• Mapping Questions Megathread V6
    999 replies, posted
Also, how do I keep down vertexes, brushes, and planes? I'm barely even one-fifth done with my role play map and it's almost full
use [url]https://github.com/tuxxi/propper-2013/releases[/url] and turn some brush geometry in to models
[QUOTE=taz0;52677459]use [url]https://github.com/tuxxi/propper-2013/releases[/url] and turn some brush geometry in to models[/QUOTE] This is a lifesaver! how does it work, though? how do I install it?
Installation You can download the latest version here Extract the contents of this archive into the bin folder of the game you wish to use propper for. Run hammer, go to tools -> options Find the section called "game data files" and click the "add" button, then select propper.fgd For a full use guide, read: [url]https://developer.valvesoftware.com/wiki/Propper[/url] [url]http://www.tophattwaffle.com/configuring-propper-for-steampipe/[/url] then skip to step 25 on tophattwaffle's site
Does anyone have any idea how do I fix the brightness of my skybox? [IMG]https://steamuserimages-a.akamaihd.net/ugc/875244468227075057/EA21235FB69CD773B8DA19BF0EAA484F22D2A59F/[/IMG]
Are the buildings in the skybox models? If so try using [url=https://developer.valvesoftware.com/wiki/Info_lighting]info_lighting[/url] to change the origin of their lights If it's made out of brushes, have you tied them to func_detail (or any other brush entity) or are they just regular world brushes?
[QUOTE=VaSTinY;52681075]Are the buildings in the skybox models? If so try using [url=https://developer.valvesoftware.com/wiki/Info_lighting]info_lighting[/url] to change the origin of their lights If it's made out of brushes, have you tied them to func_detail (or any other brush entity) or are they just regular world brushes?[/QUOTE] They are all tied into one func_brush
Why? Do you need them to be interacted with in any way at any point during the map? If not they should just be func_detail, that may be why the lighting glitches out
[QUOTE=VaSTinY;52681350]Why? Do you need them to be interacted with in any way at any point during the map? If not they should just be func_detail, that may be why the lighting glitches out[/QUOTE] Sorry, I mean't to say func_detail, they are all tied into one func_detail
[QUOTE=Roby;52681366]Sorry, I mean't to say func_detail, they are all tied into one func_detail[/QUOTE] decompiling a map = all func_detail become a single one in this case, put the func_detail in a custom visgroup then untie it (make it ToWorld) enable only your custom visgroup and func detail stuff
If I'm not mistaken, one single func_detail entity would light it's origin and set it to be the same for the whole func_detail entity. If you have the entities available, I'd break it up.
I am trying to make a hexagon shaped map with square 2048x2048 rooms that extend past the edge of each side. I started by using the arch tool thinking it would give me a good hexagon, and it appeared to do so. I made a 2048x2048 hexagon in the center for the spawn area, then I made a 4096x4096 with wall width 1024 for the outer hexagon. I was able to get the top and bottom rooms on with no problem. When I got to the side rooms, I tried to rotate brushes to get them into position, but it would never quite line up. On top of that, it appears that the other sides are not 2048 units long like they should be. A perfect hexagon has sides of all equal lengths, correct? I experimented with the clipping tool but when brushes are angled, there's not an easy way to determine their side length because hammer tells you the on-grid length instead. [IMG]https://i.imgur.com/tVAZv26.png[/IMG]
[QUOTE=jakej78b;52681536] [IMG]https://i.imgur.com/tVAZv26.png[/IMG][/QUOTE] [IMG]https://i.gyazo.com/9d8adb4f6f085e6619343e2200feb51b.png[/IMG] [URL="https://developer.valvesoftware.com/wiki/Hammer_Vertex_Tool"]This little tool at the bottom will solve all your problems from now on[/URL]
Works well but the problem being that it seems quite obvious when using that tool my planes won't be 2048x2048. Additionally, how can I be sure that the edges of the plane are perpendicular to the hexagon's edge? Is eyeballing it really good enough? I want them to be perfect squares, with a perfect size of 2048x2048. Seeing that the hexagon doesn't even have sides with the same size, it seems like that would be a problem to tackle on its own.
The kind of geometry you are trying to achieve is [I]very[/I] hard to make in source. If you keep going you will find that most of your geometry will end up off grid and making any kind of details will be impossible if you want them to align to the angled walls. The .vmf formats imprecision will corrupt a lot of your angled geometry and hinder progress further. Honestly, the only angled rooms that are still reasonable in hammer are 45 degree angled ones, so it [I]might[/I] be possible to pull off some octagon shaped structure, but I think a hexagon wont work.
If you [i]really[/i] need as perfect a regular hexagon as you can make with brushes in Source, you'll have to have these dimensions (round to 1774 because having brush vertices on non-whole numbers is bad and nobody will actually notice the difference ingame): [t]https://vgy.me/r1NMRw.png[/t] If you want to make what appears to be a regular hexagon but is relatively easy to work with on the Hammer grid, use a 4:7 slope (60.25deg).
I created props with propper, but the textures are black and purple? how do i make sure the textures show up in game? The textures I used for the brushes I turned into props are already in hammer
[QUOTE=Hochi;52682049]I created props with propper, but the textures are black and purple? how do i make sure the textures show up in game? The textures I used for the brushes I turned into props are already in hammer[/QUOTE] Propper create the .mdl and also the .vmt (which will just target the vtf used by your brushes). In the propper_model, did you put the path for materials ? If you didnt, then the model will not have any texture and be purple-black
I'm honestly starting to get frustrated: I've only finished the first floor of a large apartment building and I've already hit the brush limit. I've seen rp maps that have a lot more brushes, and propper can only go so far. What should I do?
Don't make insanely detailed things with brushes. Learn how to model if you want to add extra detail. Use propper. Optimize your brushwork, don't use more brushes than you need to. Use the custom compilers (HCC) that have a increased brush limit. Also post pictures of your map so we can give more detailed advice
Hey! I have a problem with color_correction entity or probably with .raw file. At first, sorry for bad english. It's not my language but I will try to write clearly. All communities in my language are dead :( The problem is that when I compile and run my map there is not the picture I wanted in game, but there is black n white picture without any colors. But when I call colorcorrectionui menu and tick "Enable" the picture becomes normal. This happens both on the server and on the client. By the way, in color_correction entity I pointed the way to my .raw file and set values "Start Disabled", "Lookup Falloff Start Distance", "Lookup Falloff End Distance" to "No", "-1", "-1". But the picture is still black n white. I even tried to activate my color_correction entity via logic_auto, but without result. I inserted images how it is and how it should be. Please, help me! [IMG]https://image.ibb.co/cSckUQ/20170917104926_1.jpg[/IMG] [IMG]https://image.ibb.co/dES8ik/20170917104937_1.jpg[/IMG]
When you click "enable" in colorcorrection UI it disables all active color_correction and color_correction_volume entities. To disable them in the map simply remove the color_correction entities in hammer.
[QUOTE]When you click "enable" in colorcorrection UI it disables all active color_correction and color_correction_volume entities. To disable them in the map simply remove the color_correction entities in hammer.[/QUOTE] I don't need to disable color_correction entities. I need to include the .raw file in the map through color_correction entity to get a picture (without opening colorcorrection UI) as in the second screenshot. But when the map spawns it gives me the black n white picture as in the first screenshot. I think color correction doesn't work correctly and I want to understand the problem.
Why do some props refuse to show up? I've made sure that they're the right prop type, not clipping into anything and there aren't any errors or leaks with my map.
[QUOTE=aussiedropbear;52692357]Why do some props refuse to show up? I've made sure that they're the right prop type, not clipping into anything and there aren't any errors or leaks with my map.[/QUOTE] are these custom props ? when you load the map open the console and type [code] sv_cheats 1 mat_wireframe 1 [/code] if you see the wireframe of the model but not it's textures then you have an issue with the models textures not being found or not being displayed
[QUOTE=taz0;52692479]are these custom props ? when you load the map open the console and type [code] sv_cheats 1 mat_wireframe 1 [/code] if you see the wireframe of the model but not it's textures then you have an issue with the models textures not being found or not being displayed[/QUOTE] They're models that come with the game, and I can't see them with wireframe on either. Weird thing I've noticed is that they are both static and physics props, but they only show up when they're a prop_physics perhaps it's just something that I did wrong and it's completely going over my head
even thou it says there static_props unless it says allowstatic in the info pane for the model they can only be used as physics unless you use prop_dynamic_override with the model ,, you could using these custom vbsp [url]https://facepunch.com/showthread.php?t=1488605[/url] that should allow you to use physics and dynamic models as static even if there not marked as allowstatic
I redid my custom config for multi tool, but it messed up propper. What's wrong? [code] ** Executing... ** Command: C:\Program Files (x86)\Steam\SteamApps\common\Source SDK Base 2013 Multiplayer\bin\propper.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\israelsynagoguewip" Propper 0.32. Originally written by Carl Foust, fixed and compiled for SDK Base 2013 by tuxxi. Adapted from vbsp.exe by Valve Software. (May 25 2016) 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\israelsynagoguewip.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar material "cs_havana/stonework01" not found. Material not found!: CS_HAVANA/STONEWORK01 Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\source sdk base 2013 multiplayer\customconfig\gameinfo.txt Patching WVT material: maps/israelsynagoguewip/concrete/blend_alley_conc_dirt_wvt_patch Patching WVT material: maps/israelsynagoguewip/ground/hr_g/hr_gravel_grass_001_blend_cheap_wvt_patch Patching WVT material: maps/israelsynagoguewip/de_nuke/nukblenddirtgrass_wvt_patch ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2) 4 seconds elapsed CMaterialDict::Shutdown m_MissingList count: 1 [/code]
did propper place any files in C:\propsource for your model ? ,, try setting propper up in the expert compile mode window instead of multi tool :) [B]EDIT[/B] also propper don't like going across directories so if you use source sdk to build the model make sure propper is in the sdk bin folder and the vmf in the sdk maps folder if you use Gmod hammer make sure all files are in garrysmod folders
I apologize if this is a weird/silly question but is there a certain version(?) recommendation if I was just trying to make a pretty looking map, as in L4D, Portal 2, CS:GO, HL2, etc? By "pretty looking map" I mean if I was just making something for the looks with nothing about gameplay.
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