• Mapping Question Megathread v3
    4,500 replies, posted
  • Avatar of Firegod522
  • Alright folks, just like the previous thread. This thread is practically to help stop the constant fill of the mapping section with quick little questions which doesn't need a new thread, also so the questions are easier to track. Mainly because people just usually fly by the sticky and post as if it was any other section rules. Alright so leave your questions here, big or small, and we, the mapping community will attempt to solve your little conundrum. [editline]how do i brake this[/editline] Seeming as I didn't get to answer a few questions from the other thread because god knows why; [quote=lamaar]Anyone know if portal 2 supports detailsprites?[/quote] I believe it has a detailsprite.vtf so I would assume so. [quote=mcilona]Should i be using physbox_multiplayer entities for a simulated destructible wall or just the normal physbox? the map is for gmod intended to be used in multiplayer.[/quote] [quote]This class is the same as func_physbox, except the runtime collisions use a more bouncy method that avoids the prediction errors normal physics objects get.[/quote] [url]https://developer.valvesoftware.com/wiki/Func_physbox_multiplayer[/url]
  • Avatar of Matt2468rv
  • [QUOTE=Firegod522;34499391]I'll start with a question; Has anybody ever encountered rainbow colored particles when shooting a custom texture?[/QUOTE] I've had that happen with a carpet texture. Not necessarily rainbow, but purple particles when shooting a green carpet texture I had. Never figured out why.
  • Avatar of adrianooo321
  • Right extremly noob question , how do i achieve this [url]http://cached.glitchvid.com/images/portfolio/hl2_source_enginehallway.png[/url]
  • Avatar of Firegod522
  • [QUOTE=Matt2468rv;34499851]I've had that happen with a carpet texture. Not necessarily rainbow, but purple particles when shooting a green carpet texture I had. Never figured out why.[/QUOTE] That was from the previous mega thread. I fixed it by checking compute reflectivity. [editline]1st February 2012[/editline] [QUOTE=adrianooo321;34499904]Right extremly noob question , how do i achieve this [url]http://cached.glitchvid.com/images/portfolio/hl2_source_enginehallway.png[/url][/QUOTE] Use the block light brush. Those windows are func_illusionary
  • How do i make realistic lighting for doors? So that when the door is open the light shines in, and when the door is closed it does'nt. I'm working on a big desert map, and a few doors start open when the map is loaded. When i close the doors the light still shines in.
  • Avatar of Firegod522
  • [QUOTE=SDL;34501444]How do i make realistic lighting for doors? So that when the door is open the light shines in, and when the door is closed it does'nt. I'm working on a big desert map, and a few doors start open when the map is loaded. When i close the doors the light still shines in.[/QUOTE] You can't fix that. Its either lit, or not.
  • But i've seen it in a map, gm_cube_v1b. (from the cube movie) When you reach the edge and open the final door to get out, the light moves very smooth while the door is opening. Or is that just some trick done with some entities?
  • Avatar of Firegod522
  • He was probably using an env_projectedtexture an entity which creates dynamic light. Although its somewhat expensive, and you can only have one rendered on the screen at once. You cannot use this for global lighting though.
  • I've read the developer page already. I was just hoping someome with more knowledge on the matter could verify which classname is appropriate for the circumstance.
  • Avatar of Firegod522
  • [QUOTE=vernonboy;34502440]How to make a dome?[/QUOTE] You can use arches, or you can make it manually. They both will probably take a while to do.
  • Avatar of jeimizu
  • [QUOTE=Firegod522;34506029]You can use arches, or you can make it manually. They both will probably take a while to do.[/QUOTE] Can't twister make domes?
  • Avatar of Dosycool
  • [QUOTE=jeimizu;34507413]Can't twister make domes?[/QUOTE] Yes, but they seem to become corrupted after saving then reloading the map.
  • Avatar of vladnag
  • quick question, how do i add working resuply lockers to my TF2 Map? also is there any where that walks through all the specifics of making a TF2 map? such as adding team doors, capture points, Etc
  • [QUOTE=vladnag;34512090]also is there any where that walks through all the specifics of making a TF2 map? such as adding team doors, capture points, Etc[/QUOTE] [url]https://developer.valvesoftware.com/wiki/Team_Fortress_2_Level_Creation[/url] Hint: When you create a resupply locker, turn of the shadows of the dynamic prop and cover it with a brush with the blocklight texture instead. Valve doesn't do this but it looks really better with static shadows.
  • Avatar of vladnag
  • [QUOTE=DasMatze;34512508][url]https://developer.valvesoftware.com/wiki/Team_Fortress_2_Level_Creation[/url] Hint: When you create a resupply locker, turn of the shadows of the dynamic prop and cover it with a brush with the blocklight texture instead. Valve doesn't do this but it looks really better with static shadows.[/QUOTE] that's awesome, thanks now i have another problem, i set the locker to dynamic but it dosen't appear in game also i'm trying to make a rocky passage using the geometry tool to make it look more natural, how do i put 2 brushes together and have them both move with the gemometry, such as on a corner or ramp
  • Avatar of Lanopo
  • [media]http://www.youtube.com/watch?v=mA6RzDFk0c8&feature=plcp&context=C3c5c4e1UDOEgsToPDskKk39enI012L1jg0hSAEuV9[/media] I have this really annoying clicking sound for the UI sounds in my Portal 2 mod, does anyone know why? Edit: Fixed it, apparently you can't have sounds that are less than a second long.
  • Avatar of filipegroh
  • How could I use a logic_timer and a logic_case so it can fire random outputs, in this case play sounds, at random?
  • Avatar of MaddaCheeb
  • How can I tune lighting using a light_environment and a tonemap controller to get a bright sunset look?
  • Avatar of Firegod522
  • [QUOTE=MaddaCheeb;34520016]How can I tune lighting using a light_environment and a tonemap controller to get a bright sunset look?[/QUOTE] Set the autoexposuremax and min somewhat high. Maybe bloom also. [QUOTE=filipegroh;34519485]How could I use a logic_timer and a logic_case so it can fire random outputs, in this case play sounds, at random?[/QUOTE] for the logic_timer set it to OnTimer|case|PickRandom
  • Avatar of vladnag
  • does anyone have a guide for adding props to your map? i'm having problems alot of my props, most of them are not appearing in game
  • [URL=http://imgur.com/BviTE][IMG]http://i.imgur.com/BviTE.jpg[/IMG][/URL] Which way is better?
  • Avatar of IronPhoenix
  • 1. is meant to be more optimised, 2 is how i do it. I don't think it matters too much either way.
  • Avatar of NotExactly
  • Assuming you'd be seeing the outside of the corner, 1 is better because it'll light realistically. You could use 3, depending on what you'd want on the other side. I don't know why you'd use 2.
  • 2 is easier to modify but 1 is less chaotic since you don't have two faces on one side which makes it easier to apply textures correctly (because if you put a texture onto the top face of the lower brush in example 1 and aligned it at the left or right side, the texture wouldn't be perfectly aligned to the corner). So if you have the patience, go with 1, I'd say (and 3 if you don't have an interior).
  • Avatar of Eeyoreiscool
  • Having some issues with my detail sprites I'm trying to make. The sprites are showing up beneath the texture. [img]http://dl.dropbox.com/u/1718514/practice.jpg[/img] The image is 512x512. The top 2 sprites are 256x256 sections. Here is my .vbsp [CODE]detail { practice_grasses { density 2000 Group1 { alpha 0 Yellowtall { sprite "0 0 256 256 256" spritesize ".5 1 16 32" spriterandomscale .15 maxangle 95 amount .4 spriteorientation 2 } Purplelow { sprite "256 0 256 256 256" spritesize ".5 1 16 32" spriterandomscale .15 maxangle 95 amount .4 spriteorientation 2 } Groundcover { sprite "0 256 512 256 512" spritesize ".5 1 16 32" spriterandomscale .15 maxangle 95 amount .2 spriteorientation 2 } } } }[/CODE] See any problems with my sprite and spritesize?
  • Try this: [code] detail { practice_grasses { "density" "2048.0" Group1 { "alpha" "0" Yellowtall { "sprite" "0 0 256 256 512" "spritesize" "0.5 0.0 32 32" "spriterandomscale" "0.15" "amount" "0.5" "detailOrientation" "2" } Purplelow { "sprite" "256 0 256 256 512" "spritesize" "0.5 0.0 32 32" "spriterandomscale" "0.15" "amount" "0.5" "detailOrientation" "2" } Groundcover { "sprite" "0 256 512 256 512" "spritesize" "0.5 0.0 16 32" "spriterandomscale" "0.15" "amount" "0.25" "detailOrientation" "2" } } Group2 { "alpha" "1" } } } [/code]
  • More question: how to fix that? [IMG]http://i.imgur.com/FDpQQ.jpg[/IMG]
  • Avatar of Rastadogg5
  • How you make portals snap to a surface when fired? Like they do in game when you fire at one of those inclines, it automatically snaps to the center of the panel.