https://github.com/crashfort/HammerPatch
Use this and you won't have to worry about this happening again
Can confirm that packing .raw files in the .bsp works just fine.
That's good to hear, can I just use bspzip?
Is there an appropriate thread or subforum for releases?
The mapping subforum is fine for map releases
Hello i have a quick question. What hammer build is best for making garrys mod maps? (builds meaning CSS, Source2013, or HL2 EP2)
Garrys mod has an Editor in the "\SteamApps\common\GarrysMod\bin"
Thank you kind sir! another question. What do i need to do, to configure the hammer for garrys mod like how you mount source games inside the game?
http://steamcommunity.com/sharedfiles/filedetails/?id=198444877
Maybe this will help
You can use the mount.cfg file to mount external games. There are many tutorials on how to do this.
I've tried it, but it doesnt seem to work correctly, if i use the vertex tool the brush still get fucked after a reload. ( and also saving doesnt create a .hpverts file next to my .vmf )
Sans titre
What's the most optimal way of combining a cluster of static props into one singular prop, in case you need to get around the prop limit or whatever?
The faces aka planes are slant. You can't have planes which triangles would form concave shapes. Convex shapes work tho. To explain this: Atleast 2 opposing edges always gotta be 3D parallel to form a straight plane. To get this shape you could use a spike and clip it.
afaik only way is to decompile the models and recompile them together. crowbar is the go-to tool for decompiling
Yeah, I don't exactly have 3DS Max, anyway, so that's probably out of the question.
I should ask the guy that made GM_Fork what his process was.
That means you either didn't install it correctly, or it does not support the Hammer version you are using
I replicated the scenario you made and it perfectly preserved the vertices.
Nothing fancy I'm afraid, just decompiling and combining in 3ds Max. I've thought about modifying VBSP or creating a new tool to automate this process (e.g. introducing a new compiler-only brush entity that merges props within its volume) but it seems like too much of an ordeal.
Just for future reference: you can get the latest 3ds max if you register as a student. they dont require any proof
Lets not forget that blender is free, and has source tools. If all you are doing is combining props its a fairly simple process but also having the collision models adds some complexity.
IMO, with wall worm, 3ds max has the best set of source tools available. Id recommend it over blender any time for someobe who is just trying to do simple stuff
Thats just my personal opinion, tho
CS:GO vbsp has autocombine, you might be able to use that then use the models in your map.
https://files.facepunch.com/forum/upload/110336/8bec056f-ab76-4eff-a219-d52f41621f1a/notcompiling.png
When I compile my map, it keeps getting stuck on PortalFlow. I have not implemented anything too size intensive since the last time It compiled properly so I am unsure why this is happening all of a sudden.
Run it without Lights or portals and see whether it hangs up again with just vbsp. Anything past that cannot be gleaned from half a compile window and no other information about the map.
As for your problem @Bob de france you seem to be compiling the map and having it work correctly, it says right there it has 32 brushes but 71543 square feet of lighting so what exactly is the problem?
As you can see in the logs compile, The vvis.exe don't work and I think that cause by "Could not locate 'GameData' key in d:\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt" @Kalimando
Do you know why plz ? :/
It affects nothing with the map and anyone compiling using the hammer that comes with GMOD will probably get that message at the top. The last four maps I released on the workshop probably had that message in the final compile and work just fine.
As a general rule I would say look for errors in the map before you look for errors in the compile log, as some are not fatal and are just warning you of clerical things like that.
Are Portals the same as AreaPortals? Because I do no have any in my map just yet. I also compiled without lights and it did not fix it.
What he means is that you should compile it without vrad or vvis and just see what the compiler output of vbsp is.
You have 1574 portal clusters which means your map is fairly large while also being open. Consider using func_viscluster brush entities because without them it can take a huge amount of time to process portal flow.
Think of VVis as a program which calculates what you can see from any given space a player can stand in, on a map. If all 1574 of those portals are in plain view of each other the VVis program still has to calculate that for each individual portal. While any portals within a func_viscluster tell VVis to assume anything inside can be seen by anything inside.
Does anyone know of a custom compiler that lets me bypass some of Hammer's limits? The "Too many unique textures, max 1024" is preventing me from compiling.
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