• Mapping Questions Megathread V6
    999 replies, posted
In Hammer Editor most door textures have a black area at the top or something like that. Is there a way to remove that? Because when I apply this texture to a brush and press fit the black area is fitted too. So I can't really have the change to make doors at my own size. I have to do it in the texture size so the black area isn't visible.
[QUOTE=Alphaverse;53007487]In Hammer Editor most door textures have a black area at the top or something like that. Is there a way to remove that? Because when I apply this texture to a brush and press fit the black area is fitted too. So I can't really have the change to make doors at my own size. I have to do it in the texture size so the black area isn't visible.[/QUOTE] Make a brush and apply the texture. Don't hit fit. Rescale the brush until the texture fits perfectly. Now enable texture scale lock and rescale the brush to fit your doorframe. Make sure to disable the lock afterwards. More reference : [url]https://developer.valvesoftware.com/wiki/Hammer_Map_Operations_Toolbar[/url]
[QUOTE=KingPommes;53007611]Make a brush and apply the texture. Don't hit fit. Rescale the brush until the texture fits perfectly. Now enable texture scale lock and rescale the brush to fit your doorframe. Make sure to disable the lock afterwards. More reference : [url]https://developer.valvesoftware.com/wiki/Hammer_Map_Operations_Toolbar[/url][/QUOTE] Thank you. I knew it was something with texture scale lock but tried it in a wrong order.
I'm honestly not very satisfied with the base furniture given by CS:GO, where can I download some good custom furniture models for use in Hammer?
[QUOTE=Hochi;53009159]I'm honestly not very satisfied with the base furniture given by CS:GO, where can I download some good custom furniture models for use in Hammer?[/QUOTE] I'd say mount L4D2 and use furniture from that game.
[QUOTE=Stiffy360;53010430]I'd say mount L4D2 and use furniture from that game.[/QUOTE] Arent most of csgo props just reused from l4d?
[QUOTE=Hochi;53009159]I'm honestly not very satisfied with the base furniture given by CS:GO, where can I download some good custom furniture models for use in Hammer?[/QUOTE] Contagion has some good furniture models, but that is a paid game. Try no more room in hell or other free mods. [url]http://www.gaming-models.de[/url] has a couple of good models there are many model packs on the workshop, search around and you will find good stuff, especially stuff ported from other games (be careful tho, many of it is poorly compiled for use in hammer)
[QUOTE=Grenade Man;53011570]Arent most of csgo props just reused from l4d?[/QUOTE] some are, but it doesn't have everything.
What is the difference between visleafs and areaportals?
[QUOTE=highvoltage;53020539]What is the difference between visleafs and areaportals?[/QUOTE] Loads, but these pages should help clear it up [url]https://developer.valvesoftware.com/wiki/Visleaf[/url] [url]https://developer.valvesoftware.com/wiki/Areaportal[/url]
On the topic of visleafs, can anyone explain what a hint and skip do? I'm still confused on why they are necessary at all
Hint tells VBSP where to cut leaves, Skip is removed during compile and is most often used on non-cutting faces of Hint brushes
[QUOTE=ficool2;53020821]On the topic of visleafs, can anyone explain what a hint and skip do? I'm still confused on why they are necessary at all[/QUOTE] A face textured with hint cut a visleaf. The skip is just removed on compile, so when you make a brush with hint, you put skip on all the other faces. It can help improve the optimisation of your map. Per default, vvis create visleaves based on your world brushes. But sometimes (or often) it's not good. You could be in one room, and render the whole next room even if you cant actually see it, just because you render a single visleaf in a hallway. So it cut visleaves to make them more optimised and make you render only less uneeded stuff. There are video by tophattwaffle about it anyway (his v2 series)
Does anyone happen to have contact to Omnicoder the creator of vmex ?
Is there any workaround to prop_door_rotating using the model origin as the hinge axis as opposed to the specified hinge axis? My custom doors are all currently rotating around their origin which is not on the hinge and I no longer have the models to correct it.
1. better way - decompile the models with crowbar and move the origin, then recompile 2. use invisible func_rotating doors and parent the models to them (this isnt ideal in terms of performance)
Ahoy-hoy, I've just completed my first TF2 map, and it's a CTF one. I've been testing it out with some friends, and it's more-or-less fully functional, all aside from one strange glitch. At the beginning of each new round, both teams' intelligence cases are invisible, however they can still be taken and capped as normal, which is to say that their positions on the map are still acknowledged when touched. But here's the other strange thing - if one team caps the other team's intel, that intel then becomes visible, though only for the remainder of the round. This one really has me stumped, especially since I've carefully followed a few tutorials on setting up a CTF map. I also believe there to be no critical leaks in the map, as the areas of water I've created are not exhibiting any textual errors.
I'm not super familiar with modelling but you can probably decompile the models and change the qc file to change the origin
Post your compile log (in a pastebin please)
I'm making a large map which currently consists only of a series of displacements. For some reason some of the displacements have had their lightmap scale somehow automatically changed to 17, and I am unable to assign any other value to them. Any ideas?
Thanks for the response. Map compile log I'm aware that the map could probably use some substantial optimization, judging from the compile time; it's quite a large map with far-reaching sight lines. I did at least apply nodraw to the vast majority of hidden textures, but I need to learn how to optimize the map fully. I'm suspecting this might have something to do with the glitch.
There's a limit on how large lightmaps can be in Source. This isn't a problem for regular brushes, as the compiler will automatically cut them into smaller pieces in order to use multiple lightmaps on a single brush side. (This is why you can get an "Overlay touching too many faces" error when using low lightmap scales) For displacements, you'll have to manually cut them into smaller pieces, or settle for larger lightmap scales.
I'm trying to work with a prop that has more than one skinnable part (ie a license plate), how do I edit the skin in Hammer? When I change the skin in the prop_static values, it only changes the color of the car, not the plate.
So are lightmap scales on displacements always fixed? I've never noticed this before but I guess maybe I've just never payed much attention...
Not fixed, just a minimum depending on the size of the displacement.
Thanks! Looks great!
Hi, today when i opened hammer i noticed that clip textures are invisible in 3d view (there are visible blocks in 2d views). I tried switching visgroups on and off but it didn't help. Does anyone know what might be going on?
If you mean the Nodraw texture, there's a button up in the far right of the top toolbar to toggle between showing or hiding the nodraw texture in Hammer's 3D viewport camera https://i.gyazo.com/c840070a24d6df1276f385c3b6aac8a7.png
I meant clip textures not nodraw...
what's the reason to why CS:GO maps look so much better lighting-wise? Does it have something to do with CS:GO's engine that gmod's engine can't do? Or is the lighting style possible with gmod's engine?
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