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  • Avatar of bunnyspy1
  • I'm not sure if this is the right place, but currently I'm in the planning stages for a map of a certain top down game, however, I have no idea how I would go about making the ceilings. I got all the textures I need, just no ceiling texture.
  • Avatar of GI Pwn
  • could someone please tell me the command to make sprites view distance farther - preferably endless? -edit- it's cl_detaildist xx
  • Avatar of Fulcrum
  • [QUOTE=bunnyspy1;35227068]I'm not sure if this is the right place, but currently I'm in the planning stages for a map of a certain top down game, however, I have no idea how I would go about making the ceilings. I got all the textures I need, just no ceiling texture.[/QUOTE] Just don't make the ceiling. Make the top of the walls black and use models with lod for optimisation.
  • Avatar of cwook
  • [QUOTE=Greatdictator;35176239]I have a quick question which im not sure how to go along for it . I want to have it so that people cant see outside a window because of the light . But how do i do that exactly ? Is it one of the light fucntions or is that a texture ? [url]http://www.garrysmod.org/downloads/?a=view&id=123707[/url] Like in the third screen here .[/QUOTE] Put a white-textured box behind your window, and then place a light_spot inside the box, facing into the room. You may also need to put white env_sprites or point_spotlights inside the glass of the window (although you'll need to experiment with this, it may just look like crap).
  • Avatar of WitheredGryphon
  • [QUOTE=Greatdictator;35176239]I have a quick question which im not sure how to go along for it . I want to have it so that people cant see outside a window because of the light . But how do i do that exactly ? Is it one of the light fucntions or is that a texture ? [url]http://www.garrysmod.org/downloads/?a=view&id=123707[/url] Like in the third screen here .[/QUOTE] [QUOTE=cwook]Put a white-textured box behind your window, and then place a light_spot inside the box, facing into the room. You may also need to put white env_sprites or point_spotlights inside the glass of the window (although you'll need to experiment with this, it may just look like crap).[/quote] I used a fake white skybox texture and that seemed to work fine for me.
  • After compiling my map I wasn't able to build cubemaps, while I was able to do this before. [code] ** Executing... ** Command: "d:\program files (x86)\steam\steamapps\neburrebyc\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "d:\program files (x86)\steam\steamapps\neburrebyc\garrysmod\garrysmod" "E:\Mapping\collab_map\dev_apartment1.vmf" Valve Software - vbsp.exe (Oct 25 2011) 8 threads materialPath: d:\program files (x86)\steam\steamapps\neburrebyc\garrysmod\garrysmod\materials Loading E:\Mapping\collab_map\dev_apartment1.vmf Could not locate 'GameData' key in d:\program files (x86)\steam\steamapps\neburrebyc\garrysmod\garrysmod\gameinfo.txt Patching WVT material: maps/dev_apartment1/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) FixTjuncs... PruneNodes... WriteBSP... done (0) writing E:\Mapping\collab_map\dev_apartment1.prt...Building visibility clusters... done (0) *** Error: Skybox vtf files for skybox/sky_blueday01_hdr weren't compiled with the same size texture and/or same flags! Can't load skybox file skybox/sky_blueday01_hdr to build the default cubemap! *** Error: Skybox vtf files for skybox/sky_blueday01_hdr weren't compiled with the same size texture and/or same flags! Can't load skybox file skybox/sky_blueday01_hdr to build the default cubemap! 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) (81171 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 189 texinfos to 86 Reduced 22 texdatas to 15 (849 bytes to 629) Writing E:\Mapping\collab_map\dev_apartment1.bsp 1 second elapsed ** Executing... ** Command: "d:\program files (x86)\steam\steamapps\neburrebyc\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "d:\program files (x86)\steam\steamapps\neburrebyc\garrysmod\garrysmod" "E:\Mapping\collab_map\dev_apartment1" Valve Software - vvis.exe (Oct 25 2011) 8 threads reading e:\mapping\collab_map\dev_apartment1.bsp reading e:\mapping\collab_map\dev_apartment1.prt 324 portalclusters 933 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 (13) Optimized: 76 visible clusters (0.00%) Total clusters visible: 71692 Average clusters visible: 221 Building PAS... Average clusters audible: 299 visdatasize:28259 compressed from 31104 writing e:\mapping\collab_map\dev_apartment1.bsp 13 seconds elapsed ** Executing... ** Command: "d:\program files (x86)\steam\steamapps\neburrebyc\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -both -game "d:\program files (x86)\steam\steamapps\neburrebyc\garrysmod\garrysmod" "E:\Mapping\collab_map\dev_apartment1" Valve Software - vrad.exe SSE (Oct 25 2011) Valve Radiosity Simulator 8 threads Could not find lights.rad in lights.rad. Trying VRAD BIN directory instead... Warning: Couldn't open texlight file d:\program files (x86)\steam\steamapps\neburrebyc\sourcesdk\bin\orangebox\bin\lights.rad. Loading e:\mapping\collab_map\dev_apartment1.bsp Setting up ray-trace acceleration structure... Done (0.10 seconds) 1418 faces 610781 square feet [87952576.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 1418 patches before subdivision 38412 patches after subdivision 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (4) transfers 6379213, max 615 transfer lists: 48.7 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(46274, 35148, 22534) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(5170, 2615, 1173) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(852, 352, 130) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(161, 56, 15) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(35, 11, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(8, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(2, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0187 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2) 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 (2) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 2/1024 96/49152 ( 0.2%) brushes 221/8192 2652/98304 ( 2.7%) brushsides 1506/65536 12048/524288 ( 2.3%) planes 838/65536 16760/1310720 ( 1.3%) vertexes 1828/65536 21936/786432 ( 2.8%) nodes 628/65536 20096/2097152 ( 1.0%) texinfos 86/12288 6192/884736 ( 0.7%) texdata 15/2048 480/65536 ( 0.7%) 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 1418/65536 79408/3670016 ( 2.2%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 537/65536 30072/3670016 ( 0.8%) leaves 631/65536 20192/2097152 ( 1.0%) leaffaces 1527/65536 3054/131072 ( 2.3%) leafbrushes 441/65536 882/131072 ( 0.7%) areas 2/256 16/2048 ( 0.8%) surfedges 8539/512000 34156/2048000 ( 1.7%) edges 5158/256000 20632/1024000 ( 2.0%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 60/32768 600/327680 ( 0.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 1101/65536 2202/131072 ( 1.7%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 1065024/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 28259/16777216 ( 0.2%) entdata [variable] 5253/393216 ( 1.3%) LDR ambient table 631/65536 2524/262144 ( 1.0%) HDR ambient table 631/65536 2524/262144 ( 1.0%) LDR leaf ambient 2822/65536 79016/1835008 ( 4.3%) HDR leaf ambient 631/65536 17668/1835008 ( 1.0%) 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] 1/2676 ( 0.0%) pakfile [variable] 2634/0 ( 0.0%) physics [variable] 81171/4194304 ( 1.9%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 3542 Writing e:\mapping\collab_map\dev_apartment1.bsp 18 seconds elapsed Valve Software - vrad.exe SSE (Oct 25 2011) Valve Radiosity Simulator 8 threads Could not find lights.rad in lights.rad. Trying VRAD BIN directory instead... Warning: Couldn't open texlight file d:\program files (x86)\steam\steamapps\neburrebyc\sourcesdk\bin\orangebox\bin\lights.rad. Loading e:\mapping\collab_map\dev_apartment1.bsp Setting up ray-trace acceleration structure... Done (0.10 seconds) 1418 faces 610781 square feet [87952576.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 1418 patches before subdivision 38412 patches after subdivision 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (4) transfers 6379213, max 615 transfer lists: 48.7 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(46274, 35148, 22534) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(5170, 2615, 1173) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(852, 352, 130) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(161, 56, 15) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(35, 11, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(8, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(2, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0197 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2) 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 (2) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 2/1024 96/49152 ( 0.2%) brushes 221/8192 2652/98304 ( 2.7%) brushsides 1506/65536 12048/524288 ( 2.3%) planes 838/65536 16760/1310720 ( 1.3%) vertexes 1828/65536 21936/786432 ( 2.8%) nodes 628/65536 20096/2097152 ( 1.0%) texinfos 86/12288 6192/884736 ( 0.7%) texdata 15/2048 480/65536 ( 0.7%) 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 1418/65536 79408/3670016 ( 2.2%) hdr faces 1418/65536 79408/3670016 ( 2.2%) origfaces 537/65536 30072/3670016 ( 0.8%) leaves 631/65536 20192/2097152 ( 1.0%) leaffaces 1527/65536 3054/131072 ( 2.3%) leafbrushes 441/65536 882/131072 ( 0.7%) areas 2/256 16/2048 ( 0.8%) surfedges 8539/512000 34156/2048000 ( 1.7%) edges 5158/256000 20632/1024000 ( 2.0%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 2/8192 176/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 60/32768 600/327680 ( 0.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 1101/65536 2202/131072 ( 1.7%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 1065024/0 ( 0.0%) HDR lightdata [variable] 1065024/0 ( 0.0%) visdata [variable] 28259/16777216 ( 0.2%) entdata [variable] 5253/393216 ( 1.3%) LDR ambient table 631/65536 2524/262144 ( 1.0%) HDR ambient table 631/65536 2524/262144 ( 1.0%) LDR leaf ambient 2822/65536 79016/1835008 ( 4.3%) HDR leaf ambient 2822/65536 79016/1835008 ( 4.3%) 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] 1/2676 ( 0.0%) pakfile [variable] 2634/0 ( 0.0%) physics [variable] 81171/4194304 ( 1.9%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 3542 Writing e:\mapping\collab_map\dev_apartment1.bsp 18 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "E:\Mapping\collab_map\dev_apartment1.bsp" "d:\program files (x86)\steam\steamapps\neburrebyc\garrysmod\garrysmod\maps\dev_apartment1.bsp" [/code] That is my compile log, only shows the error for the skybox. Even though, the skybox worked before and exists for sure, I do not know what do to. After building cubemaps it prints this in console: ] buildcubemaps bounce: 1/1 sample: 1/1 *** Error: Skybox vtf files for sky_gm_blue01_hdr weren't compiled with the same size texture and/or same flags! Can't load skybox file sky_gm_blue01_hdr to build the default cubemap!
  • Avatar of MacD11
  • i keep getting this stupid shitty circle that ruins everything [img]http://filesmelt.com/dl/annoyingasfuck.PNG[/img] whenever i test my map it is always half of what i actually made. it was a lot smaller earlier, i just want to know how to get rid of the thing.
  • [QUOTE=MacD11;35326618]i keep getting this stupid shitty circle that ruins everything [img]http://filesmelt.com/dl/annoyingasfuck.PNG[/img] whenever i test my map it is always half of what i actually made. it was a lot smaller earlier, i just want to know how to get rid of the thing.[/QUOTE] That red circle is the distance you can see in the 3D view. So if you move in the 3D view, the circle will move too, because it's just indicating at what area you are looking right now.
  • Avatar of MacD11
  • [QUOTE=Cyberuben;35333220]That red circle is the distance you can see in the 3D view. So if you move in the 3D view, the circle will move too, because it's just indicating at what area you are looking right now.[/QUOTE] Okay, but whenever i test my map it only loads whats in the view of this thing.
  • Avatar of Azzator
  • Is it acceptable if I use the cordon tool for sealing off the map in compiles?
  • Avatar of Firegod522
  • [QUOTE=Azzator;35342873]Is it acceptable if I use the cordon tool for sealing off the map in compiles?[/QUOTE] Before the final release yes.
  • Avatar of ROFLBURGER
  • Can someone explain to my why the hell my path_corners are not working? They're all properly connected. I'm getting no errors related to them in my compile log and console. The NPC decided to walk to the path_corners A B C D E F G and H decided to stop at D even though D is connected to E which is connected to F and so on
  • Avatar of ROFLBURGER
  • [QUOTE=Firegod522;35351475]Do you have nodes set up for them?[/QUOTE] I ran nav_generate but I guess these arn't the [del]droids[/del] nodes you're looking for. I was planning to place nodes on my map after I add more detail but I guess I can do it right away when I have time and try again.
  • Avatar of Dog
  • just got back into mapping and god damn after all this time hammer is still fucking spaghetti didn't they say they would give the editor a huge update with portal 2?
  • Avatar of Azzator
  • Just curious as to what application does the carve tool really have? I've been around long enough to know that using it is humorously taboo in the mapping community, and does Valve even use it?
  • Avatar of LosttoLauren
  • So I've had this bug forever on this computer (and only this one) where my WASD keys did not work with navigating in hammer. Instead, D goes forwards and S goes backwards. This is all good and all and I've gotten used to it, but recently I've started mapping using CS:S, and now S doesn't even go backwards! Has anyone else ever had this? The wiki says [i]Hover your mouse over the 3d view and try again.[/i] which is really quite unhelpful, and the only keyboard language I have installed right now is English (UK).
  • Avatar of phantompain5
  • [QUOTE=MacD11;35333701]Okay, but whenever i test my map it only loads whats in the view of this thing.[/QUOTE] That is radial culling, it turns it self on randomly and it the most annoying piece of shit ever. You can turn it off by clicking the button that is an R with a red circle around it [IMG]http://puu.sh/nALj[/IMG] If you can't find it, it's at the toolbar at the top.
  • Avatar of leontodd
  • Apparently I have a leak. Upon loading the pointfile, the red line goes straight through the brush originating from one of my info_player_terrorist entities. The brush is not an entity but is nodrawed on a few sides. The leak no longer appears when I make the brush one texture and take out the nodraws. [img]http://i44.tinypic.com/2d6jhgy.png[/img] I seem to have a lot of these in my compile log... [code] **** leaked **** Entity info_player_terrorist (-1344.00 -256.00 48.00) leaked! FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1280.0 0.0 -8.0) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: [/code]
  • Avatar of phantompain5
  • [QUOTE=leontodd;35418204]Apparently I have a leak. Upon loading the pointfile, the red line goes straight through the brush originating from one of my info_player_terrorist entities. The brush is not an entity but is nodrawed on a few sides. The leak no longer appears when I make the brush one texture and take out the nodraws. [img]http://i44.tinypic.com/2d6jhgy.png[/img] I seem to have a lot of these in my compile log... [code] **** leaked **** Entity info_player_terrorist (-1344.00 -256.00 48.00) leaked! FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1280.0 0.0 -8.0) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: [/code][/QUOTE] Find all brushes with the area portal texture, find all entities with names like func_areaportal and func_areaportalwindow, then put them all in a visgroup, make sure they are hidden by unchecking them in the visgroup tab. Then recompile and load the pointfile, for whatever reason, when you compile with areaportals the pointfile gets created in an odd way.
  • Avatar of Firegod522
  • [QUOTE=leontodd;35418204]Apparently I have a leak. Upon loading the pointfile, the red line goes straight through the brush originating from one of my info_player_terrorist entities. The brush is not an entity but is nodrawed on a few sides. The leak no longer appears when I make the brush one texture and take out the nodraws. [img]http://i44.tinypic.com/2d6jhgy.png[/img] I seem to have a lot of these in my compile log... [code] **** leaked **** Entity info_player_terrorist (-1344.00 -256.00 48.00) leaked! FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1280.0 0.0 -8.0) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: [/code][/QUOTE] [QUOTE=phantompain5;35420604]Find all brushes with the area portal texture, find all entities with names like func_areaportal and func_areaportalwindow, then put them all in a visgroup, make sure they are hidden by unchecking them in the visgroup tab. Then recompile and load the pointfile, for whatever reason, when you compile with areaportals the pointfile gets created in an odd way.[/QUOTE] Transparent brushes can't be touching the void for obvious reasons.
  • Avatar of Banshee FrieNd
  • Is it possible to make a spawner for an entity that doesn't exist until an addon creates it in garrysmod?
  • Avatar of kaine123
  • Anyone have some cool pictures of World War 1 or 2 trench warfare? I want some inspiration for a DOD:S map I'm working on.
  • alright im so fucking sick of using pointfiles since they usually dont help i remember there being a key bind where if the position numbers of a leaked entity are copied, you could use the key bind to go to the position where the leaked entity is what the fuck was that key bind
  • so im making a destructable wall that tries to imitate procedural destruction, its made of a bunch of physboxes that either destroy or fly off when something hits them how do i fix the weird lighting and odd seams on this [img]http://cloud.steampowered.com/ugc/540671188412084518/790670F1E4ABA91F2140B58995158ED6942BF429/[/img] this is what it looks like when its all blown up [img]http://cloud.steampowered.com/ugc/540671188412087217/6AB38BDA625C106ADDC01DF7CC39298CDA72CEC4/[/img]
  • Avatar of Fulcrum
  • Look at the ep 2 models for the barn in the last level. It will be perfect for explosions but I fear your fake DMM using bullets to break it might need to stay as is. A "hacky" way to do it might be to have a flat solid block, and when you destroy it have it activate all the smaller pieces. So it goes from a flat wall to lots of smaller pieces. So when it is intact the seams don't show.