE]
Oh, ok
I'm having trouble with the env_sprite_oriented entity.
I'm using my own sprite but it always faces one direction no matter what I put the rotations as.
Here's my VMF:
[code]"UnlitGeneric"
{
"$basetexture" "gm_watermap/sprites/water_moon"
"$additive" 1
"$vertexcolor" 1
"$vertexalpha" 1
"$spriteorientation" 1
"%keywords" "gm_watermap"
}[/code]
And here's what the sprite looks like (it's invisible from the other side, which is why i wanna turn it around):
[img]https://i.gyazo.com/f33915860f99b604f117860d56327244.jpg[/img]
Any help would be appreciated :C
Vertex Manipulation continuously asks me if I want to merge verticies, even though I'm not merging anything. Anyone know why it's doing this? It's doing it EVERY time that I drag a point.
-snip-
I'm a cunt, don't use VMEX because it's old as shit
I think Gmod only works with -hdr compiles, change the skybox texture to one with _hdr on the end and add -hdr to the vrad cmd line to build hdr lighting
[QUOTE=Rory;52883928]Vertex Manipulation continuously asks me if I want to merge verticies, even though I'm not merging anything. Anyone know why it's doing this? It's doing it EVERY time that I drag a point.[/QUOTE]
Are you using the gmod hammer? willox bumped up the sensitivity that way you don't get situations where verts don't merge, and that might be affecting it.
I am trying to buildcubemaps in my map but midway get an engine crash. [IMG]https://i.gyazo.com/5c53c24c53207b0002c9a4de1340aa40.png[/IMG]
I originally was running DX9, switching to DX8 still causes the error but at a different vertex. Any ideas?
Edit: I have the [URL="https://drive.google.com/file/d/12gWHyRv5xU59UKKP3Zr97I84UoAfP643/view?usp=sharing"]dmp file[/URL] but not sure how to open or view it.
[QUOTE]I think Gmod only works with -hdr compiles, change the skybox texture to one with _hdr on the end and add -hdr to the vrad cmd line to build hdr lighting[/QUOTE]
It still doesnt work.
I might remove new things I added and I will see what can I do
[editline]15th November 2017[/editline]
Fixed
I returned everything in its original state now I will start over with my idea and see what made that Error
-snip-
Is there a way to do this stretching with textures without going through tedious displacement editting and losing the ability to sew displacements together and without the textures tiling?
[img]https://i.imgur.com/Gip9FwB.jpg[/img]
This might help [url]https://forums.svencoop.com/showthread.php/41242-Skewing-textures-in-Hammer[/url]
[QUOTE=seba079;52896640]This might help [url]https://forums.svencoop.com/showthread.php/41242-Skewing-textures-in-Hammer[/url][/QUOTE]
Not exactly what I was looking for but this is super useful.
So, the problem I have with that brush there is that it's longer on the left side than it is on the right side. I can't just fix it by slanting the texture every which way.
Try an overlay, those can be vertex edited and you can edit their UVs
I'm making a map for CS:GO and i want to make grass on it to slowly appear when you come closer to it, but i have this problem. For the right grass Start Fade Dist is 300 and End Fade Dist is 500. At the point when the grass should be ~ 90% visible it suddenly pops up, making the whole system of fading worthless because it must not attract any attention. For the left grass Start Fade Dist is 600 and End Fade Dist is 0, but with these settings the grass is still slightly transparent at close distance.[video]https://youtu.be/FZlWWAncf8c[/video]
There's no way around that issue. Use smaller clumps.
[QUOTE=Stiffy360;52889220]Are you using the gmod hammer? willox bumped up the sensitivity that way you don't get situations where verts don't merge, and that might be affecting it.[/QUOTE]
Yeah, I am. Is there a work around for it or use a different version of hammer for vertex?
[QUOTE=Rory;52901775]Yeah, I am. Is there a work around for it or use a different version of hammer for vertex?[/QUOTE]
maybe, not sure. Gmod fixed a lot of other things like the model browser.
This is driving me nuts.
[t]https://i.imgur.com/RQB9kJ1.jpg[/t]
If I compile the map, the log says those two static window props are outside the map, and they won't show up in game. If I remove the nodraw walls you see there, they're suddenly not outside the map anymore. Recreate the walls from scratch and they're back outside the map. I'm scratching my head here; hammer will just not let me install windows.
[editline]19th November 2017[/editline]
Nudging them by 0.01 units fixed the problem. What the shit?
[QUOTE=Humin;52905096]This is driving me nuts.
[t]https://i.imgur.com/RQB9kJ1.jpg[/t]
If I compile the map, the log says those two static window props are outside the map, and they won't show up in game. If I remove the nodraw walls you see there, they're suddenly not outside the map anymore. Recreate the walls from scratch and they're back outside the map. I'm scratching my head here; hammer will just not let me install windows.
[editline]19th November 2017[/editline]
Nudging them by 0.01 units fixed the problem. What the shit?[/QUOTE]
you have invalid brushes somewhere
How i can control func_tanktrain with buttons? I mean that i have trolley with path_a and path_b , and i want trolley move from path_a to path_b, and path_b to path_a + buttons are blocked when moving
when you press the button make the train start moving and give the paths outputs that stop the train when it reaches them.
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