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  • [QUOTE=Haxxer;34514503]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?[/QUOTE] [url]http://www.interlopers.net/tutorials/17779[/url] [url]http://www.interlopers.net/tutorials/1780[/url]
  • I'm creating a Slope map, it's based in the sky, a tower effect with loads of buildings around it but one main problem I want to resolve is avoiding seeing a huge black square at the bottom of the map. Now, to counter this I've messed around with various different entities like func_dustcloud and the fog controller but I just can't seem to get the effect I'm looking for, it seems to be either not thick enough or in your face. Basically I want it to spread across each building but thick enough to block any sight below ie can't see the bottom of any surrounding buildings, is there any effective way of doing this? I want to make it as seamless as possible.
  • You could just edit the skybox. Or in your 3d skybox make some sort of effect like smoke or fog
  • [QUOTE=Firegod522;34521870]You could just edit the skybox. Or in your 3d skybox make some sort of effect like smoke or fog[/QUOTE] Managed to do it by putting func_dustcloud in the 3D skybox, there's a bug I'm not too fond of where if you look at a certain angle you'll look right through the fog and the way to resolve that would be putting it into the normal skybox which will generate lag because it's huge I want to avoid lag. It's not the desired effect, but it'll have to do.
  • I recently opened a Half-Life 2 Episode Two Hammer-made .vmf with the Portal 2 Authoring Tools in order to copy-paste something I made in another Portal 2 map over to the Episode Two map, big mistake: When I save and close it, and re-open it in Episode Two's Hammer editor it simply crashes on "loading chunks 5%" with no warning or error message. After that I opened it in Portal 2 Authoring Tools again and deleted ALL of the things I pasted in, and tried to re-open it in Episode Two's Hammer editor with the same problem. I'm guessing it "converted" the Episode Two based .vmf into a Portal 2 based .vmf, and it won't "convert" it back so it is recognized by the Episode Two Hammer, and now I'm wondering if there's ANY possible way to get the Episode Two Hammer editor to open it again, with the Source 2009 Engine setting without re-creating it all in a new .vmf. I would re-make the map in a new .vmf, but the thing is I have been working on this .vmf since June, 2011 - There is simply too much at stake here in my opinion.
  • Okey i have a issue i cant seem to fix with light_enviroment Theres no holes in the map skybox ,its not inside a prop or brush(light_enviroment) and it doesnt show any errors and ive built it up several times and its not building the lights at all ...can someone please help me ? (also since im asking for help...can somebody tell me where i have to put custom skyboxes in order to use them ....like the ones from Mr.Chop )
  • I'm having this issue with geometry show up ingame: [IMG]http://i.imgur.com/qaYY8h.jpg[/IMG] this is what it looks like in hammer: [img]http://i.imgur.com/iO6mi.png[/img] what's wrong, and how do I fix it?
  • [QUOTE=madk;34679559]I'm having this issue with geometry show up ingame: -snip- this is what it looks like in hammer: -snip- what's wrong, and how do I fix it?[/QUOTE] If you've had this problem before, it could mean that you're compiling a different version of your map. Otherwise, have you checked your compile log, loaded the pointfile, etc?
  • hey guys quick question, how long can i expect a full vvis compile to take if a quick one takes 4 seconds? [QUOTE]Optimized: 409610 visible clusters (0.00%) Total clusters visible: 3007732 Average clusters visible: 713 Building PAS... Average clusters audible: 1526 visdatasize:1617787 compressed from 4453152 writing h:\users\**** 4 seconds elapsed[/QUOTE] im asking because i assume it to take at MAX about 5-6 hours.. but last time i did it, i left it for 24 hours and it still wasnt done.. i7, 16gb ram etc etc.. PS. its a HUGE map. and i have func detailed and visclustered my ass off for days. dont think i could do much more as everything else needs to be world brushes.
  • [QUOTE=Firegod522;34843404]Did you put hints and skips?[/QUOTE] i put hints in the doorways. the map is completly enclosed so there really isnt much need. there is no sky box. everything that can be sipped is func detailed is it necessary?
  • I've got a problem with the shadows in my map. They seem to be creating wierd artifacts and overall seem pretty horrible. I have a lightmap scale of 4 on the areas that should have detailed shadowing. All my settings are maxed out too for that matter. Also, the doors doesn't seem to block any of the lighting for whatever the reason. Here's the compile log: [CODE] ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\mac338\sourcesdk\bin\source2009\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\mac338\half-life 2 episode two\ep2" "C:\Users\nichr642\Documents\maps\Level01_apartment_dev.vmf" Valve Software - vbsp.exe (Sep 15 2011) 4 threads materialPath: c:\program files (x86)\steam\steamapps\mac338\half-life 2 episode two\ep2\materials Loading C:\Users\nichr642\Documents\maps\Level01_apartment_dev.vmf Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\mac338\half-life 2 episode two\ep2\gameinfo.txt Patching WVT material: maps/level01_apartment_dev/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 (0) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\nichr642\Documents\maps\Level01_apartment_dev.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... done (0) (28832 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 94 texinfos to 47 Reduced 13 texdatas to 10 (400 bytes to 339) Writing C:\Users\nichr642\Documents\maps\Level01_apartment_dev.bsp 0 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\mac338\sourcesdk\bin\source2009\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\mac338\half-life 2 episode two\ep2" "C:\Users\nichr642\Documents\maps\Level01_apartment_dev" Valve Software - vvis.exe (Sep 15 2011) 4 threads reading c:\users\nichr642\documents\maps\Level01_apartment_dev.bsp reading c:\users\nichr642\documents\maps\Level01_apartment_dev.prt 103 portalclusters 291 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0) Optimized: 11 visible clusters (0.00%) Total clusters visible: 5236 Average clusters visible: 50 Building PAS... Average clusters audible: 98 visdatasize:3519 compressed from 3296 writing c:\users\nichr642\documents\maps\Level01_apartment_dev.bsp 0 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\mac338\sourcesdk\bin\source2009\bin\vrad.exe" ** Parameters: -both -game "c:\program files (x86)\steam\steamapps\mac338\half-life 2 episode two\ep2" "C:\Users\nichr642\Documents\maps\Level01_apartment_dev" Valve Software - vrad.exe SSE (Sep 15 2011) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\users\nichr642\documents\maps\Level01_apartment_dev.bsp Setting up ray-trace acceleration structure... Done (0.03 seconds) 225 faces 25088 square feet [3612672.25 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 225 patches before subdivision 4581 patches after subdivision 6 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1) transfers 375314, max 292 transfer lists: 2.9 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(19222, 10174, 3843) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(8547, 1920, 363) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(3810, 308, 32) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(1755, 55, 5) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(822, 9, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(390, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(187, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(90, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(44, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(22, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #11 added RGB(11, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(5, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #13 added RGB(3, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #14 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #15 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0011 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0) 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 (1) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 82/8192 984/98304 ( 1.0%) brushsides 508/65536 4064/524288 ( 0.8%) planes 186/65536 3720/1310720 ( 0.3%) vertexes 529/65536 6348/786432 ( 0.8%) nodes 230/65536 7360/2097152 ( 0.4%) texinfos 47/12288 3384/884736 ( 0.4%) texdata 10/2048 320/65536 ( 0.5%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 225/65536 12600/3670016 ( 0.3%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 143/65536 8008/3670016 ( 0.2%) leaves 232/65536 7424/2097152 ( 0.4%) leaffaces 250/65536 500/131072 ( 0.4%) leafbrushes 152/65536 304/131072 ( 0.2%) areas 2/256 16/2048 ( 0.8%) surfedges 1701/512000 6804/2048000 ( 0.3%) edges 1024/256000 4096/1024000 ( 0.4%) LDR worldlights 6/8192 528/720896 ( 0.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 32/32768 320/327680 ( 0.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 615/65536 1230/131072 ( 0.9%) cubemapsamples 4/1024 64/16384 ( 0.4%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 96016/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 3519/16777216 ( 0.0%) entdata [variable] 3255/393216 ( 0.8%) LDR ambient table 232/65536 928/262144 ( 0.4%) HDR ambient table 232/65536 928/262144 ( 0.4%) LDR leaf ambient 963/65536 26964/1835008 ( 1.5%) HDR leaf ambient 232/65536 6496/1835008 ( 0.4%) 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] 1/12 ( 8.3%) pakfile [variable] 529752/0 ( 0.0%) physics [variable] 28832/4194304 ( 0.7%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 679 Writing c:\users\nichr642\documents\maps\Level01_apartment_dev.bsp 8 seconds elapsed Valve Software - vrad.exe SSE (Sep 15 2011) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\users\nichr642\documents\maps\Level01_apartment_dev.bsp Setting up ray-trace acceleration structure... Done (0.03 seconds) 225 faces 25088 square feet [3612672.25 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 225 patches before subdivision 4581 patches after subdivision 6 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0) transfers 375314, max 292 transfer lists: 2.9 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(2093, 1672, 871) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(800, 503, 217) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(203, 70, 23) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(66, 15, 5) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(21, 2, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(7, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(3, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0011 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1) 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 (0) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 82/8192 984/98304 ( 1.0%) brushsides 508/65536 4064/524288 ( 0.8%) planes 186/65536 3720/1310720 ( 0.3%) vertexes 529/65536 6348/786432 ( 0.8%) nodes 230/65536 7360/2097152 ( 0.4%) texinfos 47/12288 3384/884736 ( 0.4%) texdata 10/2048 320/65536 ( 0.5%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 225/65536 12600/3670016 ( 0.3%) hdr faces 225/65536 12600/3670016 ( 0.3%) origfaces 143/65536 8008/3670016 ( 0.2%) leaves 232/65536 7424/2097152 ( 0.4%) leaffaces 250/65536 500/131072 ( 0.4%) leafbrushes 152/65536 304/131072 ( 0.2%) areas 2/256 16/2048 ( 0.8%) surfedges 1701/512000 6804/2048000 ( 0.3%) edges 1024/256000 4096/1024000 ( 0.4%) LDR worldlights 6/8192 528/720896 ( 0.1%) HDR worldlights 6/8192 528/720896 ( 0.1%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 32/32768 320/327680 ( 0.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 615/65536 1230/131072 ( 0.9%) cubemapsamples 4/1024 64/16384 ( 0.4%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 96016/0 ( 0.0%) HDR lightdata [variable] 96016/0 ( 0.0%) visdata [variable] 3519/16777216 ( 0.0%) entdata [variable] 3255/393216 ( 0.8%) LDR ambient table 232/65536 928/262144 ( 0.4%) HDR ambient table 232/65536 928/262144 ( 0.4%) LDR leaf ambient 963/65536 26964/1835008 ( 1.5%) HDR leaf ambient 823/65536 23044/1835008 ( 1.3%) 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] 1/12 ( 8.3%) pakfile [variable] 529752/0 ( 0.0%) physics [variable] 28832/4194304 ( 0.7%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 679 Writing c:\users\nichr642\documents\maps\Level01_apartment_dev.bsp 6 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\nichr642\Documents\maps\Level01_apartment_dev.bsp" "c:\program files (x86)\steam\steamapps\mac338\half-life 2 episode two\ep2\maps\Level01_apartment_dev.bsp" ** Executing... ** Command: c:\program files (x86)\steam\steam.exe ** Parameters: -applaunch 420 -game "c:\program files (x86)\steam\steamapps\mac338\half-life 2 episode two\ep2" +map "Level01_apartment_dev" [/CODE] And here's a picture of the issue. [IMG]http://i.solidfiles.net/5a5860aff1.jpg[/IMG] I'd be really grateful if you could help me fix it.
  • [QUOTE=Firegod522;34912655]put a block light brush inside of the door.[/QUOTE] I always hated this issue, you either get light coming through the door which looks stupid when it's closed, or you get no light at all.
  • [QUOTE=Firegod522;34912655]put a block light brush inside of the door.[/QUOTE] Still doesn't really explain the other, really major issues such as: [IMG]http://i.solidfiles.net/71d5d5c610.jpg[/IMG]
  • I did a compile with the parameter: -final but this is still the result: [IMG]http://cloud.steampowered.com/ugc/487751204056886483/30560A47477B5D67AE733E579F20F9EB6C5BDBA9/[/IMG]
  • My map drew a transparent cube around my map and i can just create or move brushes within this cube otherwise they dissappear , what should i do?
  • [QUOTE=wizu;34926381]My map drew a transparent cube around my map and i can just create or move brushes within this cube otherwise they dissappear , what should i do?[/QUOTE] [img]https://developer.valvesoftware.com/w/images/3/3d/Toolbar_cordon_circled.PNG[/img] Click on the left of the encircled buttons.
  • I am surprisingly having trouble getting two simple things to work in my map: 1. I want these platforms to fall upon stepping on them, with a 1 second delay, and eventually rising up. I'm using a trigger brush and a func_door, and it should work. I dunno what the problem is. [img]http://img14.imageshack.us/img14/4936/xccrash0033.jpg[/img] 2. I'm trying to get these flames to turn on and off using a timer. I have two flames in one spot, both hooked up to a logic_auto, the first flame emits a very small, harmless flame as a warning that the larger one will come. About 1.5 seconds afterwards the larger and deadly flame appears for 4 seconds, then 7 seconds goes by until the process repeats. [img]http://img7.imageshack.us/img7/8071/xccrash0034.jpg[/img] Instead, there is just a single flame constantly burning, and it hardly hurts you. Any ideas?
  • [QUOTE=supatails;34935251]I am surprisingly having trouble getting two simple things to work in my map: 1. I want these platforms to fall upon stepping on them, with a 1 second delay, and eventually rising up. I'm using a trigger brush and a func_door, and it should work. I dunno what the problem is. 2. I'm trying to get these flames to turn on and off using a timer. I have two flames in one spot, both hooked up to a logic_auto, the first flame emits a very small, harmless flame as a warning that the larger one will come. About 1.5 seconds afterwards the larger and deadly flame appears for 4 seconds, then 7 seconds goes by until the process repeats. Instead, there is just a single flame constantly burning, and it hardly hurts you. Any ideas?[/QUOTE] For the first one try using a func_movelinear with the move direction pointed downwards. For the flame, could you post a pic of the inputs/outputs of both flame entities?
  • [QUOTE=WitheredGryphon;34938062]For the first one try using a func_movelinear with the move direction pointed downwards. For the flame, could you post a pic of the inputs/outputs of both flame entities?[/QUOTE] [img]http://img823.imageshack.us/img823/732/crashmaperror01.png[/img] [img]http://img854.imageshack.us/img854/1350/crashmaperror02.png[/img] [img]http://img829.imageshack.us/img829/3699/crashmaperror03.png[/img] [img]http://img195.imageshack.us/img195/4774/crashmaperror04.png[/img] [img]http://img441.imageshack.us/img441/2189/crashmaperror05.png[/img] [img]http://img207.imageshack.us/img207/1195/crashmaperror06.png[/img] [img]http://img15.imageshack.us/img15/7908/crashmaperror07.png[/img] I hope the text in the images aren't too small.