• Mapping Question Megathread v3
    4,500 replies, posted
  • do displacements have to be perfectly aligned against the edge of your map's skybox in order for the displacements in the 3d skybox to connect completely? or can i have the actual map's displacements phase through the skybox a little?
  • [QUOTE=mcilona;34537739]do displacements have to be perfectly aligned against the edge of your map's skybox in order for the displacements in the 3d skybox to connect completely? or can i have the actual map's displacements phase through the skybox a little?[/QUOTE] If you phase it through, they will be black, and cause a buffering error. [QUOTE=Rastadogg5;34536693]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.[/QUOTE] [url]https://developer.valvesoftware.com/wiki/Func_portal_bumper[/url] [QUOTE=reda;34535957]More question: how to fix that? [IMG]http://i.imgur.com/FDpQQ.jpg[/IMG][/QUOTE] That is caused by using $translucent in a material, which adds transparency. I believe you can fix it by removing $translucent and adding $alphatest (probably want to do this on the stain)
  • [QUOTE=Hellsten;34535449]Try this: [code] detail { practice_grasses { "density" "2048.0" Group1 { "alpha" "0" Yellowtall { "sprite" "0 0 256 256 512" "spritesize" "0.5 0.0 32 32" "spriterandomscale" "0.15" "amount" "0.5" "detailOrientation" "2" } Purplelow { "sprite" "256 0 256 256 512" "spritesize" "0.5 0.0 32 32" "spriterandomscale" "0.15" "amount" "0.5" "detailOrientation" "2" } Groundcover { "sprite" "0 256 512 256 512" "spritesize" "0.5 0.0 16 32" "spriterandomscale" "0.15" "amount" "0.25" "detailOrientation" "2" } } Group2 { "alpha" "1" } } } [/code][/QUOTE] I applied your fixes and I still have this problem. [url]http://dl.dropbox.com/u/1718514/test0001.jpg[/url]
  • [thumb]http://cloud.steampowered.com/ugc/523778077749961005/7FF71EA606DF5E8FA492DF96AFD4D876B636409F/[/thumb] I've been having this problem for a while with my map... I have a 3D skybox. It appears normally and works fine. Here is how the skybox tools texture is placed. [thumb]http://oi40.tinypic.com/5bxlba.jpg[/thumb] But the problem is, geometry from other areas of the map remains visible through the skybox texture. They should be occluded / invisible, but yet they appear. See that window farther ahead? That really is physically there, if the player turns the corner up ahead. But I was under the impression that the skybox texture would have covered that and simply replaced it with just my 3D skybox. Is this normal behavior? Are we simply not supposed to place the texture in such a way that things around a corner could become visible? Because if so, then I pretty much have to re-think the entire layout of my map. P.S. The same effect occurs in other areas of the map where I have windows. There are no leaks being reported during compilation, even with the Normal/Full settings.
  • I'm trying to make an animated refracting texture, but it's not animating in-game - is my .vmt ok? [code] "Refract" { "$normalmap" "custom\Water_Drip" "$refractamount" "0.25" "$surfaceprop" "water" "$envmap" "env_cubemap" "Proxies" { "AnimatedTexture" { "animatedtexturevar" "$normalmap" "animatedtextureframenumvar" "$frame" "animatedtextureframerate" "30" } } } [/code]
  • [QUOTE=cloudbuster;34540283] See that window farther ahead? That really is physically there, if the player turns the corner up ahead. But I was under the impression that the skybox texture would have covered that and simply replaced it with just my 3D skybox. Is this normal behavior? Are we simply not supposed to place the texture in such a way that things around a corner could become visible? Because if so, then I pretty much have to re-think the entire layout of my map. P.S. The same effect occurs in other areas of the map where I have windows. There are no leaks being reported during compilation, even with the Normal/Full settings.[/QUOTE] Have you tried if it works when you create the skybox like this? [thumb]http://i.imgur.com/dGuJ2.png[/thumb]
  • Is there a tutorial on that texture blending thing that you (Firegod) posted in the Pimpage thread a few days ago? I've had a play and I can't quite figure it out.
  • [QUOTE=Eeyoreiscool;34538089]I applied your fixes and I still have this problem. [url]http://dl.dropbox.com/u/1718514/test0001.jpg[/url][/QUOTE] Sorry missed something. This is how your detail.vbsp should be like, [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 32 16" "spriterandomscale" "0.15" "amount" "0.25" "detailOrientation" "2" } } Group2 { "alpha" "1" } } } [/code] As for what's going on in the screenshot, I'm not sure. Try saving the texture as an uncompressed texture with alpha layer, BGRA8888.
  • [QUOTE=~ZOMG;34540509]Is there a tutorial on that texture blending thing that you (Firegod) posted in the Pimpage thread a few days ago? I've had a play and I can't quite figure it out.[/QUOTE] You mean this? [t]http://dl.dropbox.com/u/3779442/Screenshots/Multi_blending.PNG[/t] [t]http://dl.dropbox.com/u/3779442/Screenshots/Multi_blending_rotating.PNG[/t] You can try making the shader "MultiBlend" and then in the sculpting menu there should be Blend, click it and it will have all your textures you specified. You can look at dota 2's materials seen here [code]MultiBlend { "%keywords" dota "%tooltexture" "test/terraintest-1" $basetexture4 stone/stone_path007 $spectexture4 stone/stone_path007_spec $scale4 3.0 $rotation4 55.0 $basetexture3 stone/stone_path008 $spectexture3 stone/stone_path008_spec $scale3 1.75 $rotation3 -15.0 $basetexture2 nature/sand_cracked001 $spectexture2 nature/sand_cracked001_spec $scale2 3.0 "$rotation2 " 0.0 $basetexture stone/stone_path006 $spectexture stone/stone_path006_spec $scale 3.0 $rotation 55.0 $fow _rt_fog_of_war }[/code] [QUOTE=cloudbuster;34540283][thumb]http://cloud.steampowered.com/ugc/523778077749961005/7FF71EA606DF5E8FA492DF96AFD4D876B636409F/[/thumb] I've been having this problem for a while with my map... I have a 3D skybox. It appears normally and works fine. Here is how the skybox tools texture is placed. [thumb]http://oi40.tinypic.com/5bxlba.jpg[/thumb] But the problem is, geometry from other areas of the map remains visible through the skybox texture. They should be occluded / invisible, but yet they appear. See that window farther ahead? That really is physically there, if the player turns the corner up ahead. But I was under the impression that the skybox texture would have covered that and simply replaced it with just my 3D skybox. Is this normal behavior? Are we simply not supposed to place the texture in such a way that things around a corner could become visible? Because if so, then I pretty much have to re-think the entire layout of my map. P.S. The same effect occurs in other areas of the map where I have windows. There are no leaks being reported during compilation, even with the Normal/Full settings.[/QUOTE] This is because You're rendering the other side of the wall. You need to put down a hint brush/skip to chop your visleafs to disallow that from where you're standing. [QUOTE=NotExactly;34540380]I'm trying to make an animated refracting texture, but it's not animating in-game - is my .vmt ok? [code] "Refract" { "$normalmap" "custom\Water_Drip" "$refractamount" "0.25" "$surfaceprop" "water" "$envmap" "env_cubemap" "Proxies" { "AnimatedTexture" { "animatedtexturevar" "$normalmap" "animatedtextureframenumvar" "$frame" "animatedtextureframerate" "30" } } } [/code][/QUOTE] Try changing $normalmap to $bumpmap in both the proxy and the texture.
  • [QUOTE=Firegod522;34541998]You mean this? [t]http://dl.dropbox.com/u/3779442/Screenshots/Multi_blending.PNG[/t] [t]http://dl.dropbox.com/u/3779442/Screenshots/Multi_blending_rotating.PNG[/t] [/QUOTE] Yes. I didn't realise it was all one texture. Could you please post a template vmt?
  • I'm trying to get better at lighting. [t]http://puu.sh/fGkp[/t] How well does this lighting work?
  • [QUOTE=Hellsten;34541276] As for what's going on in the screenshot, I'm not sure. Try saving the texture as an uncompressed texture with alpha layer, BGRA8888.[/QUOTE] I tried saving it as BGRA8888 and the problem persists. I'm using VTFEdit and should the Normal Format or Alpha Format be set to BGRA8888? Also after looking around the interwebs I saw this [URL="https://developer.valvesoftware.com/wiki/Detail_props/Aspect_ratio_fix"]https://developer.valvesoftware.com/wiki/Detail_props/Aspect_ratio_fix[/URL] . Is it still a problem?
  • what if i didn't build my map around the origin of the grid? is my 3d skybox going to work?
  • [QUOTE=Eeyoreiscool;34543777]I tried saving it as BGRA8888 and the problem persists. I'm using VTFEdit and should the Normal Format or Alpha Format be set to BGRA8888?[/QUOTE] I don't use VTFedit but set the alpha format to that. And if that doesn't work try compressed (DXT5) on alpha. [editline]lol[/editline] [QUOTE=Eeyoreiscool;34543777] Also after looking around the interwebs I saw this [URL]https://developer.valvesoftware.com/wiki/Detail_props/Aspect_ratio_fix[/URL] . Is it still a problem?[/QUOTE] That's not what causing the black textures. If you're mapping for Source Engine 2009 (Ep2) a 512x512 texture should be fine. Mine is set to 4096x4096 and the detailsprites appear correct in Ep2.
  • [QUOTE=Firegod522;34541998] This is because You're rendering the other side of the wall. You need to put down a hint brush/skip to chop your visleafs to disallow that from where you're standing.[/QUOTE] You were right! I added a portal and some hints, and that fixed it! Thanks a lot! [QUOTE=mcilona;34544623]what if i didn't build my map around the origin of the grid? is my 3d skybox going to work?[/QUOTE] Yes. I actually have my map placed far away from the origin. The sky_camera is only at the origin temporarily, in order for you to guage how it will be positioned relative to the main part of your map. This is how I do it: Move the sky_camera to the origin. Select the camera along with some reference geometry from your main map. With both selected, use Transform->Scale (enter "0.0625" for x,y, and z). The reference geometry will shrink to a tiny size, but still remain positioned relative to your sky_camera. Now that you have it shrunk, you can move the sky_camera anywhere on the grid (outside of your map of course) but make sure you also move the reference geometry along with it.
  • alright i have no idea what's going on. every time i compile my map now the game runs a version of the map from 3 days ago. even when i add more things to the map and compile the it still runs the same version.
  • Have you tried deleting the .bsp file in the game folder? Or try to save it with another name and compile then, might fix it.
  • [QUOTE=Torekk;34547131]Have you tried deleting the .bsp file in the game folder? Or try to save it with another name and compile then, might fix it.[/QUOTE] [QUOTE=mcilona;34544909]alright i have no idea what's going on. every time i compile my map now the game runs a version of the map from 3 days ago. even when i add more things to the map and compile the it still runs the same version.[/QUOTE] Post the log.
  • [CODE]** Executing... ** Command: "c:\program files (x86)\steam\steamapps\mastercilona\sourcesdk\bin\source2009\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\mastercilona\garrysmod\garrysmod" "C:\Program Files (x86)\Steam\SteamApps\mastercilona\garrysmod\garrysmod\maps\wip.vmf" Valve Software - vbsp.exe (Sep 15 2011) 2 threads materialPath: c:\program files (x86)\steam\steamapps\mastercilona\garrysmod\garrysmod\materials Loading C:\Program Files (x86)\Steam\SteamApps\mastercilona\garrysmod\garrysmod\maps\wip.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Error: displacement found on a(n) func_detail entity - not supported (entity 2462, brush 3) ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\mastercilona\sourcesdk\bin\source2009\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\mastercilona\garrysmod\garrysmod" "C:\Program Files (x86)\Steam\SteamApps\mastercilona\garrysmod\garrysmod\maps\wip" Valve Software - vvis.exe (Sep 15 2011) 2 threads reading c:\program files (x86)\steam\steamapps\mastercilona\garrysmod\garrysmod\maps\wip.bsp reading c:\program files (x86)\steam\steamapps\mastercilona\garrysmod\garrysmod\maps\wip.prt LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\mastercilona\garrysmod\garrysmod\maps\wip.prt ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\mastercilona\sourcesdk\bin\source2009\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\mastercilona\garrysmod\garrysmod" "C:\Program Files (x86)\Steam\SteamApps\mastercilona\garrysmod\garrysmod\maps\wip" Valve Software - vrad.exe SSE (Sep 15 2011) Valve Radiosity Simulator 2 threads Could not find lights.rad in lights.rad. Trying VRAD BIN directory instead... Warning: Couldn't open texlight file c:\program files (x86)\steam\steamapps\mastercilona\sourcesdk\bin\source2009\bin\lights.rad. Loading c:\program files (x86)\steam\steamapps\mastercilona\garrysmod\garrysmod\maps\wip.bsp No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (4.12 seconds) 10265 faces 2 degenerate faces 2492576 square feet [358931072.00 square inches] 41 Displacements 454706 Square Feet [65477704.00 Square Inches] 0 direct lights BuildFacelights: 0...1...2...3...4...5... warning - face vectors parallel to face normal. bad lighting will be produced warning - face vectors parallel to face normal. bad lighting will be produced warning - face vectors parallel to face normal. bad lighting will be produced 6...7...8...9...10 (1) Build Patch/Sample Hash Table(s).....Done<0.1106 sec> FinalLightFace: 0...1...2...3...4...5... warning - face vectors parallel to face normal. bad lighting will be produced SampleRadial: Punting, Waiting for fix warning - face vectors parallel to face normal. bad lighting will be produced warning - face vectors parallel to face normal. bad lighting will be produced 6...7...8...9...10 (15) 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 (37) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 146/1024 7008/49152 (14.3%) brushes 1915/8192 22980/98304 (23.4%) brushsides 14122/65536 112976/524288 (21.5%) planes 9768/65536 195360/1310720 (14.9%) vertexes 16297/65536 195564/786432 (24.9%) nodes 4621/65536 147872/2097152 ( 7.1%) texinfos 2380/12288 171360/884736 (19.4%) texdata 235/2048 7520/65536 (11.5%) dispinfos 41/0 7216/0 ( 0.0%) disp_verts 6649/0 132980/0 ( 0.0%) disp_tris 11392/0 22784/0 ( 0.0%) disp_lmsamples 701103/0 701103/0 ( 0.0%) faces 10265/65536 574840/3670016 (15.7%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 6753/65536 378168/3670016 (10.3%) leaves 4768/65536 152576/2097152 ( 7.3%) leaffaces 12440/65536 24880/131072 (19.0%) leafbrushes 3236/65536 6472/131072 ( 4.9%) areas 2/256 16/2048 ( 0.8%) surfedges 77523/512000 310092/2048000 (15.1%) edges 47637/256000 190548/1024000 (18.6%) LDR worldlights 0/8192 0/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 969/32768 9690/327680 ( 3.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 21492/65536 42984/131072 (32.8%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 45/512 15840/180224 ( 8.8%) LDR lightdata [variable] 6106988/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 319510/393216 (81.3%) VERY FULL! LDR ambient table 4768/65536 19072/262144 ( 7.3%) HDR ambient table 4768/65536 19072/262144 ( 7.3%) LDR leaf ambient 3218/65536 90104/1835008 ( 4.9%) HDR leaf ambient 4768/65536 133504/1835008 ( 7.3%) 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] 1/37780 ( 0.0%) pakfile [variable] 215817/0 ( 0.0%) physics [variable] 730979/4194304 (17.4%) physics terrain [variable] 22415/1048576 ( 2.1%) Level flags = 0 Total triangle count: 29973 Writing c:\program files (x86)\steam\steamapps\mastercilona\garrysmod\garrysmod\maps\wip.bsp 58 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\SteamApps\mastercilona\garrysmod\garrysmod\maps\wip.bsp" "c:\program files (x86)\steam\steamapps\mastercilona\garrysmod\garrysmod\maps\wip.bsp" ** Executing... ** Command: c:\program files (x86)\steam\steam.exe ** Parameters: -applaunch 4000 -game "c:\program files (x86)\steam\steamapps\mastercilona\garrysmod\garrysmod" +map "wip" [/CODE]
  • You have tied displacement in to func_detail, congrats. Now, tie it back to world. (normal brush)
  • [QUOTE=killer89;34547576]You have tied displacement in to func_detail, congrats. Now, tie it back to world. (normal brush)[/QUOTE] hmm, that would be [URL="http://www.youtube.com/watch?v=lxVo-_Vy5sA&feature=plcp&context=C34ca0e9UDOEgsToPDskLinaKvZz0Coe_o02ybBED7"]this[/URL] video's fault then. said to make everything in 3d skybox a func detail. will this possibly solve my compile problem though?
  • Where does source sdk's settings save? I completely reinstalled all my games and reinstalled source sdk, and all the settings are saved... I want to reset them.
  • [QUOTE=mcilona;34547713]hmm, that would be [URL="http://www.youtube.com/watch?v=lxVo-_Vy5sA&feature=plcp&context=C34ca0e9UDOEgsToPDskLinaKvZz0Coe_o02ybBED7"]this[/URL] video's fault then. said to make everything in 3d skybox a func detail. will this possibly solve my compile problem though?[/QUOTE] He means all brushes, not displacments.
  • [QUOTE=vexx21322;34548186]He means all brushes, not displacments.[/QUOTE] yeah i see that now. was sort of misleading though to someone like me who didn't know you can't func detail displacements.
  • [QUOTE=Brodster55;34548143]Where does source sdk's settings save? I completely reinstalled all my games and reinstalled source sdk, and all the settings are saved... I want to reset them.[/QUOTE] [img]http://i.imgur.com/lGDBE.png[/img] Herp.
  • [QUOTE=Hellsten;34544673]I don't use VTFedit but set the alpha format to that. And if that doesn't work try compressed (DXT5) on alpha. [editline]lol[/editline] That's not what causing the black textures. If you're mapping for Source Engine 2009 (Ep2) a 512x512 texture should be fine. Mine is set to 4096x4096 and the detailsprites appear correct in Ep2.[/QUOTE] Problem fixed. Apparently I didn't realize detailsprites can only be used on displacement. So I applied it to a displacement and it worked marvelously. Thanks for the help Hellsten.
  • I need some help solving a custom skybox problem. Each .vtf is 1024x1024, and each .vmt is written as so: [code]UnlitGeneric { "$basetexture" "skybox\starsA1_bk" "$ignorez" "1" "$nofog" 1 }[/code] I copy/pasted that out of a Valve skybox .vmt that I knew worked, and just changed the base texture value to point to my skybox. But whenever I load a map with the skybox in place, it never seems to appear. Any ideas what I might have done wrong?
  • [QUOTE=TBot Alpha;34549681]I need some help solving a custom skybox problem. Each .vtf is 1024x1024, and each .vmt is written as so: [code]UnlitGeneric { "$basetexture" "skybox\starsA1_bk" "$ignorez" "1" "$nofog" 1 }[/code] I copy/pasted that out of a Valve skybox .vmt that I knew worked, and just changed the base texture value to point to my skybox. But whenever I load a map with the skybox in place, it never seems to appear. Any ideas what I might have done wrong?[/QUOTE] Make sure the texture itself has clamp s and clamp t flagged.
  • The bumpmaps on my custom textures aren't working properly, and I'm out of ideas. Here's what the .vmts pretty much look like look like for all of them: [code]"LightmappedGeneric" { "$basetexture" "Custom/Unfixed/Bases/blue001" "$surfaceprop" "concrete" "$bumpmap" "Custom/Unfixed/Bases/blue001_normal" }[/code] I've looked over the compile log for the map I was testing them with, and I saw nothing out of the ordinary. I've tried converting the .vtfs from heightmap .tgas in 32-bit/pixel format with both DXT1 compression and with BGR8888 compression suggested by the wiki. Also, when I type "mat_normalmaps 1" into the in-game console, I can see the proper normalmaps for every texture, however, there isn't the slightest bit of 3D to them. Any ideas of what could be going on?
  • Turn mat_bumpmap to 0 and see if it looks different. Bumpmaps don't actually create depth, it just fakes it by shading the texture.