• Mapping Questions Megathread V6
    999 replies, posted
i made a curved roof with glass texture on them and turned them into a prop using propper and lights doesnt seem to pass trough the glass texture
Transparent brush textures are ignored at compile time. Models have the option to force texture shadows. However it will only take the opacity into account and not the texture color. https://files.facepunch.com/forum/upload/811/f12f2165-b78c-4023-b8bd-a07949673c0b/Example.jpg
Does the roof have beams? If you did exactly that you should go there > Advanced Lighting. It's really not hard. It's all expert compile tho. You also may have to figure how much lightmap scale you need for the surfaces that receive the shadows. You could quick compile with cordon tool to get a quick test result. If it's a simple roof with just beams and no glass detail, you should be quicker just disabling the shadows and this technique > Advanced Lighting. it will not dull the glass portion tho.
sorry that i didnt provide pitcures first but here it is , I already tried doing the expert compile with the -staticproplighting option but lights still doesnt seem to pass trough the glass. https://files.facepunch.com/forum/upload/134168/cd595e34-f668-49bd-9351-df224a656911/test1.jpg
If you're using a static prop you can use -staticproppolys and -staticproplighting to compile shadows from models instead of using their collision model.
That will still not make the glass lit thru.
yeah , i already tried compiling with the -staticproppolys and -staticproplighting option , but the lights still wont go trough the glass
What about simply disabling shadows for that prop?
-textureshadows should do the trick
Something tells me this isn't supposed to happen. https://steamuserimages-a.akamaihd.net/ugc/916923607352535726/49C967A5F0AEA9BBDCF9A62D660168D2D7C4690A/ Out of curiosity, I booted up my map with mat_wireframe 1. Everything was being rendered at once. No leaks in the level, and when I load the map with R_drawvisleafs 1 I can see the leaves just fine. They just don't seem to be doing their job. I've noticed that the VVis part of my compile is super fast; could it just be skipping the calculations completely?
After using -smooth 15 for VRAD, I've been having trouble getting this brush to be smooth, even after applying the smoothing groups and messing with the lightmaps. https://files.facepunch.com/forum/upload/146362/204f5970-65f4-49b5-940a-44d5afebc4aa/bigcity2wipv3ramp0084.jpg https://files.facepunch.com/forum/upload/146362/18c109ef-7ce1-4834-849c-37f9b24d1345/smooth.PNG
You did put them all in the same smoothing group correct? (select faces, hit smoothing groups, then select 1)
Yeah, except I selected a different number.
I tried to add a snappable police tape across a doorway in my newest level. I constructed it out of a move_rope, a keyframe_rope, a trigger_once, and an ambient_generic to play a snapping sound. The outputs for the trigger are: OnStartTouch - Moverope - Break Onstarttouch - Keyframe - break onstarttouch - ambient - Playsound Everything works fine when I load up the level for the first time, but when I die and start a new round, the tape is still missing. The trigger_once and ambient_generic respawn; whenever I walk through the trigger volume the sound plays as intended, but the rope is still missing. Is there any way to force the rope to respawn? https://steamuserimages-a.akamaihd.net/ugc/916923607354567323/1589335B245B9E5525ED436FA119DD02B2B6C01E/ Bear in mind it's my test environment, that's why it looks like shit.
I went ahead and reassigned the faces to 1, but it still didn't work.
point_template the ropes, and use a logic_auto with OnMapSpawn to spawn the ropes each time
No dice. Whenever I template the ropes, the game prints the message CreateInstance called on a point_template that has no templates: (the name of my point_template) However, when I added added a bucket to the template set, that respawned with no problems. I think you're just not allowed to use move_rope and keyframe_rope in a point_template. Which blows, because I fell in love with that little detail.
Man, I hate to spam this forum, but this is the biggest problem I've encountered yet. I open CS:GO with the -tools and -insecure launch options, but when I open my map using the console, the game bricks and displays the message: fatal error loading pixel shader lightmappedgeneric_ps30 (336600E0) Is there any workaround for this? It's putting a hold on my color correction pass at the moment.
is configuring areaportals for doubledoors possible?
Add -nop4 see if that does anything
Is there a way to keep a copied entity in its originally assigned visgroup without having to reassign it?
There's an option called 'Keep visgroup when clone-dragging' under the 2D views tab of Hammer's options. But like the name implies, it only works when you Shift+drag something. I don't know if there's a way to enable it when using copy/paste.
I didn't even know the shift-clone feature was a thing. I think I'll just go with that from now on.
No dice. It still spits out the same error, and in turn raises my blood pressure further.
Looking around the web seems to be a common occurance, even I'm having the same issue when trying to launch in tools. Some people are saying to use L4D2 or Alienswarm as substitutes if possible.
hey , i've been trying to random spawn a single entity from different point_templates across my map using logic_case and logic_auto to spawn it using the OnMapSpawn . however the entity didnt spawn from any point_templates i placed when the map starts and this shows up in my console : https://files.facepunch.com/forum/upload/134168/a6e09865-cfa2-4159-8137-8d81238499b4/test3.PNG
You need 1 entity for each point_template, don't use the same entity for every template as it gets deleted, therefore the other ones have nothing to template/
that means i have to configure each 15 entities so that it can unlock the key?
Does anyone know if constantly compiling a map can cause you to lose 20 GB of space within the span of 2 to 4 weeks? I've noticed that my available space went down from about 110 GB to around 80 GB within a shockingly short amount of time, and I suspect Hammer might be the culprit in one way or another.
How long are the autosaves cached? I've also been getting some pretty major storage loss on my machine.
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