[QUOTE=VaSTinY;52609196]Yes
I'm curious what other way would think you could edit a material and have it magically work without sending it to the players[/QUOTE]
Well he could pack it into the bsp with packrat or whatever it's called.
But then they would still have to download the new bsp
Regardless it still has to be downloaded somehow no matter where you pack it
How would I go about extracting models from a game like Call of Duty: World at War?
[QUOTE=jackrabbit;52610048]How would I go about extracting models from a game like Call of Duty: World at War?[/QUOTE]
You may have better luck in the [url=https://facepunch.com/forumdisplay.php?f=40]Modelling[/url] section, this is for Source engine maps
Making a map for TTT I notice there is a way to force a single playermodel using ttt_map_settings, however I have four models I would like to be randomly chosen from. I don't want to use a Lua solution since it would fudge with server owner's files in a workshop upload situation and was wondering if the field could be made to accept multiple options.
Currently I have a logic_case/timer set up to change the pm being forced as a half measure; it still makes everybody use the same playermodel but it changes from round to round.
This is a model, but would you guys have ideas on how to fix this? Compiling with staticproppolys hasn't helped.
[img]http://i.imgur.com/vVg7wvE.jpg[/img]
I'm also getting weird bugs with $translucent materials disappearing at certain angles/distances, or not rendering over other materials? Seems to be at random.
[t]http://i.imgur.com/iswVvmA.jpg[/t] > 1 inch away [t]http://i.imgur.com/UuPgD82.jpg[/t]
[t]http://i.imgur.com/zsgYnzC.jpg[/t]
It isn't too much being drawn in one frame, either. Happens anywhere on the map when looking in a certain angle.
And this might be a bit more of an obscure bug, but when using two projectedtextures, the second one is glitching out and projecting a hyperspace version. I expect that much from EP2 (only supports one projectedtexture at a time), but GMod's limit is supposed to be higher, and I've used 3 at once before with no bugs. Could it be a material problem?
[t]http://i.imgur.com/8k5ltDD.jpg[/t] < Normal at the actual location [t]http://i.imgur.com/3aZfp99.jpg[/t] < Weird everywhere else
can you post your compile log
If translucent materials on [U]models[/U] are causing problems, put $mostlyopaque into their QCs. Do this for every model with translucent and opaque materials
[QUOTE=ficool2;52611469]If translucent materials on [U]models[/U] are causing problems, put $mostlyopaque into their QCs. Do this for every model with translucent and opaque materials[/QUOTE]
This. But it only works if you manage your materials properly. Be very careful that no material has transparency enabled unless it actually has transparent portions.
Also, don't use translucent unless you have to. Use $alphatest (with $allowalphatocoverage) for all foliage and fence textures etc. Use translucent only when necessary, mostly for windows and similar partially transparent textures
[editline]25th August 2017[/editline]
Staticproppolys isn't even the command you are looking for. Use -staticproplighting. But it won't work if even a single texture on the model uses a bump map.
[editline]25th August 2017[/editline]
You can disable shadows on projected textures. This makes them extremely cheap and great for lighting models
any way to fix this issue with lightmaps? all settings are default
[IMG]https://s25.postimg.org/ozhi1ut5b/two_islands0000.jpg[/IMG]
Turn only top brush faces into displacements
when you made the displacements did you select only the top of the brush to make a displacement? also try setting lightmap scale to 64 on the texture
re created all the displacements to make sure only the top faces are converted, changed lightmap scale to 64 for the playable area and 1024 for skybox, also used func_visclusters on both sides of the water, added a light in the playable area and skybox along with the default light_enviromental and built the level on another pc and looks good!
[IMG]https://s25.postimg.org/5vo6ligb3/two_islands0001.jpg[/IMG]
You didnt have to recreate them, could have just selected all displacements using select tool, then deslected the top faces using the face edit sheet and used "destroy".
Looks good. Lightmap scale of 64 is huge though, even on displacements I think
I default lightmaps to 4 because I'm a terrible person and inconsiderate of small harddrives. :dogcited:
Anyway, I'm getting a strange problem where my move_rope and keyframe_rope while positioned fine in hammer (The 'simulated' in hammer rope also appears okay) moves around 32 or so HMU up and to the right once in game.
So I'm trying to create my own 2D skybox, but for some reason ([I]even though I checked for correct alignment in photoshop[/I]) it's doing this in-game.
[t]https://steamuserimages-a.akamaihd.net/ugc/844843469649442934/CC84AE86BB86E447851D2FE845330401D1A06E79/[/t]
Is there something I'm supposed to put in the skyboxes .vmt file to make it align properly?
[QUOTE=Guy123;52615597]So I'm trying to create my own 2D skybox, but for some reason ([I]even though I checked for correct alignment in photoshop[/I]) it's doing this in-game.
[t]https://steamuserimages-a.akamaihd.net/ugc/844843469649442934/CC84AE86BB86E447851D2FE845330401D1A06E79/[/t]
Is there something I'm supposed to put in the skyboxes .vmt file to make it align properly?[/QUOTE]
Do you have clamp T and S checked for all vtf files?
[QUOTE=GoldenCumfart;52615627]Do you have clamp T and S checked for all vtf files?[/QUOTE]
Should I? Doesn't seem to make a difference with those either on or off. It seems that in-game they're rotated improperly, but I have no idea why that's happening...
[QUOTE=Guy123;52615657]Should I? Doesn't seem to make a difference with those either on or off. It seems that in-game they're rotated improperly, but I have no idea why that's happening...[/QUOTE]
Make sure you're following this
[t]https://developer.valvesoftware.com/w/images/c/c9/Hdr_skybox_sides.jpg[/t]
Just to be sure what does your vmt look like?
[QUOTE=Firegod522;52615660]Make sure you're following this
-image-
Just to be sure what does your vmt look like?[/QUOTE]
Well I think that might be my problem... spacescape exported it "normal" and source does it mirrored (or am I just tired? who knows i'll try inverting it)
Either way here's the VMT:
[code]
"UnlitGeneric"
{
"$basetexture" "skybox/space/sky_space001UP"
"$nofog" "1"
"$ignorez" "1"
}
[/code]
EDIT: Yup inverting left/right, rotating the top ccw 90* and bottom cw 90* fixed it. If there's a better way to fix it then someone please tell me, but that seems to work fine for now.
[t]https://steamuserimages-a.akamaihd.net/ugc/844843469649589182/231AA60589D50980EB6780A160C9FF9B819F889E/[/t]
If anyone recognizes this as one of the default SpaceScape presets, I'm using it as a placeholder until I make something nice myself.
[QUOTE=Guy123;52615682]Well I think that might be my problem... spacescape exported it "normal" and source does it mirrored (or am I just tired? who knows i'll try inverting it)
Either way here's the VMT:
[code]
"UnlitGeneric"
{
"$basetexture" "skybox/space/sky_space001UP"
"$nofog" "1"
"$ignorez" "1"
}
[/code][/QUOTE]
Your vmt looks good
You should just try moving your vtf around and make sure its following the template.
[QUOTE=TurtleeyFP;52611354]
[img]http://i.imgur.com/vVg7wvE.jpg[/img][/QUOTE]
For the future I found a fix, disabling "self-shadowing with vertex lighting" in the prop's options.
Still having sorting problems on translucent materials though:
[t]http://i.imgur.com/XZ8Ild9.jpg[/t] [t]http://i.imgur.com/bFpsIRn.jpg[/t]
And, for some reason, they seem to be rendering okay over Valve props:
[t]http://i.imgur.com/O2c9Gwa.png[/t]
There's no difference in my VMTs except the location being "materials/X" rather than "materials/models/X". Would that make any change?
[QUOTE=ficool2;52611469]If translucent materials on [U]models[/U] are causing problems, put $mostlyopaque into their QCs. Do this for every model with translucent and opaque materials[/QUOTE]
This would be my first step, but I have over a hundred models. Is there any way to batch compile QCs with these settings?
One more thing: I need some textures on models to be completely invisible. I could recompile the model and delete all their polygons, but that would take a long time. I thought $alpha 0 was the command I was looking for, but it doesn't seem to work on models. What vmt command can I use to make them disappear?
[QUOTE=TurtleeyFP;52616647]One more thing: I need some textures on models to be completely invisible. I could recompile the model and delete all their polygons, but that would take a long time. I thought $alpha 0 was the command I was looking for, but it doesn't seem to work on models. What vmt command can I use to make them disappear?[/QUOTE]
Make the vmt target an invisible/empty vtf.
And add $translucent 1
Wouldn't adding $no_draw 1 to the vmt work too?
I've run into two problems with my map;
one, for some reason when i load up the map these brushes, originally part of a door, appear clipping through the ground despite the fact that they don't appear in hammer
[IMG]http://i.imgur.com/KExFbJ6.jpg[/IMG]
[IMG]http://i.imgur.com/z9XPGpu.jpg[/IMG]
second, when i look at certain angles, the majority of the map flickers in and out of view. how do i fix these problems?
[IMG]http://i.imgur.com/bEiUnSm.jpg[/IMG]
Have you checked your map for leaks?
[QUOTE=GoldenCumfart;52617028]Have you checked your map for leaks?[/QUOTE]
here's my compile log:
[code]
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig" "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\amstelveenwip.vmf"
Valve Software - vbsp.exe (Jun 14 2017)
8 threads
materialPath: c:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig\materials
Loading C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\amstelveenwip.vmf
Can't find surfaceprop sheetrock for material PLASTER/WALL_WHITE02, using default
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Can't find surfaceprop wet for material CONCRETE/URBAN_SIDEWALK_02A, using default
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\source sdk base 2013 multiplayer\customconfig\gameinfo.txt
Patching WVT material: maps/amstelveenwip/asphalt/hr_c/hr_asphalt_gravel_blend_001_wvt_patch
Patching WVT material: maps/amstelveenwip/nature/blendashdirt01_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 514 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (3)
writing C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\amstelveenwip.prt...Building visibility clusters...
done (0)
WARNING: node without a volume
WARNING: node without a volume
WARNING: node without a volume
WARNING: node without a volume
WARNING: node without a volume
WARNING: node without a volume
WARNING: node without a volume
WARNING: node without a volume
*** Error: Skybox vtf files for skybox/sky_venice weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_venice to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_venice weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_venice to build the default cubemap!
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 (3) (1316346 bytes)
Static prop models/props/de_inferno/hr_i/apartment_trims/apartment_trim_02_4.mdl outside the map (-436.00, 696.00, 128.00)
Static prop models/props/de_inferno/hr_i/apartment_trims/apartment_trim_02_4.mdl outside the map (-432.00, 696.00, 128.00)
Static prop models/props/de_inferno/hr_i/apartment_trims/apartment_trim_02_4.mdl outside the map (-416.00, 696.00, 128.00)
Static prop models/props/de_inferno/hr_i/apartment_trims/apartment_trim_02_4.mdl outside the map (-420.00, 696.00, 128.00)
Static prop models/props/de_inferno/hr_i/apartment_trims/apartment_trim_02_4.mdl outside the map (-424.00, 696.00, 128.00)
Static prop models/props/de_inferno/hr_i/apartment_trims/apartment_trim_02_4.mdl outside the map (-428.00, 696.00, 128.00)
Static prop models/props/de_inferno/hr_i/apartment_trims/apartment_trim_02_4.mdl outside the map (-412.00, 696.00, 128.00)
Error! prop_static using model "models/props_junk/refusebin.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_junk/refusebin.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 6144 texinfos to 3589
Reduced 40 texdatas to 35 (1320 bytes to 1126)
Writing C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\amstelveenwip.bsp
Wrote ZIP buffer, estimated size 2452, actual size 1836
15 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig" "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\amstelveenwip"
Valve Software - vrad.exe SSE (Jun 14 2017)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\amstelveenwip.bsp
Error! Unable to load file "models/de_sgt/bath/de_sgt_bhall_radiator.dx80.vtx"
Error! Unable to load file "models/props/de_inferno/hr_i/apartment_trims/apartment_trim_02_4.dx80.vtx"
Error! Unable to load file "models/props/de_inferno/hr_i/apartment_trims/apartment_trim_02_corner_out.dx80.vtx"
Error! Unable to load file "models/de_sgt/hotel/de_sgt_h_radiator.dx80.vtx"
Error! Invalid VTX file checksum: -1774372402, expected 307470518 "models/props_foliage/hedge_128.dx80.vtx"
Error! Unable to load file "models/gmall_plants/bush.dx80.vtx"
Error! Unable to load file "models/props/de_nuke/hr_nuke/foliage/bushes_barberry_01.dx80.vtx"
Error! Invalid VTX file checksum: -973890981, expected 95034101 "models/props_foliage/hedge_256_128high.dx80.vtx"
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (2.07 seconds)
27201 faces
84 degenerate faces
254797 square feet [36690800.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.000000
17 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (10)
Build Patch/Sample Hash Table(s).....Done<0.0100 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (20)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (13)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 24/1024 1152/49152 ( 2.3%)
brushes 3826/8192 45912/98304 (46.7%)
brushsides 28328/65536 226624/524288 (43.2%)
planes 11960/65536 239200/1310720 (18.2%)
vertexes 39629/65536 475548/786432 (60.5%)
nodes 15700/65536 502400/2097152 (24.0%)
texinfos 3589/12288 258408/884736 (29.2%)
texdata 35/2048 1120/65536 ( 1.7%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 27201/65536 1523256/3670016 (41.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 12022/65536 673232/3670016 (18.3%)
leaves 15725/65536 503200/2097152 (24.0%)
leaffaces 34060/65536 68120/131072 (52.0%)
leafbrushes 15071/65536 30142/131072 (23.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 184265/512000 737060/2048000 (36.0%)
edges 106450/256000 425800/1024000 (41.6%)
LDR worldlights 17/8192 1496/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 3205/32768 32050/327680 ( 9.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 56493/65536 112986/131072 (86.2%) VERY FULL!
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1874784/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 31863/393216 ( 8.1%)
LDR ambient table 15725/65536 62900/262144 (24.0%)
HDR ambient table 15725/65536 62900/262144 (24.0%)
LDR leaf ambient 27240/65536 762720/1835008 (41.6%)
HDR leaf ambient 15725/65536 440300/1835008 (24.0%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/34240 ( 0.0%)
pakfile [variable] 1836/0 ( 0.0%)
physics [variable] 1316346/4194304 (31.4%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 81747
Writing c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\amstelveenwip.bsp
45 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\amstelveenwip.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\amstelveenwip.bsp"
** Executing...
** Command: " "
** Parameters: -game "c:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig" +map "amstelveenwip" -steam
[/code]
Yep you have a leak: static prop models/props/de_inferno/hr_i/apartment_trims/apartment_trim_02_4.mdl outside the map (-436.00, 696.00, 128.00)
It's bounding box is probably touching the void
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