• Mapping Questions Megathread V6
    999 replies, posted
most prob yeah VBSP doesn't use that cmd line option for more info on VBSP check out VBSP
Where do I put that cmd then
I'm making a map and I'm running into some lighting issues which I'm having a lot of trouble fixing. (I watched some tutorials but they didn't really help). I checked the compile log for errors, nothing found. I compiled with -final and the Staticproplighting stuff Issue 1: The shadows are wrong, and the props under are abnormally dark and flat shaded, but when taken out they are good again https://i.imgur.com/asegr8f.jpg Happens on other places too: https://i.imgur.com/rpfUopl.jpg Issue 2: Lighting is passing through this brush, the brush is only 4 units thick so that might be a problem (is there any fix for this?) https://i.imgur.com/rQGSgX7.jpg Issue 3: Shadows are ignored on this table completely. I checked its properties and found nothing https://i.imgur.com/lVC3EQU.jpg Here is a view of the room in Hammer, and also a view of the properties of the point_spotlight. The light entities at the top are just to add a glow to the light props on the roof. https://i.imgur.com/iKuEk8y.jpg https://i.imgur.com/Yog2bIl.jpg Here is the lighting I'm trying to achieve: (ignore the slight desaturation) https://i.imgur.com/CNkFTiQ.jpg Sorry for the amount of images and stuff, I'm a bit experienced in Hammer but I always suffer in lighting, so I would appreciate any help on those issues mentioned. Thanks a lot And yes, that is the COD:Black Ops 1 "Five" map that I'm trying to recreate
Proof physics have those shitty dynamic shadows. Use prop static to have them cast lightmap shadows, or disable shadows on the chairs. I think func detail causes those shadow leaks, not sure about fix. Maybe hide a block light thing in there? Nice idea about no 3 but it looks like a custom model so maybe it's a model setting? If it's static maybe hide a block light in there?
Those chairs need to be physics, but I'll just disable shadows on them. I never heard of this blocklight thing, I'll try it out
if your using this custom VBSP Custom VBSP that lets you use dynamic/physics models with prop_s.. then the cmd should be -allowdynamicpropsasstatic not what you typed on the vbsp cmd line
Does that VBSP work wih gmod hammer
yes it'll work with garrysmod and copy paste it ok place it before -game $gamedir $path\$file on te cmd line
I am useing custom compiler its called compile pall and it doesnt work on it
i did a little test and in Compile Pal 024\Parameters\VBSP if your using version 024 , open parameters.json its plain text and before the last ] then in compile pal you will beable to select that cmd line parameter, i checked and it compiles the vmf with no errors hope this helps ,   {     "Name": "Allowdynamicpropsasstatic",     "Parameter": " -allowdynamicpropsasstatic",     "Description": "This is m custom line for prop dynamic stats.",     "Value": null,     "CanHaveValue": false,     "Warning": ""   }
I did that already
If your compile is taking over an hour to compile its not the tools at fault but your maps , do Alt +p to find see if theres any problems and fix them, also check you haven't used 2 different tool textures on one brush, check the compile log for any issues you could try and see if Interlopers.net shows any problems .. if things still don't change post a link to your VMF and i'll check it out
Here is my steam profile so add me Steam Community
https://files.facepunch.com/forum/upload/113201/f194713a-2ca8-4e31-9c04-c8d86e806d35/20180127184435_1.jpg Anyone have any suggestions to how I can fix the shadows above the lights?
Disable shadows on the static props or use a light_spot + weak light instead
Spot light with a hard falloff.
Guys, you have a CSS ZE tutorial? Or a mapper with a bit of experience in this? I searched everywhere, really. I just dont know how to -how do you make the text (usually green) when for example there is a countdown, like 20 seconds remaining. -Also, how do they make it automatically countdown? -how do people make items be accessible not by simply parenting to the !activator (very buggy, not recommended) but it takes up a weapon slot, and you need to throw your pistol for example. -is there anything ZE specific i didnt mention? Like acheivements, points or some things i am not aware of, are spawn points different? PLEASE: Please don tell me to play more ZE, i have played enough, otherwise i would just play more, eh nvm. Thanks in advance  :P ​
You should decompile existing ze maps and find out for yourself. IIRC those maps use a lot of crazy workarounds and tricks.
The text is done using game_text. Countdown need to be done with outputs manually. But there is one website that give you a list of output for a given entity name, and a given time: http://slayerdragoncss.weebly.com/countdown-to-vmf-output.html For the items, they are just func_button (textured with npcclip so it's not solid), parented to the weapon_elite or any other weapon_ entity. There are usually particles or models to represent the item. and also some triggers to have the effect.
How do I fix this crack in the shades: https://files.facepunch.com/forum/upload/152522/4be69b29-f3f9-4990-8b1b-e733306cdabd/im2.png https://files.facepunch.com/forum/upload/152522/b7c792cf-7394-464b-b16a-4fea544585a0/im1.png
One is a displacement/model and other is brush?
A "big scale" lightmap not being aligned properly with its neighbouring brush's lightmap?
My 3D skybox is totally off the map. How do I fix it? https://files.facepunch.com/forum/upload/2450/49aff3cd-8458-467f-8458-c833c747515a/20180202170138_1.jpg
No. They are both brushes. But when I place a light in gmod the shade reacts like this.
Before you scale the skybox down, place the sky_camera in the 0,0,0 position, exact center of the map grid. Then scale down 16 times, (multiply by 1/16 which is 0.0625). Done
It can't be the light map, because the crack is on the same brush.
you could put a hint brush face there on that wall. https://i.imgur.com/jEx5hMs.jpg that should remove those 3 splits. is that where the error occurs. i'm not sure. your snapshots are not on the same angles. guesswork.
I made a hint brush covering the entire room: https://files.facepunch.com/forum/upload/152522/d0be9e1d-03aa-4253-8d34-bf66bdc8e599/im1.png Shure it removed some portals, but it still didn't remove the midle one. https://files.facepunch.com/forum/upload/152522/af54e8be-ba21-4cf0-833a-66aeb39f747f/im2.png
sure. no problem. you have any leaf seams in there tho? is this a leaf seam breaking in the house? those occur on every 1024th sort of inch. you gotta measure that yourself.
Never mind. I'm not going to give that much of importance. To this issue I figured out that this hapens in hl2 maps too.
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