• Mapping Questions Megathread V6
    999 replies, posted
What's a good way to teleport a player when they press use on a brush entity?
How does clientcommand work with multiple players? I mean it's a CLIENT command. It works just for me being alone in this box. https://i.imgur.com/m5oNSjj.jpg
setpos requires sv_cheats 1 though...? However a workaround you can do is this: OnPressed !activator AddOutput origin <co-ordinates> This works without cheats, and will definitely work in all Source games.
Okay. I didn't know of this origin parameter. I tried it with setpos, which doesn't work.
I tried to use gmod_allowphysgun for one of my func_brush entities, but for some reason I could still grab it with a physics gun. Are there configuration files I need to set up to get that working or what?
Find the teleport, select the entity tool, click into the 2D views and align it go the teleport destination. Look at th bottom and you have the co-ordinates
Disabling SmartEdit and manually adding the keyvalue should suffice. Did you make sure to assign the value 0 to it as well? https://files.facepunch.com/forum/upload/132366/8cd68a1d-1e7e-4a33-977e-ac542b110d2d/image.png
Oh wait, silly me, it turns out I accidentally put the zero inside the property name instead of the value.
you can activate a teleport output on a point_teleport
The vertices on some of my brushes (particularly the trims on top of buildings) keep getting slightly fucked up even though the brushes are valid. https://files.facepunch.com/forum/upload/146362/fef60eac-e8f8-43c5-9982-55b5c4f3cff5/vertices.PNG (Smallest grid size here, the trims are 16 units thick) Is this something worth worrying about or should I just ignore it?
select the vertices and press ctrl+b
That shouldn't be happening as its grid, try splitting the brushes so that no quad sided faces remain, and it should only be composed of trianglular faces. Make sure to ctrl+b them onto grid first
Is it fine if trigger brushes intersect with world geometry?
Rather than storing vertex positions directly, Hammer reads and writes each brush as a collection of infinitely large planes and then calculates where the vertices should be based on where those planes intersect with each other. (This is also why concave brushes are considered invalid) There seems to be some precision loss involved there, which can cause vertices to drift further and further whenever you save and reload your VMF. ficool2's suggestion will probably only make things worse, as the triangulated brushes would consist of planes with far more extreme angles. The compiler automatically snaps vertices within a certain range (I think to the nearest 0.25 or 0.1 unit, maybe?) so you should still be fine in this case. HammerPatch is supposed to prevent the problem from getting worse, but I've never tried it myself. Yes, this is fine!
I'm wondering if anybody here knows a fix for this sorta lighting 'glitch'? Skybox objects/buildings not casting shadows on dynamic map objects. Or rather the opposite. The light is still lighting them. I may have to figure out a code mod tho, as it seems. https://i.imgur.com/Cnwwqvm.jpg
Currently using sketchup to design some map ideas. I know nothing about mapping and wanted to know if this would fit in source's map size limitations: https://files.facepunch.com/forum/upload/710/9a2c6a0c-501f-40b1-bb9c-b50c8676eefd/image.png It's approximately 270x270x100 meters cubed, where a 'player' is 1.8 meters. Is source capable of handling something of this size?
Yes. You can math it. 32768 units * 2.54 cm (inch)? ~832m cube.
Thanks - would you know if there are downsides to maxing out a map size like that? Does positioning become less accurate? Does it result in any performance drops?
Downsides? Only on the compile side of things. You may have to optimize or use func_viscluster to make it all one. You may also have to balance the lightmapscales too. You may have to lower them if you have a lot of brushfaces that need to bake. If you don't optimize those well, you may have to load the map with the hunkalloc fix enabled. In engine the only problem that is there is the r_farz clipping, which is 30000 default tho. It's enough to deliver a full diagonal on a common map that may occlude the border, but you may have to bump it with a clientcommand.
Hey, So, I have this issue when compiling my map that when I finish compiling I'll enter the map certain props will be missing, such as fences or buses. I'm not sure why it just started happening randomly. I can provide pictures if needed, but it's basically the prop will spawn in hammer, but it won't appear in the map like I just never placed it. I also have an issue with my 3d skybox appearing in the sky above it, but also around the map. It's like a weird mirror effect I'm not sure why it's doing it. Heres the compile log if anyone wants to take a crack at it. ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\download\maps\graphs\LondonNew.vmf" Valve Software - vbsp.exe (Feb 19 2018) 4 threads materialPath: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials Loading C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\download\maps\graphs\LondonNew.vmf Can't find surfaceprop wet for material CONCRETE/CONCRETEFLOOR016A_WGH_SLIPPERY, using default ConVarRef mat_reduceparticles doesn't point to an existing ConVar Can't find surfaceprop wet for material CONCRETE/URBAN_SIDEWALK_01A, using default Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt Patching WVT material: maps/londonnew/nature/blendgrassgrass001a_wvt_patch Patching WVT material: maps/londonnew/city_8/blendpripyatrubble2_wvt_patch Patching WVT material: maps/londonnew/city_8/blendpripyatrubble_wvt_patch Patching WVT material: maps/londonnew/city_8/blenddirtgravel02_wvt_patch Patching WVT material: maps/londonnew/city_8/blendpripyatdirt_wvt_patch Patching WVT material: maps/londonnew/nature/blendgravelgravel01_wvt_patch Patching WVT material: maps/londonnew/concrete/blendconcrete38a12a_noshadow_wvt_patch Patching WVT material: maps/londonnew/concrete/blend_blacktop_cobb_01dry_wvt_patch Patching WVT material: maps/londonnew/concrete/blendconcretedebris001a_wvt_patch Patching WVT material: maps/londonnew/city_8/blendtile_wvt_patch Patching WVT material: maps/londonnew/dev/dev_blendmeasure_wvt_patch fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 234 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! done (4) writing C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\download\maps\graphs\LondonNew.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials:    skybox/sky_day01_01*.vmt  ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials:    skybox/sky_day01_01*.vmt  ! Run buildcubemaps in the engine to get the correct cube maps. Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU. done (1) (3796888 bytes) Error loading studio model "models/props_debris/concrete_section64floor001c.mdl"! Error loading studio model "models/props_foliage/tree_poplar_01.mdl"! Error loading studio model "models/props_c17/light_domelight02_on.mdl"! Error loading studio model "models/props_rooftop/scaffolding01a.mdl"! Error loading studio model "models/props_c17/handrail04_brokenlong.mdl"! Error loading studio model "models/props_trainstation/bench_indoor001a.mdl"! Error loading studio model "models/props_wasteland/exterior_fence002b.mdl"! Error loading studio model "models/props_c17/handrail04_singlerise.mdl"! Error loading studio model "models/props_c17/handrail04_corner.mdl"! Error loading studio model "models/props_c17/handrail04_short.mdl"! Error loading studio model "models/props_c17/handrail04_brokencorner.mdl"! Error loading studio model "models/props_c17/handrail04_long.mdl"! Error loading studio model "models/props_rooftop/antennaclusters01a.mdl"! Error loading studio model "models/props_c17/awning001a.mdl"! Error loading studio model "models/props_debris/concrete_section128wall001a.mdl"! Error loading studio model "models/props_wasteland/exterior_fence002d.mdl"! Error loading studio model "models/props_wasteland/exterior_fence002e.mdl"! Error loading studio model "models/props_debris/concrete_debris256pile001a.mdl"! Error loading studio model "models/props_c17/metalladder001.mdl"! Error! prop_static using model "models/props_c17/streetsign004f.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_c17/streetsign004f.mdl"! Error loading studio model "models/props_wasteland/exterior_fence003a.mdl"! Error loading studio model "models/props_c17/substation_transformer01b.mdl"! Error loading studio model "models/props_junk/garbage128_composite001d.mdl"! Error loading studio model "models/props_junk/garbage256_composite002a.mdl"! Error loading studio model "models/props_junk/trashcluster01a.mdl"! Error loading studio model "models/props_junk/garbage256_composite001b.mdl"! Error loading studio model "models/props_lab/freightelevatorbutton.mdl"! Error loading studio model "models/props_wasteland/light_spotlight01_lamp.mdl"! Error loading studio model "models/props_pipes/pipeset02d_512_001a.mdl"! Error loading studio model "models/props_pipes/pipeset02d_64_001a.mdl"! Error loading studio model "models/props_pipes/pipeset02d_128_001a.mdl"! Error loading studio model "models/props/cs_assault/light_shop2.mdl"! Error loading studio model "models/props_pipes/pipe03_straight01_long.mdl"! Error loading studio model "models/props_pipes/pipe03_connector01.mdl"! Error loading studio model "models/props_wasteland/coolingtank01.mdl"! Error loading studio model "models/props_c17/substation_transformer01a.mdl"! Error loading studio model "models/props/cs_assault/forklift.mdl"! Error loading studio model "models/props_wasteland/exterior_fence002c.mdl"! Error loading studio model "models/props_c17/truss02d.mdl"! Error loading studio model "models/props_c17/truss02e.mdl"! Error loading studio model "models/props_c17/truss02g.mdl"! Error loading studio model "models/props_c17/handrail04_medium.mdl"! Error loading studio model "models/props_junk/garbage256_composite001a.mdl"! Static prop models/props_lab/lab_flourescentlight002b.mdl outside the map (2171.86, -6685.71, 190.93) Error loading studio model "models/props_junk/garbage256_composite002b.mdl"! Error loading studio model "models/props_wasteland/exterior_fence002a.mdl"! Error loading studio model "models/props_wasteland/prison_pipes002a.mdl"! Error loading studio model "models/props/de_train/de_train_horizontalcoolingtank.mdl"! Error loading studio model "models/props_pipes/pipecluster08d_001a.mdl"! Error loading studio model "models/props_trainstation/benchoutdoor01a.mdl"! Error loading studio model "models/props_street/concertinawire512_rusty.mdl"! Error loading studio model "models/props_misc/military_sign02_2.mdl"! Error loading studio model "models/props_fortifications/barricade001_128_reference.mdl"! Error loading studio model "models/props_wasteland/exterior_fence001a.mdl"! Error loading studio model "models/props_unique/bus_canopy_frame.mdl"! Error loading studio model "models/props_c17/lamppost03a_off.mdl"! Error loading studio model "models/props_vehicles/floodlight_generator_pose01_static.mdl"! Error loading studio model "models/props_vehicles/bus01.mdl"! Error loading studio model "models/props_foliage/urban_tree_base_bushes01.mdl"! Error loading studio model "models/props_wasteland/exterior_fence001b.mdl"! Error loading studio model "models/props_waterfront/beer_sign.mdl"! Error loading studio model "models/props_downtown/cigarettemachine.mdl"! Error loading studio model "models/props_industrial/plywood_leaning.mdl"! Error loading studio model "models/props/cs_militia/boxes_frontroom.mdl"! Error loading studio model "models/props_rooftop/acvent05.mdl"! Error loading studio model "models/props/cs_militia/boxes_garage_lower.mdl"! Error loading studio model "models/props_interiors/clothing_pile1.mdl"! Error loading studio model "models/props_junk/trashdumpster02.mdl"! Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 13702 texinfos to 7566 Reduced 866 texdatas to 704 (34605 bytes to 29255) Writing C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\download\maps\graphs\LondonNew.bsp 20 seconds elapsed   1.625600 -2.336800 0.000000   4.876800 -4.876800 0.000000   4.876800 -2.336800 0.000000   -4.876800 -2.336800 0.000000 make_triangles:calc_triangle_representation: Cannot convert   -6.502400 -9.753600 0.000000   -9.753600 -9.753600 0.000000   6.502400 -9.753600 0.000000   6.502400 -3.251200 0.000000 make_triangles:calc_triangle_representation: Cannot convert   -0.000000 6.299200 0.000000   6.502400 6.299200 0.000000   -3.352800 6.299200 0.000000   -6.502400 13.004800 0.000000 make_triangles:calc_triangle_representation: Cannot convert   -0.000000 6.299200 0.000000   6.502400 6.299200 0.000000   -3.352800 6.299200 0.000000   -6.502400 13.004800 0.000000 make_triangles:calc_triangle_representation: Cannot convert   -1.625600 6.299200 0.000000   -1.625600 -0.203200 0.000000   -4.876800 -0.203200 0.000000   4.876800 -0.203200 0.000000 make_triangles:calc_triangle_representation: Cannot convert   -1.625600 6.299200 0.000000   -1.625600 -0.203200 0.000000   -4.876800 -0.203200 0.000000   4.876800 -0.203200 0.000000 make_triangles:calc_triangle_representation: Cannot convert ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vrad.exe" ** Parameters:  -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\download\maps\graphs\LondonNew" Valve Software - vrad.exe SSE (Feb 19 2018)       Valve Radiosity Simulator     4 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\download\maps\graphs\LondonNew.bsp Error! Invalid VTX file checksum: 935269944, expected -666804434 "models/props_vehicles/truck001a.dx80.vtx" No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (8.06 seconds) 41712 faces 9 degenerate faces 15458061 square feet [2225960704.00 square inches] 47 Displacements 33358 Square Feet [4803596.50 Square Inches] sun extent from map=0.139173 558 direct lights BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (412) Build Patch/Sample Hash Table(s).....Done<0.1768 sec> FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (35) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (77) Writing leaf ambient...done Ready to Finish Object names       Objects/Maxobjs  Memory / Maxmem  Fullness ------------       ---------------  ---------------  -------- models                 112/1024         5376/49152    (10.9%) brushes               5685/8192        68220/98304    (69.4%) brushsides           38919/65536      311352/524288   (59.4%) planes               21874/65536      437480/1310720  (33.4%) vertexes             64249/65536      770988/786432   (98.0%) VERY FULL! nodes                24754/65536      792128/2097152  (37.8%) texinfos              7566/12288      544752/884736   (61.6%) texdata                704/2048        22528/65536    (34.4%) dispinfos               47/0            8272/0        ( 0.0%) disp_verts            8383/0          167660/0        ( 0.0%) disp_tris            14464/0           28928/0        ( 0.0%) disp_lmsamples       21232/0           21232/0        ( 0.0%) faces                41712/65536     2335872/3670016  (63.6%) hdr faces                0/65536           0/3670016  ( 0.0%) origfaces            19666/65536     1101296/3670016  (30.0%) leaves               24867/65536      795744/2097152  (37.9%) leaffaces            46931/65536       93862/131072   (71.6%) leafbrushes          16556/65536       33112/131072   (25.3%) areas                    4/256            32/2048     ( 1.6%) surfedges           278150/512000    1112600/2048000  (54.3%) edges               161092/256000     644368/1024000  (62.9%) LDR worldlights        558/8192        49104/720896   ( 6.8%) HDR worldlights          0/8192            0/720896   ( 0.0%) leafwaterdata            0/32768           0/393216   ( 0.0%) waterstrips           3380/32768       33800/327680   (10.3%) waterverts               0/65536           0/786432   ( 0.0%) waterindices         55353/65536      110706/131072   (84.5%) VERY FULL! cubemapsamples          12/1024          192/16384    ( 1.2%) overlays                 4/512          1408/180224   ( 0.8%) LDR lightdata         [variable]    23838244/0        ( 0.0%) HDR lightdata         [variable]           0/0        ( 0.0%) visdata               [variable]           0/16777216 ( 0.0%) entdata               [variable]      337650/393216   (85.9%) VERY FULL! LDR ambient table    24867/65536       99468/262144   (37.9%) HDR ambient table    24867/65536       99468/262144   (37.9%) LDR leaf ambient    104425/65536     2923900/1835008  (159.3%) VERY FULL! HDR leaf ambient     24867/65536      696276/1835008  (37.9%) occluders                0/0               0/0        ( 0.0%) occluder polygons        0/0               0/0        ( 0.0%) occluder vert ind        0/0               0/0        ( 0.0%) detail props          [variable]           1/12       ( 8.3%) static props          [variable]           1/72682    ( 0.0%) pakfile               [variable]     1520927/0        ( 0.0%) physics               [variable]     3796888/4194304  (90.5%) VERY FULL! physics terrain       [variable]           0/1048576  ( 0.0%) Level flags = 0 Total triangle count: 115499 Writing c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\download\maps\graphs\LondonNew.bsp 8 minutes, 54 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\download\maps\graphs\LondonNew.bsp" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\LondonNew.bsp"
Where is vvis? Without it, skybox will not work properly. >>Error! prop_static using model "models/props_c17/streetsign004f.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. This model can't be use by static, use dynamic. >>Static prop models/props_lab/lab_flourescentlight002b.mdl outside the map (2171.86, -6685.71, 190.93) The model is outside the map, or the map is not closed.
Source ends up using units and not meters. 1cm = 1 unit when doing a direct conversion. so 207m = 2070cm = 2070 source units. (it's tiny)
Hi ! I have modified gm_fork and after compilation, some luminosity problems appeared. Some screens: https://i.goopics.net/XPREd.jpg https://i.goopics.net/wD58p.jpg https://i.goopics.net/d8OEr.jpg https://i.goopics.net/NXeE7.jpg https://i.goopics.net/PRwW4.jpg Expert compilation mod used : VBSP: -nodefaultcubemap -allowdynamicpropsasstatic VVIS: default settings VRAD: -hdr -lights fork.rad -StaticPropLighting -StaticPropPolys -TextureShadows VRAD: -ldr -lights fork.rad -StaticPropLighting -StaticPropPolys -TextureShadows
and this: https://i.goopics.net/KwnWv.jpg
Alright, I can't take it anymore. I fully accept my brainlet status by asking for help, but I've wasted an entire day on this shit and a deadline is bearing down. I just want to know how to rope two objects together, like the swinging pants in the beginning of Ravenholm. I'm trying to make a shipping container dangle from a crane. How would I go about doing this? My lengthconstraint is attached to the magnet as entity 1 and an info_target at the tip of the crane as 2, with the helper ball at the tip of the crane arm and the constraint itself in the middle of the magnet. There's also a rope system forming the visible cable. The problem is, the container just falls when I start the level. I'm tearing my hair out here; please help.
make sure the constraint is set on top of the shipping container, then set "attachpoint" to the tip of the crane. Set entity 1 to be the container, and leave entity 2 blank. https://i.imgur.com/Nf17qUW.png
https://files.facepunch.com/forum/upload/146362/699563f1-0da5-4f7c-818e-0ede15baa49e/20180521143932_1.jpg I'm having trouble getting the light on the ground to fade in with the white area that the light is coming from. I tried making the lightmap of the white area plus the ground smaller, but that didn't seem to help a whole lot.
use an overlay. Just make a gradient in the alpha channel.
I've sometimes seen this problem as well, as far as I remember, you only need to move those faulty brushes a little, maybe copy, delete it and paste it, it should be fixed.
Someone suggested using cubemaps instead of actual reflections for the water in my map, so I tried $forcecheap for my custom water VMT, which ended up making the water opaque. I also tried $forceenvmap, but that just made the water entirely white. https://files.facepunch.com/forum/upload/146362/6a673b98-3a06-4da1-98c1-12e0bf37d55c/bigcity2wipv3interiors0081.jpg Original: https://files.facepunch.com/forum/upload/146362/589a2923-ba88-44f8-8454-6858846c9cc3/bigcity2wipv3interiors0082.jpg Is there a way to make the water use the cubemap while keeping it transparent?
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