How do I get soundscapes to work in Source Multi Tool? for some reason they aren't working
anyone know why i'm getting this when i build cube maps? tried different compile configs and everything, nothing worked
https://media.discordapp.net/attachments/217585440457228290/423594264698814464/unknown.png
Why won't my map compile? It says that I have nodes with unbounded volumes despite the fact that all of my brushes are within the skybox???
** 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\transylvania2.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\transylvania2.vmf
Brush 286, Side 1: mirrored plane
Brush 286: bounds out of range
Brush 286: bounds out of range
Brush 286: bounds out of range
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\source sdk base 2013 multiplayer\customconfig\gameinfo.txt
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...Brush 176: WARNING, microbrush
Brush 177: WARNING, microbrush
Brush 178: WARNING, microbrush
5...6...7...8...9...10 (0)
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-16392.000000, 16392.000000, 28663.748047))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-16392.000000, 16392.000000, 28663.748047))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (0.000000, 0.000000, -28307.724609))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (0.000000, 16392.000000, 28663.748047))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (9216.000000, 9216.000000, -28307.724609))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (9216.000000, 16392.000000, 28663.748047))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (13312.000000, 13312.000000, -28307.724609))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (13312.000000, 16392.000000, 28663.748047))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (15360.000000, 15360.000000, -28307.724609))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (15360.000000, 16392.000000, 28663.748047))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (16384.000000, 16384.000000, -28307.724609))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (15360.000000, 16384.000000, -28307.724609))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (15360.000000, 16384.000000, -28307.724609))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (16384.000000, 15360.000000, -28307.724609))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (15360.000000, 15360.000000, -28307.724609))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (15360.000000, 16384.000000, -28307.724609))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (13312.000000, 16392.000000, 28663.748047))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (14336.000000, 16384.000000, -28307.724609))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (13312.000000, 16384.000000, -28307.724609))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (13312.000000, 16384.000000, -28307.724609))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (15360.000000, 16384.000000, -28307.724609))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (13312.000000, 15360.000000, -28307.724609))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (13312.000000, 15360.000000, -28307.724609))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (15360.000000, 13312.000000, -28307.724609))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (15360.000000, 15360.000000, 28663.748047))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (16384.000000, 14336.000000, -28307.724609))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (15360.000000, 14336.000000, -28307.724609))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (15360.000000, 14336.000000, -28307.724609))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (16384.000000, 13312.000000, -28307.724609))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (15360.000000, 13312.000000, -28307.724609))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (15360.000000, 14336.000000, -28307.724609))
ok i copied it into a new VMF which i think fixed it? it didn't work for a bit but then it suddenly fixed itself or something
i've got no idea, source baffles me sometimes
So I assume you're packing the map after compile? Maybe thats the cause of your issues.
What happens when you compile using Hammer, build cubemaps, then pack custom content?
seems to have worked! came about the solution through trial and error earlier
now i have to redo all my visgroups D:
Does running a map with HDR only in the lighting settings cause the lightmaps for the entire map to always use HDR even if it isn't enabled by the user? I assume it does since it can't load what hasn't been generated but I'd like to know if anyone has a definite answer.
If a user does not have HDR enabled on their computer, and the map is compiled only with HDR, the user will experience a fullbright map.
Is there any way to circumvent visleaf freakouts with 2+ connected water brushes with different surface levels?
I think it will work fine if neither water plane uses the reflection effect, in other words make both cheep.
DXT compression rapes skybox textures. If the compression matters that much, then you can turn it off by setting the compression to bgr888 (no compression) but the textures will end up huge. You might try turning off srgb since darker sections are compressed more heavily
Is there any thread for mapping in other engines besides source?
There is a thread for non-source mapping. It isn't very active, but feel free to bump it with whatever content you have
The Facepunch "Other Engines" Pimpage thread
Crap. No way to keep reflections?
Hey. Has anyone ported/created door/frame models to use for a map? If so, is there a certain way you followed so they would properly fit in hammer and not overlap with the brushes?
(tl;dr: Is there a way to get same units in a modelling program with Hammer?)
Is it okay for displacements to intersect with world geometry or is that a big no-no?
https://files.facepunch.com/forum/upload/113201/8d58ccd2-6206-48ca-ba34-91fbd734a5da/134061887_8_644x461_casa-vacanta-_rev008.jpg
https://files.facepunch.com/forum/upload/113201/4024fa1f-0fe8-461c-915b-2aa1fdca5aa1/134061887_4_644x461_casa-vacanta-imobiliare_rev008.jpg
https://files.facepunch.com/forum/upload/113201/07eb2e77-92ae-47a8-8374-938f60e7fb02/134061887_6_644x461_casa-vacanta-_rev008.jpg
What would be a good method to obtaining a background like this? Like forested hills off in the distance? I was thinking I should make a 3D skybox brush for the hills but I can't find any skybox tree models...
Afaik: 1 generic unit in 3ds max = 1 source unit
Take it from me, the reflection shader is rotten. In all my experiments the only way around it would be if both "surfaces" of the water were in visleaves that cannot see each other, thus making it so only one is rendered at a time. Its worth noting that you can still have different elevations of water which use refraction, its just the reflection which is broken, and with a handmade or generated cubemap you can fake it a bit.
there's also the unity and ue4 subforums too but they're probably more for games/projects than level design
I achieved something like this for a discontinued high school map I posted in the WIP thread.
https://steamuserimages-a.akamaihd.net/ugc/272844170668319126/B09B6226FA5C605E7F74A727AE43C6054992B13F/
I did it by using a flat hill texture on a set of brushes that surrounded the skycamera. You can see the faint ring up top where the textures weren't aligned quite properly.
I got the idea from seeing how de_militia from CS:S accomplished it. IIRC it was a flat texture there too.
My texture was taken from a panorama I took myself, but you might be able to find something decent on cgtextures. I used some hill textures from them before switching to my own.
Thank you so much! I'll be sure to try it out by the weekend when I'm not busy
Hey guys a question. Is the rope entity broken?
I tried placing only keyframe_ropes and it's just invisible in game though i can see the rope in editor.
I also placed move_rope first and them keyframes with same effect. Using only move_ropes also did not help.
I'm using CSS hammer and launching map on Gmod.
Is there something wrong with the ropes or am i just making some mistake?
The beginning of the rope should be a move_rope, make sure it has an appropriate rope/cable texture and put it's Thickness value up if you think it might be too thin
After that it should only consist of keyframe_rope entities and it should work just fine
I tried all the combinations and the rope is still invisible. I also think i wrote about this.
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