• Mapping Questions Megathread V6
    999 replies, posted
Counterstrike
How can I stop glass brushes overlapping each other annoyingly like this? https://files.facepunch.com/forum/upload/110336/80b80a0d-9e0f-45b3-a13d-2d479c97d47e/asoinhd.png Is there anyway I can group them together all as one brush or something? Please help.
Texture the outside of the brushes with nodraw. Only leaving the inside and outside faces as glass.
Thanks
You need to put $surfaceprop inside the QC. A list is here: https://developer.valvesoftware.com/wiki/Material_surface_properties E.g. $surfaceprop computer
It already has $surfaceprop plastic https://files.facepunch.com/forum/upload/110336/161469fd-2884-4dd9-a801-45c9a7fbfc40/notepad_2018-01-15_10-52-33.png
The QC, not the vmt. Also, the vmt of yours is missing the closing quotation marks for $basetexture.
So, can these effects be enabled with gmod in Source Multi Tool? Thank you, though!
How can I get to the QC?
How do I get soundscapes working in Source Multi Tool for Gmod?
Gotta decompile the model to get it if the sources are otherwise unavailable, there's a handy model compile/decompile tool named Crowbar.
Sorry for not reading the link thoroughly enough; i've ran into another problem, though; i compiled my map using VRAD, but when I load it up in Gmod the game crashes for some reason?
https://files.facepunch.com/forum/upload/134168/1c900cc1-c4ef-4feb-89c7-f7563eb958f9/20180116163110_1.jpg hey guys need some help here . I made a bump map for the brick texture i used on a wall , the left wall has turned into a prop_static using propper and the right one is a brush wall. How do i make the prop_static wall to have the bump map working as the right one?
You cant do anything about it, unfortunately. ( unless you use cs:go)
that sucks and im not mapping for csgo . thanks for the reply
Is func_vehicleclip compatible with Garry's Mod? and if so will it collide with Simfphys vehicles as well?
So I have two cheap tree models I made that I want to use forcetextureshadow on. In my custom lights.rad file, I have both models set up with forcetextureshadow model/path.mdl. In the Hammer compile menu, $light_exe is being given the parameters -lights customlights.rad -textureshadows -staticproppolys -staticproplighting. Yet for some reason, only one of the models is actually working correctly with texture shadows. Here's what it looks like in game. https://i.imgur.com/D5DSSTf.png The VMT files for the tree textures are identical, the process used to create the vtf files is identical, the model names are identical except with one having _tall at the end of the name. I cannot for the life of me figure out why this isn't working with the second tree. In the compile log it seems to only be loading one of the two model's textures. Loading c:\program files (x86)\steam\steamapps\common\half-life 2\ep2\maps\vmf\textureshadows_test.bsp Loaded alpha texture materials\models\props_foliage\arbre.vtf Setting up ray-trace acceleration structure... Done (0.00 seconds)
https://files.facepunch.com/forum/upload/110336/5b1c565d-bf04-4d71-8e78-a1c8b762824b/hammer_2018-01-20_11-46-49.png https://files.facepunch.com/forum/upload/110336/c25154a3-9614-45c5-af02-726cdfea1707/20180120114622_1.jpg I have a pesky cubemap that is darkening the top of this room. Does anyone know how to fix?
It's unlikely that a cubemap would do that. Have you checked your compile log for leaks? Those will prevent VRAD from calculating indirect (bounced) lighting.
see if this tut helps basic lamp tutorial
So what exactly is the cause of overlays acting like this? Where you move it and it stretches the selection area for no apparent reason. https://i.imgur.com/fpMhG5H.png
might be that it's still assigned to a brush face at the outer edge of the slection box? Reassigning all of its brush faces should help, I think
Weirdly it had no brush face assigned at all, but yeah, reassigning and then moving the overlay a bit always helps. I just got curious why this is happens at all
hello, i have some troubles with lights i cant find a answer to :/ firts is my plants i have light_directional en eviroment the directional cast some shadows on my trees and plants but its casting a black dark floor underneath my plants. is there a way that i can make my gras floor show up? http://steamcommunity.com/sharedfiles/filedetails/?id=1274907132 than my second problem is with a bench. the bench stands in the shadow of the sun so there isnt much light. but its way to dark to make any sense out of it. is the only way that i can solve this by adding a spotlight on top of it? (seems ridiculous, getting light out of no light source) http://steamcommunity.com/sharedfiles/filedetails/?id=1274907401 thanks Grtz Chaplin.be
Every time when I run my map I get this error https://files.facepunch.com/forum/upload/2450/d8cd3852-56b6-436e-9dfb-40d62c8d5efc/ErrorNum.JPG How do I fix it ???
You may get this Engine Error if your BSP compile process has failed to correctly compile your map's area portals, usually due to a leak. Fix the leak to resolve the error. post your compile, might beable to give you a beter answer
Also might've completely broken something about the areaportals, if it's not a map super far into the optimization stage, may as well destroy and recreate them just to be sure.
Is there anyway to make a half sphere brush in hammer without crashing hammer ?
displacements might do the trick?
I don't even have area portals.Could it be. -allowdynicpropsstatic
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