[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]
visleaves are cut on each of these brown/orange lines (1024x1024)
[IMG]https://i.imgur.com/AmqdUT6.png[/IMG]
"Don't build at the center" is useless advice imo, because the origin is no different than the other intersections on Moltard's image
[QUOTE=seba079;52954416]"Don't build at the center" is useless advice imo, because the origin is no different than the other intersections on Moltard's image[/QUOTE]
Thats exactly what I was thinking, but then again Ive really never heard of this before
Yeah I wish I could remember the video because they go into way more detail. Pretty interesting how it was the first and only time I heard about it.
In Half Life 2: Episode 2, is it possible to make ragdolls collide with func_physboxes?
[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]
-snip-
I'm rusty with optimizing, so I probably fucked something up.[/QUOTE]
I know this is a little late, I was out of town. But try to copy and then paste special everything into a new .vmf
Is there a new guide for setting up hammer with gmod? Seems like every time I take a year break from mapping every source tool on my computer breaks and refuses to work.
I've read that you're just supposed to run hammer from the Gmod bin folder but that doesn't work so obviously there's more to it than that.
Run hammer.bat first. If you get the gameinfo.txt error, place gameinfo.txt in the bin folder where hammer is.
what if hammer.bat doesn't exist in my gmod folder? :v: I verified my game cache earlier today and apparently doing that caused it to be removed.
[QUOTE=papkee;52962401]what if hammer.bat doesn't exist in my gmod folder? :v: I verified my game cache earlier today and apparently doing that caused it to be removed.[/QUOTE]
uh try running hammer.exe then. Then try doing the thing with gameinfo.txt Make sure your config is "garrysmod"
[QUOTE=Stiffy360;52962744]uh try running hammer.exe then. Then try doing the thing with gameinfo.txt Make sure your config is "garrysmod"[/QUOTE]
I ran multitool and it seems to have sorted itself out. I went back to my original game configuration from last year and now it's working again. Not sure what happened exactly.
[t]https://steamuserimages-a.akamaihd.net/ugc/885385420710974249/AEC208D68C78F2B513AE73252C217ED609D615E0/[/t][t]https://steamuserimages-a.akamaihd.net/ugc/885385420710973770/7F644A5360763D6492D29A8AB4A4EC40A1BF7C69/[/t]
With great foliage comes great lighting errors
Namely, the trees and bushes on top are self shadowing totally black, which is odd.
Also:
[t]https://steamuserimages-a.akamaihd.net/ugc/885385420710984155/4C775D1AE443195133D18065089F9FD1E2C85966/[/t][t]https://steamuserimages-a.akamaihd.net/ugc/885385420710983905/7099FBC6DF17705103EE31DD8F45444E844086F9/[/t]
This solid geometry goes all black at a certain distance or angle, can't figure it out. It's not the windows, I already disabled shadows on them
And yes, I do have static proplighting enabled (You can see in the first two. Second two were a fast compile)
[url]https://tf2maps.net/threads/tutorial-removing-ugly-shadows.2994/[/url]
Try this, but do it for your models and for the game you are making the map for instead
I also made a tutorial that covers optimal foliage lighting. You can find it in my started threads
[video]https://youtu.be/ZEY1ez98z4M[/video]
Halp
Post compile log
[QUOTE=Agameofscones;52965982][video]https://youtu.be/ZEY1ez98z4M[/video]
Halp[/QUOTE]
Looks like you're using a VertexLitGeneric material on those brushes. try another texture or edit the VMT and change it to LightmappedGeneric
[QUOTE=Agameofscones;52965982]Halp[/QUOTE]
I think I had a similar issue. Try compiling with -final and/or adding a low-intensity light near the affected brushes.
back to the top you go
How do I make my lighting look less... shit?
[IMG]https://i.imgur.com/2LKipyW.jpg[/IMG]
[IMG]https://i.imgur.com/6xbkwrb.jpg[/IMG]
[IMG]https://i.imgur.com/ArKg1Dz.jpg[/IMG]
Also, how do I flip the textures on the left door to make it that the doorhandles face each other?
[IMG]https://i.imgur.com/IX2Qyi0.jpg[/IMG]
Play around with light_spots hanging from the ceiling and add a - to the X scale of the door texture (so it reads eg -0.25 instead of 0.25).
[QUOTE=Hochi;52995307]How do I make my lighting look less... shit?
[/QUOTE]
[QUOTE=Grenade Man;52990126]Don't use standard light entities for interior lights. You can achieve a more natural look by using a light_spot with a large radius (80 - 85 deg) directly below a lamp prop (usually in the centre of a room), and adding a secondary, much less powerful standard light (I usually divide the intensity with 10) around 32 or so units below that. This way you avoid the ugly bright spots above every lamp.[/QUOTE]
Quick question: Whats the program called again which lets you place a lot of props randomized on the map for hammer editor?
Is there a way to make a custom texture fade in as the player gets close to it, or only show as you point the flashlight to it? I tried messing around with func_brush for that but no luck.
[QUOTE=dj_night;53006668]Is there a way to make a custom texture fade in as the player gets close to it, or only show as you point the flashlight to it? I tried messing around with func_brush for that but no luck.[/QUOTE]
[url]http://www.nodraw.net/2010/01/dynamic-materials-with-proxies/#more-93[/url]
This is an article about material proxies and how they work, also with some examples.
[url]https://developer.valvesoftware.com/wiki/List_Of_Material_Proxies[/url]
Here are all the available material proxies that vmt can use.
Hey I have the following problem:
Whenever I tryto open the Modelbrowser to choose a model for example a prop_static a strange window opens. I don't know what to do with that.. It hasn't all needed options and I can't find all models.
I use the Garry's Mod hammer editor and have installed SourceSDK and SourceSDK 2013 Multiplayer.
Here is an image of the window: [url]http://prntscr.com/hsjdcj[/url]
I hope someone can help me!
Alphaverse
Hello again, I have recently found a leak in my map that I do not believe should be happening, as it goes through a solid brush.
Here is the compile log, only vbsp is included in this but I can do a full log if you need it.
[QUOTE]
** Executing...
** Command: "U:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vbsp.exe"
** Parameters: -game "U:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\gmodConfig" "u:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\vmfs\rp_powerplant_v2"
Valve Software - vbsp.exe (Jun 14 2017)
4 threads
materialPath: U:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\gmodConfig\materials
Loading u:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\vmfs\rp_powerplant_v2.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in u:\program files (x86)\steam\steamapps\common\source sdk base 2013 multiplayer\gmodconfig\gameinfo.txt
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_door_rotating (-3049.00 14084.00 -27.00) leaked!
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (11264.0 14848.0 -64.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10752.0 15360.0 -64.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (9728.0 15360.0 -64.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10425.5 13312.0 -64.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10937.5 13312.0 -64.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (11264.0 13824.0 -64.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (9728.0 13312.0 -64.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (8704.0 15360.0 -64.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1520 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
WARNING: node without a volume
WARNING: node without a volume
WARNING: node without a volume
WARNING: node without a volume
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (6) (705554 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1562 texinfos to 805
Reduced 30 texdatas to 28 (699 bytes to 616)
Writing u:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\vmfs\rp_powerplant_v2.bsp
Wrote ZIP buffer, estimated size 212271, actual size 211655
22 seconds elapsed
[/QUOTE]
And some screenshots of the pointfile:
[IMG]https://i.imgur.com/JmZbP7u.png[/IMG]
[IMG]https://i.imgur.com/U6KKCIS.png[/IMG]
as you can see, it goes through solid ground, and im not sure how to fix it.
Thanks in advance.
EDIT: Fixed the issue by deleting and re-creating the brush, FML
[QUOTE=Alphaverse;53007075]Hey I have the following problem:
Whenever I tryto open the Modelbrowser to choose a model for example a prop_static a strange window opens. I don't know what to do with that.. It hasn't all needed options and I can't find all models.
I use the Garry's Mod hammer editor and have installed SourceSDK and SourceSDK 2013 Multiplayer.
Here is an image of the window: [url]http://prntscr.com/hsjdcj[/url]
I hope someone can help me!
Alphaverse[/QUOTE]
in options general tick use VGUI model browser :)
[QUOTE=taz0;53007172]in options general tick use VGUI model browser :)[/QUOTE]
OMG Thank you! You saved my day :)
Sorry, you need to Log In to post a reply to this thread.