Odd request but does anyone have a model of a Canadian goose?
is there anyway to ignite players using from trigger brush or something else?
Trigger_Multiple
OnStartTouch > !activator > !ignitelifetime (ignition duration)
The player will be set on fire. Like zombies in ZE.
where do you lads get your custom model assets from?
Gamebanana, garrysmod.org, self made
https://my.mixtape.moe/ilthon.png
Any idea why this sometimes happens with my displacements? I'm certain it isn't a dying graphics card since I literally just got a new one, and it goes away when the displacements are turned off. I've had this issue before on another map and deleting the displacements fixed it but I'd prefer not to go that route.
Running into a really weird issue with texture sizes when trying to create a small room, the image on the left is what it is meant to look like, but only looks like that when looking from a very specific angle. The image on the right is what it looks like the majority of the time.
https://files.facepunch.com/forum/upload/109801/0595293f-7f79-4f25-b58d-d218bde71ef9/0302180747.png
In-game it all works properly, but for mapping it creates a bit of an issue.-
I'm using a different scale ($basetexturetransform) on the materials on the grey materials, but not on the wall material or any of the floor tiles.
$basetexturetransform confuses Hammer, your best bet is to disable it while mapping and then re-enable ingame
Weird question but how would I properly port the models and textures from CS:GO to HL2/EP2? Porting over the materials and models folders works somewhat but half of the models are missing its textures and a lot don't even pop up in the texture browser, mainly for Mirage and Inferno. Even new Dust was more successful.
The textures use a newer VTF version (7.5) which games older than Portal 2 do not support. Thankfully this tool exists to convert all 7.5 textures down to 7.4, which all Valve games support.
http://cra0kalo.com/public/VTFVer.zip
Thanks so much!
I wasn't sure if that was really the issue since some of the textures still worked fine. I guess not all the VTFs were using that version (assuming Source actually works that way).
So I am trying to create displacement,but every time I press create it doesnt do anything. I am using power 3.
https://files.facepunch.com/forum/upload/2450/0fa1417f-6031-43f2-884e-8a8ea9b1969d/wt.PNG
https://files.facepunch.com/forum/upload/2450/781852be-9b17-4040-af5d-58c75e752917/wtf1.PNG
What am I doing wrong???
Like ficool2 said, Hammer sometimes gets confused when you use $basetexturetransform. I've also seen it happen when certain NPC models are in view. Changing the 3D viewport mode from 3D Shaded Textured Polygons to 3D Textured seems to fix it.
A displacement surface must always have 4 sides.
Thanks
Not sure why this is happening or when it started to be like this but my shadows generated in game are all upside down. Does anyone know whats causing this?
https://files.facepunch.com/forum/upload/177543/54a40cd9-84a1-458d-94c3-e094b1f32874/4000_screenshots_20180301020715_1.jpg
Multiply by -1 the pitch of the shadow_control entity. Basically if its 40, make it -40.
My Pitch yaw roll is: -75 15 0
All of my other sun entities are also the same pitch.
It's probably a silly question but it's been a few years since I've mapped but i'm assuming Source SDK 2013 is the one to install
make -75 to 75
What counts as overusing areaportals? I've noticed that it's common to only have a handful in a map, instead using a load of hint brushes to do most of the heavy lifting. However, I'm using them for a jump map, so I have a series of rooms connected one by one with doorways and currently have been placing areaportals in each doorway (i.e. one for each jump room) since the hint brushes/vis has been doing a pretty pis-poor job, and the dev wiki doesn't really go into much detail about the performance cost an area portal gives.
If the rooms are large enough, then go ahead and add them to each doorway
propper cannot make solid displacements
and it will crash if you try to compile a propper_model which is made of displacement only
what you need to do, is make a brush of nodraw around the displacement.
tie both the brush and displacement to a single propper_model and compile
the nodraw will prevent the crash, and will create the 'shape' of the model in the 2d viewports
you can surely give it custom collisions using another brush (turn that new brush into a func_breakable, give it a name, and put that name in the propper_model properties)
Areaportals Optimization | Source Engine Tutorials - goes into detail on where to use areaportals, and how much.
https://files.facepunch.com/forum/upload/113201/4c6634f4-52c3-404b-b96f-7771b19a617c/20180310183100_1.jpg
https://files.facepunch.com/forum/upload/113201/bb598275-f384-4cb9-b1d5-fa5b65c21830/20180310183103_1.jpg
uhhh how do i fix this
You mean a desert like black mesa source?
It appears you cant use buttons etc while on a ladder... is there a workaround for that?
I'm getting some nasty artifacts in my skybox textures even though they weren't present in the original images.
https://i.imgur.com/lJO6Ykt.jpg
Was there a box I was supposed to check when converting the textures in VTFEdit?
Are they HDR skyboxes?
Nope, just regular skyboxes.
If you're compiling with HDR, Its getting artifacts from the HDR bloom.
Sorry, you need to Log In to post a reply to this thread.