• The Mappers' Encyclopedia / Section Rules / Question Megathread (Read Before Posting)
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  • The only thing I can come up with is placing a another light infront of the wall. If you however insist on using explosives to destroy the wall, there might be a possible work-around. First, make the wall a solid func_brush. Then, add a second wall on it's place, the wall will be the destroyed version for later. Make it a func_brush and set the "StartDisabled" keyvalue to Yes. Then add a env_ar2explosion and a func_button made of Nodraw. Make it so that once the explosion hits the button, the env_ar2explosion explodes and hides the scene in a cloud of smoke, after that disable the wall model and enable the post-destruction wall. You can also create some rubble to that second func_brush to make it seem more realistic. You could also make decals magically show up. If you create and name a decal. All you have to do is create a output to it. With the function "Activate" This will make the decal be disabled on the beginning. I don't think it could be used on a brush but you could make a bigger burnt-carpet using that. Well that is all I can come up with. So the best way would be using a model, the cheap way would be this one.
  • [media]http://www.youtube.com/watch?v=eVoqUTNfUVE[/media] there's no explosive involved, its like that destroyable dry-wall in that bf3 close-quarters trailer - but i appreciate the advice
  • Would it be possible to play a movie like true a projector? I don't think it would directly be possible but there are some animated textures in hammer so would it be possible to compile the video to one of these animated textures apply it to a surface and use a soundscape for the audio? If so how do the animated textures work?
  • [QUOTE=Sylerr;35541763]Would it be possible to play a movie like true a projector? I don't think it would directly be possible but there are some animated textures in hammer so would it be possible to compile the video to one of these animated textures apply it to a surface and use a soundscape for the audio? If so how do the animated textures work?[/QUOTE] I'm sure this would be possible in Portal 2, because it has an entity now that plays a special kind of video file. All you would have to do is convert the file into the right format and play it. But if you're talking about like using it for a multiplayer game or Half-Life 2, I'm not so sure that's possible. Also, don't try to make a custom texture out of it.
  • Yeah the Portal 2 engine supports projecting a Bink movie into the game, DO NOT try putting a movie into a animated texture. That one L4D2 mall custom campaign tried this with the left 4 dead trailer ( so it would be displayed on some monitors ingame ). It resulted in everyone with a small Ram getting a overflow error and crashing since every frame of the movie had to be loaded at all times.
  • How can I run Hammer properly offline? I always get a 'Failed to load default scheme file' error. It's a minor aberrance (no grid measurements, checkered props in 2D), really, but not something I'm totally willing to put up with.
  • so im trying to map for cs:go but im having a few problems. i successfully set up the editor and can compile maps fine, they come out alright but im having problems with custom textures - specifically prop_details emitting from displacements. i went on fpsbannana and found a really good looking grass texture for CS:S, includes a detail.vbsp and files for the sprites. i got it to work successfully for cs:s and figured it would be easy to do for CS:GO. i put everything in the places where they would go for cs:s, but in the csgo root folder. detail.vbsp went into the csgo root, the materials went into the materials folder. the problem im having now is that, when i place the texture down, the sprites emitting from the displacement arent right. infact, it looks like theyre coming from a different file. its showing some bushes with berry's on it and shit instead of the grass that it should be. the way the texture worked for CS:S is that it replaced the detail.vbsp that was in the root folder and the detailsprites materials file. since i just dragged and dropped everythign to where they would be but in the csgo root folder, i cant fingure out why its not working. any help?
  • How do I make a camera cutscene-thing? I want to animate a first-person camera at the beginning of a level. Also, I want to animate some arms and shit, export them in to source and import that in to hammer, and then package it with my map. How would I go about doing these things?
  • Trying to use a HL2 prop in L4D2 but in the model browser it's invisible and nothing shows up in wireframe mode either. I'm pretty sure everything's in the right directory, and I heard HL2 props should work in L4D2 without changing the file type or anything.
  • [QUOTE=NotExactly;35770071]Trying to use a HL2 prop in L4D2 but in the model browser it's invisible and nothing shows up in wireframe mode either. I'm pretty sure everything's in the right directory, and I heard HL2 props should work in L4D2 without changing the file type or anything.[/QUOTE] This might be linked to the incorrect location of the mdl file in your game directory. Double check everything.
  • [code] ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\steamname\sourcesdk\bin\source2007\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\SourceMods\overgrowth" "c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1" Valve Software - vbsp.exe (May 19 2009) 4 threads materialPath: c:\program files (x86)\steam\steamapps\SourceMods\overgrowth\materials Loading c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.vmf Patching WVT material: maps/overgrowth1/dev/dev_blendmeasure2_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... Merged 28 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day02_05*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day02_05*.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) (82100 bytes) Error loading studio model ""! Error! prop_static using model "models/props_interiors/furniture_couch01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_interiors/furniture_couch01a.mdl"! Error! prop_static using model "models/props_c17/furnituretable003a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_c17/furnituretable003a.mdl"! Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 898 texinfos to 540 Reduced 39 texdatas to 36 (1035 bytes to 973) Writing c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.bsp 1 second elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\steamname\sourcesdk\bin\source2007\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\SourceMods\overgrowth" "c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1" Valve Software - vvis.exe (May 19 2009) 4 threads reading c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.bsp reading c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.prt 201 portalclusters 621 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 (3) Optimized: 28 visible clusters (0.00%) Total clusters visible: 26367 Average clusters visible: 131 Building PAS... Average clusters audible: 200 visdatasize:12031 compressed from 12864 writing c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.bsp 3 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\steamname\sourcesdk\bin\source2007\bin\vrad.exe" ** Parameters: -both -final -game "c:\program files (x86)\steam\steamapps\SourceMods\overgrowth" "c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1" Valve Software - vrad.exe SSE (May 19 2009) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.bsp Setting up ray-trace acceleration structure... Done (0.51 seconds) 1180 faces 203208 square feet [29262088.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 1180 patches before subdivision 12964 patches after subdivision 4 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (46) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3) transfers 832985, max 434 transfer lists: 6.4 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(21301, 19156, 18653) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(1544, 1163, 938) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(134, 90, 60) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(15, 9, 5) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(2, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0181 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 (4) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 14/1024 672/49152 ( 1.4%) brushes 211/8192 2532/98304 ( 2.6%) brushsides 1428/65536 11424/524288 ( 2.2%) planes 936/65536 18720/1310720 ( 1.4%) vertexes 1700/65536 20400/786432 ( 2.6%) nodes 513/65536 16416/2097152 ( 0.8%) texinfos 540/12288 38880/884736 ( 4.4%) texdata 36/2048 1152/65536 ( 1.8%) 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 1180/65536 66080/3670016 ( 1.8%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 783/65536 43848/3670016 ( 1.2%) leaves 528/65536 16896/2097152 ( 0.8%) leaffaces 1463/65536 2926/131072 ( 2.2%) leafbrushes 421/65536 842/131072 ( 0.6%) areas 2/256 16/2048 ( 0.8%) surfedges 8932/512000 35728/2048000 ( 1.7%) edges 5109/256000 20436/1024000 ( 2.0%) LDR worldlights 4/8192 352/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 146/32768 1460/327680 ( 0.4%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 2214/65536 4428/131072 ( 3.4%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 14/512 4928/180224 ( 2.7%) LDR lightdata [variable] 909996/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 12031/16777216 ( 0.1%) entdata [variable] 18703/393216 ( 4.8%) LDR ambient table 528/65536 2112/262144 ( 0.8%) HDR ambient table 528/65536 2112/262144 ( 0.8%) LDR leaf ambient 2349/65536 65772/1835008 ( 3.6%) HDR leaf ambient 528/65536 14784/1835008 ( 0.8%) 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] 1/2538 ( 0.0%) pakfile [variable] 87089/0 ( 0.0%) physics [variable] 82100/4194304 ( 2.0%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 3404 Writing c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.bsp 58 seconds elapsed Valve Software - vrad.exe SSE (May 19 2009) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.bsp Setting up ray-trace acceleration structure... Done (0.47 seconds) 1180 faces 203208 square feet [29262088.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 1180 patches before subdivision 12964 patches after subdivision 4 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (47) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3) transfers 832985, max 434 transfer lists: 6.4 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(21301, 19156, 18653) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(1544, 1163, 938) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(134, 90, 60) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(15, 9, 5) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(2, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0119 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3) 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 (3) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 14/1024 672/49152 ( 1.4%) brushes 211/8192 2532/98304 ( 2.6%) brushsides 1428/65536 11424/524288 ( 2.2%) planes 936/65536 18720/1310720 ( 1.4%) vertexes 1700/65536 20400/786432 ( 2.6%) nodes 513/65536 16416/2097152 ( 0.8%) texinfos 540/12288 38880/884736 ( 4.4%) texdata 36/2048 1152/65536 ( 1.8%) 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 1180/65536 66080/3670016 ( 1.8%) hdr faces 1180/65536 66080/3670016 ( 1.8%) origfaces 783/65536 43848/3670016 ( 1.2%) leaves 528/65536 16896/2097152 ( 0.8%) leaffaces 1463/65536 2926/131072 ( 2.2%) leafbrushes 421/65536 842/131072 ( 0.6%) areas 2/256 16/2048 ( 0.8%) surfedges 8932/512000 35728/2048000 ( 1.7%) edges 5109/256000 20436/1024000 ( 2.0%) LDR worldlights 4/8192 352/720896 ( 0.0%) HDR worldlights 4/8192 352/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 146/32768 1460/327680 ( 0.4%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 2214/65536 4428/131072 ( 3.4%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 14/512 4928/180224 ( 2.7%) LDR lightdata [variable] 909996/0 ( 0.0%) HDR lightdata [variable] 909996/0 ( 0.0%) visdata [variable] 12031/16777216 ( 0.1%) entdata [variable] 18703/393216 ( 4.8%) LDR ambient table 528/65536 2112/262144 ( 0.8%) HDR ambient table 528/65536 2112/262144 ( 0.8%) LDR leaf ambient 2349/65536 65772/1835008 ( 3.6%) HDR leaf ambient 2349/65536 65772/1835008 ( 3.6%) 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] 1/2538 ( 0.0%) pakfile [variable] 87089/0 ( 0.0%) physics [variable] 82100/4194304 ( 2.0%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 3404 Writing c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.bsp 58 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "c:\program files (x86)\steam\steamapps\sourcemods\overgrowth\mapsrc\overgrowth1.bsp" "c:\program files (x86)\steam\steamapps\SourceMods\overgrowth\maps\overgrowth1.bsp" [/code] i'm not sure what the hell is wrong, but whenever I load it up ingame it crashes.
  • [quote] Error loading studio model ""! Error! prop_static using model "models/props_interiors/furniture_couch01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_interiors/furniture_couch01a.mdl"! Error! prop_static using model "models/props_c17/furnituretable003a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_c17/furnituretable003a.mdl"! [/quote] Well, there's that. But I don't think that would cause your map from loading, however... [quote]Error loading studio model ""![/quote] That might be something to look into.
  • [QUOTE=slayer20;35808494]Well, there's that. But I don't think that would cause your map from loading, however... That might be something to look into.[/QUOTE] His issue has already been fixed.
  • Whenever I extend a brush it stretches out the texture. I've turned on and off texture lock and restarted hammer. It still continues to do this. Any fix?
  • Does any one know how to fix this? [url]http://i.imgur.com/fBbOV.jpg[/url] I tried splitting walkway in three pieces and moving the light origin, but I still get this awkward warm-dark-cold color transition [url]http://i.imgur.com/LNNiz.jpg[/url].
  • [QUOTE=FullStreak12;35812269]Whenever I extend a brush it stretches out the texture. I've turned on and off texture lock and restarted hammer. It still continues to do this. Any fix?[/QUOTE] There are two texture lock buttons. Did you turn the right one off?
  • [QUOTE=nuke4fix;35820378]Does any one know how to fix this? [url]http://i.imgur.com/fBbOV.jpg[/url] I tried splitting walkway in three pieces and moving the light origin, but I still get this awkward warm-dark-cold color transition [url]http://i.imgur.com/LNNiz.jpg[/url].[/QUOTE] info_lighting should fix that. Google for tutorials.
  • [QUOTE=Joazzz;35914395]what is the best engine/conf for mapping?[/QUOTE] Honestly I haven't tried mapping with other engines but Source. It's pretty easy to use contrary to what most people say.
  • [QUOTE=Azzator;35923636]Honestly I haven't tried mapping with other engines but Source. It's pretty easy to use contrary to what most people say.[/QUOTE] sorry, should have been more precise. i meant, which SDK config/version of Source?
  • [QUOTE=Mabus;35966264]I'm getting four black boxes in SDK, any way to fix it?[/QUOTE] [IMG]http://i46.tinypic.com/bhlgg4.png[/IMG] Try turning the grid button on, if that doesn't work, reinstall. If that doesn't work, Idk. [editline]17th May 2012[/editline] Hope this helped.
  • [QUOTE=slayer20;35824691]There are two texture lock buttons. Did you turn the right one off?[/QUOTE] I only see one, a toggle under tools. It does with in Portal 2, Source, and CSGO SDK.
  • All the brush geometry in my map is black, but none of the props are. [IMG_thumb]http://cloud.steampowered.com/ugc/594719286328230118/89D2F31EFA700F6F6C11697BBB6CAAB7C8168A12/[/IMG_thumb] The only change I made since my last compile was to enclose some parts I wanted to duplicate in skip-textured brushes in order to move them accurately. I compiled with them still in the map and everything went black. I've since deleted them, but the lighting is still borked. How can I fix this?
  • Can someone here tell me how to get the 4 texture blends to work in alien swarm or CSGO?
  • Half-life 2 soundscapes don't seem to be working in EP2? Does anyone have a good way to solve this problem?
  • Did you add it to the soundscape_manifest.txt and copy the files to the scripts folder?