• Mapping Questions Megathread V6
    999 replies, posted
lets get this thing back to the top
Are there any problems with putting a water brush above a nodraw base (instead of texturing the base)? I'm mapping for TF2, and after compiling it looks fine, but I wanna make sure I'm not setting myself up for any future or unseen problems.
A nodraw brush works the same as any textured brush, so the only errors you could possibly encounter are visual glitches. [editline]26th November 2017[/editline] However, if you are doing this for the sake of optimisation i suggest you use the toolsblack texture instead
how do you make the prop that uses textures with light sources from light.rad emits light? , the textures that emits light from lights.rad dont light up with a prop that uses the texture
[QUOTE=saos;52924054]how do you make the prop that uses textures with light sources from light.rad emits light? , the textures that emits light from lights.rad dont light up with a prop that uses the texture[/QUOTE] Can props even emit light?
Nope, they can't. light.rad works only for textures on brushes. However, there is a way to make those brushes invisible (I think it involves func_illusionary) so you could use this to create the desired effect.
[QUOTE=Grenade Man;52924380]Nope, they can't. light.rad works only for textures on brushes. However, there is a way to make those brushes invisible (I think it involves func_illusionary) so you could use this to create the desired effect.[/QUOTE] You make it a func_brush then have it start disabled.
Or you can just place regular light entities. That's essentially what the compiler does with .rad materials, anyway, based on the lightmap scale: [img_thumb]https://i.imgur.com/6SrQ5QV.png[/img_thumb][img_thumb]https://i.imgur.com/7cEEawb.png[/img_thumb]
How would one save custom mipmaps? I know there used to be changing sprays in CSS.
I think people did it with an old photoshop .vtf plugin that enabled editing mipmaps. It certainly can't be done with vtfedit afaik.
[QUOTE=Grenade Man;52933371]I think people did it with an old photoshop .vtf plugin that enabled editing mipmaps. It certainly can't be done with vtfedit afaik.[/QUOTE] Alright I will try and find that. VIDE is able to edit mipmaps too but even exchanging them with translucent images doesnt do the trick. It behaves the same ingame. I have a texture that does this effect. It is not made by me and I want to understand how it works: [url=https://drive.google.com/open?id=1VMsgBCqKqHQ7oP4r41vGupty_mFaz8A7]Google Drive Download[/url]
There's a really convoluted way to get custom mipmaps, but this method works 99% of the time and allows you to do absolutely whatever you want. First you need the nvidia dds tools for photoshop. [url]https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop[/url]. I forgot the specific way to export mipmaps, but if you export a dds of your texture, then import the dds with mipmaps, you can then edit that image. Once you've done your changes, export it to a .dds file again. Then you download these tools here [url]http://www.moddb.com/games/vampire-the-masquerade-bloodlines/downloads/tool-quick-and-dirty-bloodlines-tools-v39a[/url] And use them to convert that dds into a vtf.
This bug is actually starting to piss me off, because this works fine on another map with an identical setup: I have a sliding garage door (func_door) with an areaportal tied to it, with a thickness of 1 in the exact center. The areaportal is linked to the door. I need it so that when the areaportal is closed I can [I]still see[/I] either side of the garage door without it de-rendering one face of it. This is for a build map for Garry's Mod, so there will be people on both sides of the door often. I want to have both faces of the garage door not get de-rendered by the area portal. Is there a setting I can change somewhere? I practically copy and pasted my setup from another map I've made and it's suddenly deciding to not work on my new one. EDIT: [I]fuck me[/I] this whole time there was an area portal leak breaking it and I didn't notice for a good hour, thanks me. always check for leaks if your map is doing weird shit you can't explain!
Is there any known texture parameter/glitch to obtain a retroreflective effect when light is shined on a texture like shown below? [t]https://i.imgur.com/fg2e2ZK.png[/t]
[QUOTE=Procrastinate;52942373]Is there any known texture parameter/glitch to obtain a retroreflective effect when light is shined on a texture like shown below? [t]https://i.imgur.com/fg2e2ZK.png[/t][/QUOTE] selfillumfresnel should work. $selfillum 1 $selfillumfresnel 1 $selfIllumFresnelMinMaxExp "[0.0 1.0 1.0]"
I need help. Lighting is flickering when I move on my map and if I turn on flashlight it lits up the whole map. [URL="https://i.imgur.com/r5TchSv.png"]https://i.imgur.com/r5TchSv.png[/URL] (off) [URL="https://i.imgur.com/lrNjGoO.png"]https://i.imgur.com/lrNjGoO.png [/URL](on) -edit- Fixed it, particles were broken, removed them and its ok now.
retarded mapper here who just started mapping two days ago, at the end of my lights it looks like someone vomited is there a way to fix this? [url]https://i.imgur.com/Qd6Ffyc.jpg[/url]
have a read of [url]https://developer.valvesoftware.com/wiki/Lighting[/url] then Intermediate Lighting and Advanced Lighting links that should help you out loads
I'm pretty sure I have a leak, but the compile log doesn't say it. After making a proper skybox around my map, the geometry is completely black when I compile with VVIS. It looks normal when I turn VVIS off, however. [t]https://cdn.discordapp.com/attachments/300433671486308352/387815712280018944/20171205223818_1.jpg[/t] [t]https://cdn.discordapp.com/attachments/300433671486308352/387815777233010688/20171205223831_1.jpg[/t] [code]CDynamicFunction: Loading library 'Kernel32.dll' (76F20000) CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77204120 CDynamicFunction: Loading library 'psapi.dll' (75D90000) CDynamicFunction: Lookup of 'GetProcessMemoryInfo' in 'psapi.dll': 75D916D0 ------------------------------------------------------------------------------- Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\bin" ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Running command: "C:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\bin\vbsp.exe" -game "C:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\left4dead2" "C:\Program Files (x86)\Steam\steamapps\common\Left 4 Dead 2\sdk_content\mapsrc\RoE_b2.vmf" ------------------------------------------------------------------------------- CDynamicFunction: Loading library 'Kernel32.dll' (76F20000) CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77204120 CDynamicFunction: Loading library 'psapi.dll' (75D90000) CDynamicFunction: Lookup of 'GetProcessMemoryInfo' in 'psapi.dll': 75D916D0 Valve Software - vbsp.exe (Jun 21 2017) 8 threads materialPath: C:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\left4dead2\materials Loading C:\Program Files (x86)\Steam\steamapps\common\Left 4 Dead 2\sdk_content\mapsrc\RoE_b2.vmf Patching WVT material: maps/roe_b2/nature/blendroadleaves01_wvt_patch Patching WVT material: maps/roe_b2/nature/blendroadleaves01b_wvt_patch Patching WVT material: maps/roe_b2/nature/blendrockleaves_wvt_patch Patching WVT material: maps/roe_b2/nature/blendrootleaves01_wvt_patch Patching WVT material: maps/roe_b2/nature/blenddirtleaves03_nodetail_wvt_patch fixing up env_cubemap materials on brush sides... Material liquids/bridge_water_beneath is depending on itself through materialvar $bottommaterial! Ignoring... 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 234 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files (x86)\Steam\steamapps\common\Left 4 Dead 2\sdk_content\mapsrc\RoE_b2.prt...Building visibility clusters... done (0) Finding displacement neighbors... Found a displacement edge abutting multiple other edges. Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (0) (521097 bytes) Cannot build Physics2 data ----------- DataLinker total stream size 0.0 KiB Static prop models/props_street/building_trim_piece02_128_corner.mdl outside the map (2248.00, -2632.00, 640.00) 0.000000 -2.958233 0.000000 0.000000 -2.958233 0.000000 0.000000 -2.946175 0.000000 0.319468 -2.943274 0.000000 make_triangles:calc_triangle_representation: Cannot convert Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 4629 texinfos to 2582 Reduced 485 texdatas to 402 (15594 bytes to 12162) Writing C:\Program Files (x86)\Steam\steamapps\common\Left 4 Dead 2\sdk_content\mapsrc\RoE_b2.bsp 15 seconds elapsed CDynamicFunction: Closing library 'psapi.dll' (75D90000) CDynamicFunction: Closing library 'Kernel32.dll' (76F20000) ------------------------------------------------------------------------------- Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\bin" ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Running command: "C:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\bin\vvis.exe" -game "C:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\left4dead2" "C:\Program Files (x86)\Steam\steamapps\common\Left 4 Dead 2\sdk_content\mapsrc\RoE_b2" ------------------------------------------------------------------------------- CDynamicFunction: Loading library 'Kernel32.dll' (76F20000) CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77204120 CDynamicFunction: Loading library 'psapi.dll' (75D90000) CDynamicFunction: Lookup of 'GetProcessMemoryInfo' in 'psapi.dll': 75D916D0 Valve Software - vvis.exe (Jun 21 2017) 8 threads reading c:\program files (x86)\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\RoE_b2.bsp max farz in all env_fog_controller entities: 4000.000000 (used for radial vis) reading c:\program files (x86)\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\RoE_b2.prt 753 portalclusters 2142 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (32) Optimized: 1292 visible clusters (0.00%) Total clusters visible: 211407 Average clusters visible: 280 Building PAS... Average clusters audible: 734 visdatasize:133627 compressed from 144576 writing c:\program files (x86)\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\RoE_b2.bsp 35 seconds elapsed CDynamicFunction: Closing library 'psapi.dll' (75D90000) CDynamicFunction: Closing library 'Kernel32.dll' (76F20000) ------------------------------------------------------------------------------- Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\bin" ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Running command: "C:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\bin\vrad.exe" -both -game "C:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\left4dead2" "C:\Program Files (x86)\Steam\steamapps\common\Left 4 Dead 2\sdk_content\mapsrc\RoE_b2" ------------------------------------------------------------------------------- CDynamicFunction: Loading library 'Kernel32.dll' (76F20000) CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77204120 CDynamicFunction: Loading library 'psapi.dll' (75D90000) CDynamicFunction: Lookup of 'GetProcessMemoryInfo' in 'psapi.dll': 75D916D0 Valve Software - vrad.exe SSE (Jun 21 2017) Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\RoE_b2.bsp Setting up ray-trace acceleration structure... Done (4.92 seconds) 5686 faces 2 degenerate faces 1956096 square feet [281677824.00 square inches] 255 Displacements 392420 Square Feet [56508532.00 Square Inches] 5684 patches before subdivision 117544 patches after subdivision sun extent from map=0.000000 89 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (15) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (13) transfers 9011735, max 1221 transfer lists: 68.8 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(1, 1, 1) 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ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (4) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 61/1024 2928/49152 ( 6.0%) brushes 1328/8192 15936/98304 (16.2%) brushsides 9958/65536 79664/524288 (15.2%) planes 7366/65536 147320/1310720 (11.2%) vertexes 10837/65536 130044/786432 (16.5%) nodes 2430/65536 77760/2097152 ( 3.7%) texinfos 2582/12288 185904/884736 (21.0%) texdata 402/2048 12864/65536 (19.6%) dispinfos 255/0 44880/0 ( 0.0%) disp_verts 20655/0 413100/0 ( 0.0%) disp_tris 32640/0 65280/0 ( 0.0%) disp_lmsamples 1075528/0 1075528/0 ( 0.0%) faces 5686/65536 318416/3670016 ( 8.7%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 3719/65536 208264/3670016 ( 5.7%) leaves 2492/65536 79744/2097152 ( 3.8%) leaffaces 6918/65536 13836/131072 (10.6%) leafbrushes 3012/65536 6024/131072 ( 4.6%) areas 3/256 24/2048 ( 1.2%) surfedges 42705/512000 170820/2048000 ( 8.3%) edges 27101/256000 108404/1024000 (10.6%) LDR worldlights 89/8192 8900/819200 ( 1.1%) HDR worldlights 0/8192 0/819200 ( 0.0%) leafwaterdata 2/32768 24/393216 ( 0.0%) waterstrips 632/32768 6320/327680 ( 1.9%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 13506/65536 27012/131072 (20.6%) cubemapsamples 67/1024 1072/16384 ( 6.5%) overlays 322/512 113344/180224 (62.9%) LDR lightdata [variable] 8417632/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 133627/16777216 ( 0.8%) entdata [variable] 330520/393216 (84.1%) VERY FULL! LDR ambient table 2492/65536 9968/262144 ( 3.8%) HDR ambient table 2492/65536 9968/262144 ( 3.8%) LDR leaf ambient 7662/65536 214536/1835008 (11.7%) HDR leaf ambient 2492/65536 69776/1835008 ( 3.8%) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) Prop Hull Verts 0/0 0/0 ( 0.0%) Prop Hull Blob 0/0 0/0 ( 0.0%) Prop Hull Lists 0/0 0/0 ( 0.0%) Prop Hulls 0/0 0/0 ( 0.0%) Prop Hull trilist 0/0 0/0 ( 0.0%) detail props [variable] 1/1341268 ( 0.0%) dtl prp lght [variable] 1/79484 ( 0.0%) HDR dtl prp lght [variable] 1/4 (25.0%) static props [variable] 1/116974 ( 0.0%) pakfile [variable] 5953912/0 ( 0.0%) physics [variable] 521097/4194304 (12.4%) physics terrain [variable] 86611/1048576 ( 8.3%) Level flags = 0 Total triangle count: 16405 Writing c:\program files (x86)\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\RoE_b2.bsp 55 seconds elapsed Valve Software - vrad.exe SSE (Jun 21 2017) Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\RoE_b2.bsp Setting up ray-trace acceleration structure... Done (4.91 seconds) 5686 faces 2 degenerate faces 1956096 square feet [281677824.00 square inches] 255 Displacements 392420 Square Feet [56508532.00 Square Inches] 5684 patches before subdivision 117544 patches after subdivision sun extent from map=0.000000 89 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (15) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (14) transfers 9011735, max 1221 transfer lists: 68.8 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(1, 1, 1) 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0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #95 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #96 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #97 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #98 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #99 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #100 added RGB(1, 1, 1) Build Patch/Sample Hash Table(s).....Done<0.0550 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4) 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 (4) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 61/1024 2928/49152 ( 6.0%) brushes 1328/8192 15936/98304 (16.2%) brushsides 9958/65536 79664/524288 (15.2%) planes 7366/65536 147320/1310720 (11.2%) vertexes 10837/65536 130044/786432 (16.5%) nodes 2430/65536 77760/2097152 ( 3.7%) texinfos 2582/12288 185904/884736 (21.0%) texdata 402/2048 12864/65536 (19.6%) dispinfos 255/0 44880/0 ( 0.0%) disp_verts 20655/0 413100/0 ( 0.0%) disp_tris 32640/0 65280/0 ( 0.0%) disp_lmsamples 1075528/0 1075528/0 ( 0.0%) faces 5686/65536 318416/3670016 ( 8.7%) hdr faces 5686/65536 318416/3670016 ( 8.7%) origfaces 3719/65536 208264/3670016 ( 5.7%) leaves 2492/65536 79744/2097152 ( 3.8%) leaffaces 6918/65536 13836/131072 (10.6%) leafbrushes 3012/65536 6024/131072 ( 4.6%) areas 3/256 24/2048 ( 1.2%) surfedges 42705/512000 170820/2048000 ( 8.3%) edges 27101/256000 108404/1024000 (10.6%) LDR worldlights 89/8192 8900/819200 ( 1.1%) HDR worldlights 89/8192 8900/819200 ( 1.1%) leafwaterdata 2/32768 24/393216 ( 0.0%) waterstrips 632/32768 6320/327680 ( 1.9%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 13506/65536 27012/131072 (20.6%) cubemapsamples 67/1024 1072/16384 ( 6.5%) overlays 322/512 113344/180224 (62.9%) LDR lightdata [variable] 8417632/0 ( 0.0%) HDR lightdata [variable] 8417632/0 ( 0.0%) visdata [variable] 133627/16777216 ( 0.8%) entdata [variable] 330520/393216 (84.1%) VERY FULL! LDR ambient table 2492/65536 9968/262144 ( 3.8%) HDR ambient table 2492/65536 9968/262144 ( 3.8%) LDR leaf ambient 7662/65536 214536/1835008 (11.7%) HDR leaf ambient 7664/65536 214592/1835008 (11.7%) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) Prop Hull Verts 0/0 0/0 ( 0.0%) Prop Hull Blob 0/0 0/0 ( 0.0%) Prop Hull Lists 0/0 0/0 ( 0.0%) Prop Hulls 0/0 0/0 ( 0.0%) Prop Hull trilist 0/0 0/0 ( 0.0%) detail props [variable] 1/1341268 ( 0.0%) dtl prp lght [variable] 1/79484 ( 0.0%) HDR dtl prp lght [variable] 1/79484 ( 0.0%) static props [variable] 1/116974 ( 0.0%) pakfile [variable] 5953912/0 ( 0.0%) physics [variable] 521097/4194304 (12.4%) physics terrain [variable] 86611/1048576 ( 8.3%) Level flags = 0 Total triangle count: 16405 Writing c:\program files (x86)\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\RoE_b2.bsp 57 seconds elapsed CDynamicFunction: Closing library 'psapi.dll' (75D90000) CDynamicFunction: Closing library 'Kernel32.dll' (76F20000) ------------------------------------------------------------------------------- Running command: copy "C:\Program Files (x86)\Steam\steamapps\common\Left 4 Dead 2\sdk_content\mapsrc\RoE_b2.bsp" "C:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\left4dead2\maps\RoE_b2.bsp" ------------------------------------------------------------------------------- Finished. Press a key to close.[/code] I'm rusty with optimizing, so I probably fucked something up.
Is there any prerequisites for having working cubemaps in maps made using the HL2: EP2 hammer? Cubemaps work fine on most maps I make without me paying too much attention to them, but I just made a map for testing reflections on some new materials I got and I can't reflections to work on anything. [I][B]Are the materials done properly/have envmap settings in the vmt?[/B][/I] Yes - it seems as if the cubemaps aren't being built at all, because even if I test with weapon_cubemap they're all just straight black. Guess what though? [url=https://i.imgur.com/u1XX7PC.png]They show up and work just fine when I open their .vtfs after extracting them from the map file.[/url] [i][b]something something steampipe update breaking cubemaps[/b][/i] Doesn't explain why on every other map I've made on this exact version of hammer, within the last few days, I can build cubemaps and have them show up in-game without issues. Here is a screenshot of what I see after building the cubemaps the proper way [url=https://steamcommunity.com/sharedfiles/filedetails/?id=198590011](steampipe method)[/url]: [t]https://i.imgur.com/MSEVQp1.jpg[/t] I'm at a loss for what's causing this.
[QUOTE=simzboy;52950347]I'm pretty sure I have a leak, but the compile log doesn't say it. After making a proper skybox around my map, the geometry is completely black when I compile with VVIS. It looks normal when I turn VVIS off, however. [t]https://cdn.discordapp.com/attachments/300433671486308352/387815712280018944/20171205223818_1.jpg[/t] [t]https://cdn.discordapp.com/attachments/300433671486308352/387815777233010688/20171205223831_1.jpg[/t] I'm rusty with optimizing, so I probably fucked something up.[/QUOTE] Static prop models/props_street/building_trim_piece02_128_corner.mdl outside the map (2248.00, -2632.00, 640.00) 0.000000 -2.958233 0.000000 0.000000 -2.958233 0.000000 0.000000 -2.946175 0.000000 0.319468 -2.943274 0.000000 make_triangles:calc_triangle_representation: Cannot convert not sure if the "make_triangles" thing is relevant, but there you have your leak, at the bottom of the vbsp log.
Building cubemaps in source 2013 is fully broken. It has only been fixed in Garrysmod [editline]6th December 2017[/editline] Also you can avoid the problem with some of the custom map compilers
:snip: ok I think I found the problem. I made the mistake of building my map on the very center of the grid, which I remember can cause some problems. I moved the entire map into one of the quadrants and it seems to be fixed.
[QUOTE=simzboy;52951601]:snip: ok I think I found the problem. I made the mistake of building my map on the very center of the grid, which I remember can cause some problems. I moved the entire map into one of the quadrants and it seems to be fixed.[/QUOTE] Never heard of this but that sounds like something I could use advice on since I've been having strange issues lately, too - could you elaborate on how the maps' position could cause problems and what those are?
[QUOTE=Grenade Man;52951181]Also you can avoid the problem with some of the custom map compilers[/QUOTE] Could I get a link to one of these custom compilers?
[url]https://developer.valvesoftware.com/wiki/Compile_Pal[/url] or [url]https://developer.valvesoftware.com/wiki/Hazard_Team_Compile_Tool[/url]
[QUOTE=Marbledemon;52952096]Never heard of this but that sounds like something I could use advice on since I've been having strange issues lately, too - could you elaborate on how the maps' position could cause problems and what those are?[/QUOTE]I [i]think[/i] it's because of the way visleaves are split up on the grid. Avoiding the very center of the grid supposedly helps create cleaner visleaves. Most of Valve's maps stay away from the center as well. That doesn't explain why it fixed my lighting issue, though. I wish I could remember where I read this because I feel like I'm talking out of my ass. :v: Can anyone else confirm?
[QUOTE=Guy123;52952128]Could I get a link to one of these custom compilers?[/QUOTE] [url]https://facepunch.com/showthread.php?t=1488605[/url] Add -nodefaultcubemap
[QUOTE=Mr Anonymous;52952854]Yeah it's true, you shouldn't build on the center of the grid due to visleafs.[/QUOTE] Crazy how I haven't heard about this in all my years of mapping. Id love it if someone could provide a more detailed description of the logic behind this. After all, Im a sucker for optimisation :v:
[QUOTE=Grenade Man;52953755]Crazy how I haven't heard about this in all my years of mapping. Id love it if someone could provide a more detailed description of the logic behind this. After all, Im a sucker for optimisation :v:[/QUOTE] I believe visleafs will automatically cut at every 1024 units, so if you're at the centre it would divide a square room into quadrants.
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