• The Mappers' Encyclopedia / Section Rules / Question Megathread (Read Before Posting)
    2,794 replies, posted
  • Avatar of Eeyoreiscool
  • I looked in hammer, changed the viewport to lightmap grid and the lines match up fine. Is that what you are talking about?
  • Avatar of Firegod522
  • Yes that is what I'm talking about. You don't need to post in both threads, I check both. Perhaps trying to align the texture itself? Or even turning down the lightmap scale. Have you tried to compile with -final?
  • I have invisible players and enitites on my map, like I can see everything fine, but when other players connect to a server and download it, they sometimes can see players entities or doors.
  • Avatar of mac338
  • Detail sprite-based grass is a large part of my map. I'd like them to be denser though. Is this possible, without modifying the detail.vbsp? If I've understood correctly modifying it would mean that all maps with that texture get changed, and also the same would be true for others who downloaded the vbsp file. edit: Wait, I figured stuff out.
  • Avatar of Haxxer
  • So I made an animation for my map's startup, and it's basically the player waking up and a point_viewcontrol is attached to the eyes of that model, which makes them wake up through the eyes of a model that's playing the animation. The problem is that the camera isn't facing the way I want to (as the model's head is) and instead it's kind of fixated to a point in the map, and when the viewcontrol then is disabled and killed, the camera snaps to the player's perspective which is facing directly forward. I made the animation to face forward, but it doesn't ingame, so I'm assuming it can have something to do with the viewcontrol.
  • Is there a specific format that sprites are supposed to be saved in? DXT1, DXT3, etc? I have a sprite of a smiley face (just two black eyes and a black mouth outline on a transparent background) in my map that is showing up extremely light and pale. The sprite should be black. I checked the transparency and the alpha channel, everything looks fine. It even looks fine in VTFEdit, including the alpha channel. It's just in Hammer and in game where it looks too pale. p.s. Using World Space Glow in my ent_sprite, if that matters
  • Avatar of Firegod522
  • If you're going to be using World Space Glow you may as well set the background to black. You can try using the normal glow
  • I apparently fixed it by changing the shader in the VMT to "[b]UnlitGeneric[/b]" instead of "[b]Sprite[/b]". It shows up black like it should now. Thanks for the help!
  • Avatar of Civil
  • So I have a detailtexture and I messed up with which color is transparent. Apparently white is for transparency. Now with this little error I made it so I can see that the scale of the detail is off. It is supposed to fit to the texture 1 time. In valvedevelopercommunity it said the default value for $detailscale makes it fit 4 times over the texture. When I try to change the $detailscale value nothing happens so could someone please point out what I am doing wrong. here is the vmt: "LightmappedGeneric" { "$basetexture" "Halo 3 ODST Textures/Detail/hub_street_new_detail" "$surfaceprop" "metal" "$detailblendfactor""0.5" "$detailscale" 1 } [img]http://i.cubeupload.com/fJmi8q.png[/img] The detailmap: [img]http://i.cubeupload.com/nj9nCF.png[/img]
  • Avatar of Civil
  • -snip Thanks firegod. [img]http://i.cubeupload.com/RZJBik.png[/img] You might not see it but it is there. Here is the detailmap but overdone: [img]http://i.cubeupload.com/Xi5FWr.png[/img]
  • Avatar of Firegod522
  • The detail map doesn't have its own vmt? You do [code]Lightmappedgeneric { "$basetexture" "<path>" "$detailtexture" "Halo 3 ODST Textures/Detail/hub_street_new_detail" (assuming this is the detail texture) "$surfaceprop" "metal" "$detailblendfactor""0.5" "$detailscale" 1 }[/code]
  • Having a problem with brushes - [URL=http://imageshack.us/photo/my-images/546/brushproblem.jpg/][IMG]http://img546.imageshack.us/img546/4827/brushproblem.jpg[/IMG][/URL] I'm trying to make curved corners with brushes but I get invalid solid errors and then when I come back to my map it asks if I want to save with the solids removed. Any way around this?
  • Avatar of Firegod522
  • Looks like you have some invalid brushes. (not convex) You can try fixing this by spliting them into triangles, or by making sure they are convex.
  • Avatar of honse246
  • Ok here is my question, when using a tank train to have something move, how fast would i need to set the speed for it to simulate the same speed as something falling at the speed of gravity ?
  • Avatar of Mesiter
  • how can i make a platform shaped like a ring without genariting unnecessary brushes?
  • Avatar of GoldPlatinum
  • [QUOTE=ZombieDawgs;34399095]How can I make an AI move to a location straight after spawning from an NPC_maker[/QUOTE] Ai_scriptedshedule / scripted_sequence / path tracks
  • Avatar of GoldPlatinum
  • [QUOTE=General J;34451866]World portals work in multiplayer maps for Portal 2 right?[/QUOTE] Yes.
  • Avatar of pac0master
  • Hey guys i am looking for Models that i can use on hammer editor like many kinds of Levers, switch and such i cant find any when im making a map and i would like to use them instead of the Classic Button texture
  • Avatar of Firegod522
  • [QUOTE=pac0master;34467217]Hey guys i am looking for Models that i can use on hammer editor like many kinds of Levers, switch and such i cant find any when im making a map and i would like to use them instead of the Classic Button texture[/QUOTE] Where's the question? Ask the modelling section.
  • Avatar of Haxxer
  • I am bad with lighting, so how am I to use light_spot properly? It looks really bad when I try to adjust its settings, anyone got any link to a tutorial with different values shown?