Hey guys, can the game_UI entity be used for multiplayer? I mean i have a working mouse controlled gun, with some i think good protections against crashes when player leaves, dies or is kicked while using it. But the real question is, it wont affect other players right? Only the player that controls the turret will be freezed and only his movement will be considered in the turret right? Please answer.
That's just how VRAD/BuildVisLeafs work, it likes to include odd positioning based on visibility. Typically on final compile, it will clean up those messy visleafs.
Just for the sake of information, hint brusges dont actually remove visleaves, they just tell them that they can 'see' eachother, to shorten vis calculations. The hammer vis preview actually lies when it shows visleaves merged.
Where do I move it?
https://files.facepunch.com/forum/upload/2450/5aa102e0-8ef2-4fe4-aafe-7c92350389da/where.JPG
Its perfectly centered
https://youtu.be/hSJdlTlWOIA?t=50s
Move your sky_camera so it matches up with the origin point of your map.
https://files.facepunch.com/forum/upload/2450/8b37aabb-1dea-463e-8fc6-f62ef845dc5b/Capturewhere.JPG
What am I doing wrong,the 3D skybox is still same,do I have to move whole map to center origins?
You gotta do it the other way around. Place the 3d skybox off the center and put the map there. The sky_camera represents the center of the blu lines in your actual map.
Hey, you can make a thing rotate with your mouse with logic_measure_movement. Great, but i want to rotate horizontally only, like a ceiling fan (what a reference ), no other axes, how to achieve this?
I been having this issue for awhile now. So my map is using particles from Nuclear Dawn, extracted with GCFScape. I put the particles in the particle folder, add the files in the particles manifest. When I load into my map, I get in console "Attemped to precache unknown particle system" followed with "Attempting to create unknown particle system". I looked in the PCF file and saw they were "binary 4 format pcf 2", not sure if that helps. What could be causing this?
Thanks for helping.
And thanks for quick answers to.
I'm having an odd issue where the doorknobs on the L4D2 door models look fine in Source Filmmaker:
https://my.mixtape.moe/myxlko.png
But get weirdly misplaced in my Source SDK 2013 SP mod:
https://my.mixtape.moe/keozyv.png
Hey, i put a waterfall (kinda like falling water) particle, its alright but from certain angles it looks as if the water is drawn in front of the particle. It very noticeable. Why does it happen?
Good:
https://files.facepunch.com/forum/upload/152811/37c0c50a-cdce-4b9e-a9ed-06cdde729f7f/Untitled2.png
Move a bit to the right and :
https://files.facepunch.com/forum/upload/152811/3c1b3203-4a12-4262-9626-ee1b908c3a0c/Untitled.png
Pretty sure this can only be fixed by modifying the particle VMT to use $alphatest 1 instead of $translucent 1
Nope, the problem is still there. I think even the bug happens when viewed from more angles now. Any other suggestions please? I will happily try them all. Thanks
This is a 'problem' with the way source handles transparent textures. You can fix it by making either the water or the particles non-transparent. Obviously this is not practical in your current scenario, so the best you can do is tweak the particle size and position to make it less noticeable.
Well, if i leave it as it is now, it wont cause excessive lag right? Its just a visual side effect?
It's a transparency depth sorting glitch. You may be able avoid it if you let the particles use additive instead of translucent. This depends of the color of particle texture. It works for most white'ish' sort of things. You could try to figure howto vertexcolor the particle system into your scenery.
Still doesnt work properly.
Absolutely just a visual effect.
Is there a way to set up health pickups in Source so that you can't just walk over them to get them and instead have to click Use on them, like in GoldSrc?
Try making a nodraw button around the healthkit, and parent the button to it.
Then on the button disable the move on press in flags, and in the outputs make:
-OnPressed>!self>Kill
You will bump into the healthkit but thats the easiest one i could think of. There are other ways, but will require more entities and inputs/outputs.
Hey guys, do you know if Light entities count towards the max entities limit?
I didnt seem to find any information about it in the VDC or anywhere, and the Internal entities category doesnt contain lights. In-game, it doesnt appear to be an active entity as well. I want a lot of lights, but if they count as entities as prop_physics for example does, im going to be in trouble.
Hi there. I got permission to use this damn awesome texture from Zoof from the "simulation" series of maps in CSGO. Look how sexy it is
https://youtu.be/iw_C8fT0eQw
After converting the VTF to work in gmod. Just turns invisible, with a wireframe lines on a single face when rendered. So it no workies.
Was wondering if there are incompatible configurations within the VMT files. And maybe you guys could help me get similar results in gmod? Heres the base VMT file.
SolidEnergy
{
$basetexture "fizzler/fizzler_ripples_dim"
$flowmap "fizzler/fizzler_flow"
$flowbounds "fizzler/fizzler_bounds"
$FLOW_NOISE_TEXTURE "fizzler/fizzler_noise"
$FLOW_UVSCROLLDISTANCE "0.5"
$FLOW_TIMEINTERVALINSECONDS 0.8
$FLOW_NOISE_SCALE 0.005
$FLOW_LERPEXP 1
$FLOW_WORLDUVSCALE 0.008
$FLOW_NORMALUVSCALE 0.008
$FLOW_COLOR "[0.025 0.12 0.2]"
$FLOW_VORTEX_COLOR "[0.64 2.058 2.56]"
$surfaceprop glass
"%keywords" Portal2
$translucent 1
$additive 1
$FLOW_VORTEX_SIZE 35
"360?$outputintensity" 2.8
"SonyPS3?$outputintensity" .7
"srgb_pc?$outputintensity" 2.3
"!srgb_pc?$outputintensity" 1.7
}
And here is the vmt for one of the actual textures itself
SolidEnergy
{
$basetexture "fizzler/fizzler_ripples"
$flowmap "fizzler/fizzler_flow"
$flowbounds "fizzler/fizzler_bounds"
$FLOW_NOISE_TEXTURE "fizzler/fizzler_noise"
$FLOW_UVSCROLLDISTANCE "0.5"
$FLOW_TIMEINTERVALINSECONDS 1
$FLOW_NOISE_SCALE 0.005
$FLOW_LERPEXP 1
$FLOW_WORLDUVSCALE 0.008
$FLOW_NORMALUVSCALE 0.009
$surfaceprop glass
"%keywords" Portal2
$translucent 1
$additive 1
$FLOW_COLOR "[0.1 0.2 0.4]"
$FLOW_VORTEX_COLOR "[2.5 5 10]"
$FLOW_VORTEX_SIZE 35
$intensitynoise 1
$totalintensity 1
"srgb_pc?$outputintensity" 2.3
"!srgb_pc?$outputintensity" 1.7
}
I've never heard of an $flow vmt command, and even googling it I couldn't find it mentioned anywhere... Thanks in advance.
Never heard of SolidEnergy shader.
A similar effect could be done with UnlitTwoTexture shader.
Where 2 textures get multiplied together to create some fading/changing shape like this, but not as complex. You can still make it translucent, have proxies and such to make it cool.
The way its done is like, you have 2 animated textures, loopable as well is perfect. You multiply them with this shader and it looks like its shapeshifting. Then selfillumination etc.
I've got one static basetexture, and another one moving along in a diagonal direction.
http://steamcommunity.com/sharedfiles/filedetails/?id=1293837769
Looks nothing like original at the moment. But I'll try see what other configurations I could try out to get it close to it. Thanks for the tips.
You can use proxies for alpha/scale/rotation etc for more complex behaviour. Dont forget that you can animate it, it will look even more complex. Use liquify sort of feature in gimp or something like this to make it like gooey.
Static lights dont count towards the entity limit in-game, but they do during compile. However, the compile entity limit is 4000 or so, and can be bypassed with custom compilers.
Can someone explain why this happens again?
This is how it should normally look like. There's real water near the ice berg, and 3d skybox water halfway out.
https://imgur.com/VHbps4W
However when I look up, with 3d skybox water in view only, the reflection gets "carried" when looking around at the same height.
https://imgur.com/UaDALN6
It looks really shitty, and yes both water levels are at the same height/level, they don't even clip into each other.
Will this work if I have multiple instances of the health pickup around the map?
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