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
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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