• Mapping Question Megathread v3
    4,500 replies, posted
  • [QUOTE=Miigga;35509710]I already have the player not take damage, but I want to get rid of the screen shaking that occurs.[/QUOTE] How exactly did you make it so a player didn't take damage like that? I'm trying to do that too, but I haven't been able to figure it out yet.
  • I just used point_clientcommand to give the player godmode. Obviously this only works in singleplayer maps.
  • [QUOTE='[yournamehere];35510602']When you do ground displacements, do you leave solid dev brushes underneath? And can they intersect the volumes of the brushes that turned into displacements? I always feel like I'm doing something wrong if those intersect, but I collide displacements and brushes all the time.[/QUOTE] I usually put nodraw brushes underneath Also, I use nodraw because I like to believe it improves performance (a little) bit at least, since the displacement is the thing you're supposed to see and whatever is underneath should not need to be drawn.
  • Hello, I am currently making a Half life 2 modification. Not exactly great with coding or hammer but on my way. I will probably be on this threat, asking a lot of stupid questions but here goes. I currently have a house, and while going though it I want the character to talk to him self kind of like a point and click adventure game. Such as, there is a smell of rotting flesh so he would say [I]"Ugh, something smells like death.[/I] And have that pop up as subtitles, I mite be adding voice acting, but that would be down the development cycle. Thanks for any help given. EDIT: It seems shortcut keys arn't working properly, when I press F9 or CRTL+C it doesn't appear to work unless I hold it down for a few seconds, which is a bit strange.
  • [QUOTE=Fabled.;35518938]Hello, I am currently making a Half life 2 modification. Not exactly great with coding or hammer but on my way. I will probably be on this threat, asking a lot of stupid questions but here goes. I currently have a house, and while going though it I want the character to talk to him self kind of like a point and click adventure game. Such as, there is a smell of rotting flesh so he would say [I]"Ugh, something smells like death.[/I] And have that pop up as subtitles, I mite be adding voice acting, but that would be down the development cycle. Thanks for any help given.[/QUOTE] Look at default sound scripts to gain knowledge on how to add subtitles, use a point_clientcommand to execute a "play" command (or use an ambient_generic and set it to "play everywhere") I only have basic knowledge in this area, so this may not be the best answer.
  • [t]http://imgkk.com/i/947k.jpg[/t] [t]http://imgkk.com/i/t2mh.jpg[/t] Is there any way to fix the weird shadows and bright spots on/around my displacements? This is for CSS.
  • [QUOTE=Dougley;35521054]How would I go about simulating skybox lighting in an indoor area?[/QUOTE] Maybe clip the ceiling horizontally into 2 parts, turn the lower part into func_brush so it won't cast lightmap shadows and then put brushes with toolsskybox texture between the two ceiling layers This is kinda silly though Do I even understand your question correctly?
  • Like the skylights in the first trainstation map (before the security checkpoint)? Try a window textured brush tied to func_illusionary.
  • I have a problem with objects in the basement I have constructed in my map. Even though there isn't any light in the basement, the objects shine like they are in the light. I have tried numerous things to get it to work, but nothing has solved my problem. I will include the compile log below in case there is something in there that someone can spot. ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\cookiesandbeer\sourcesdk\bin\source2009\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\cookiesandbeer\half-life 2\hl2" "C:\Users\Mitchell\Documents\Maps R Shit\Shithole.vmf" Valve Software - vbsp.exe (Sep 15 2011) 4 threads materialPath: c:\program files (x86)\steam\steamapps\cookiesandbeer\half-life 2\hl2\materials Loading C:\Users\Mitchell\Documents\Maps R Shit\Shithole.vmf Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\cookiesandbeer\half-life 2\hl2\gameinfo.txt Patching WVT material: maps/shithole/nature/blenddirtgrass001a_wvt_patch fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) **** leaked **** Entity trigger_soundscape (-3682.00 -288.00 73.00) leaked! Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) *** Error: Skybox vtf files for skybox/sky_day01_09 weren't compiled with the same size texture and/or same flags! Can't load skybox file skybox/sky_day01_09 to build the default cubemap! *** Error: Skybox vtf files for skybox/sky_day01_09 weren't compiled with the same size texture and/or same flags! Can't load skybox file skybox/sky_day01_09 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) (39433 bytes) Error loading studio model ""! Error! prop_static using model "models/props_c17/furniturecupboard001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_c17/furniturecupboard001a.mdl"! Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 228 texinfos to 156 Reduced 25 texdatas to 21 (647 bytes to 564) Writing C:\Users\Mitchell\Documents\Maps R Shit\Shithole.bsp 2 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\cookiesandbeer\sourcesdk\bin\source2009\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\cookiesandbeer\half-life 2\hl2" "C:\Users\Mitchell\Documents\Maps R Shit\Shithole" Valve Software - vvis.exe (Sep 15 2011) 4 threads reading c:\users\mitchell\documents\maps r shit\Shithole.bsp reading c:\users\mitchell\documents\maps r shit\Shithole.prt LoadPortals: couldn't read c:\users\mitchell\documents\maps r shit\Shithole.prt ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\cookiesandbeer\sourcesdk\bin\source2009\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\cookiesandbeer\half-life 2\hl2" "C:\Users\Mitchell\Documents\Maps R Shit\Shithole" Valve Software - vrad.exe SSE (Sep 15 2011) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\users\mitchell\documents\maps r shit\Shithole.bsp No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (0.54 seconds) 2523 faces 1 degenerate faces 1858222 square feet [267583968.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 8 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (6) Build Patch/Sample Hash Table(s).....Done<0.0278 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 (6) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 6/1024 288/49152 ( 0.6%) brushes 97/8192 1164/98304 ( 1.2%) brushsides 736/65536 5888/524288 ( 1.1%) planes 972/65536 19440/1310720 ( 1.5%) vertexes 3491/65536 41892/786432 ( 5.3%) nodes 1527/65536 48864/2097152 ( 2.3%) texinfos 156/12288 11232/884736 ( 1.3%) texdata 21/2048 672/65536 ( 1.0%) 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 2523/65536 141288/3670016 ( 3.8%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 409/65536 22904/3670016 ( 0.6%) leaves 1534/65536 49088/2097152 ( 2.3%) leaffaces 2740/65536 5480/131072 ( 4.2%) leafbrushes 926/65536 1852/131072 ( 1.4%) areas 3/256 24/2048 ( 1.2%) surfedges 13080/512000 52320/2048000 ( 2.6%) edges 6765/256000 27060/1024000 ( 2.6%) LDR worldlights 8/8192 704/720896 ( 0.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 130/32768 1300/327680 ( 0.4%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 2070/65536 4140/131072 ( 3.2%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 3060356/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 13972/393216 ( 3.6%) LDR ambient table 1534/65536 6136/262144 ( 2.3%) HDR ambient table 1534/65536 6136/262144 ( 2.3%) LDR leaf ambient 5118/65536 143304/1835008 ( 7.8%) HDR leaf ambient 1534/65536 42952/1835008 ( 2.3%) 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] 1/8806 ( 0.0%) pakfile [variable] 1573/0 ( 0.0%) physics [variable] 39433/4194304 ( 0.9%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 6382 Writing c:\users\mitchell\documents\maps r shit\Shithole.bsp 14 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Mitchell\Documents\Maps R Shit\Shithole.bsp" "c:\program files (x86)\steam\steamapps\cookiesandbeer\half-life 2\hl2\maps\Shithole.bsp" ** Executing... ** Command: c:\program files (x86)\steam\steam.exe ** Parameters: -applaunch 220 -game "c:\program files (x86)\steam\steamapps\cookiesandbeer\half-life 2\hl2" +map "Shithole"
  • [QUOTE=Cpt Tinderbox;35530900]I have a problem with objects in the basement I have constructed in my map. Even though there isn't any light in the basement, the objects shine like they are in the light. I have tried numerous things to get it to work, but nothing has solved my problem. I will include the compile log below in case there is something in there that someone can spot. ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\cookiesandbeer\sourcesdk\bin\source2009\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\cookiesandbeer\half-life 2\hl2" "C:\Users\Mitchell\Documents\Maps R Shit\Shithole.vmf" Valve Software - vbsp.exe (Sep 15 2011) 4 threads materialPath: c:\program files (x86)\steam\steamapps\cookiesandbeer\half-life 2\hl2\materials Loading C:\Users\Mitchell\Documents\Maps R Shit\Shithole.vmf Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\cookiesandbeer\half-life 2\hl2\gameinfo.txt Patching WVT material: maps/shithole/nature/blenddirtgrass001a_wvt_patch fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) **** leaked **** Entity trigger_soundscape (-3682.00 -288.00 73.00) leaked! Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) *** Error: Skybox vtf files for skybox/sky_day01_09 weren't compiled with the same size texture and/or same flags! Can't load skybox file skybox/sky_day01_09 to build the default cubemap! *** Error: Skybox vtf files for skybox/sky_day01_09 weren't compiled with the same size texture and/or same flags! Can't load skybox file skybox/sky_day01_09 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) (39433 bytes) Error loading studio model ""! Error! prop_static using model "models/props_c17/furniturecupboard001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_c17/furniturecupboard001a.mdl"! Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 228 texinfos to 156 Reduced 25 texdatas to 21 (647 bytes to 564) Writing C:\Users\Mitchell\Documents\Maps R Shit\Shithole.bsp 2 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\cookiesandbeer\sourcesdk\bin\source2009\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\cookiesandbeer\half-life 2\hl2" "C:\Users\Mitchell\Documents\Maps R Shit\Shithole" Valve Software - vvis.exe (Sep 15 2011) 4 threads reading c:\users\mitchell\documents\maps r shit\Shithole.bsp reading c:\users\mitchell\documents\maps r shit\Shithole.prt LoadPortals: couldn't read c:\users\mitchell\documents\maps r shit\Shithole.prt ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\cookiesandbeer\sourcesdk\bin\source2009\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\cookiesandbeer\half-life 2\hl2" "C:\Users\Mitchell\Documents\Maps R Shit\Shithole" Valve Software - vrad.exe SSE (Sep 15 2011) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\users\mitchell\documents\maps r shit\Shithole.bsp No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (0.54 seconds) 2523 faces 1 degenerate faces 1858222 square feet [267583968.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 8 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (6) Build Patch/Sample Hash Table(s).....Done<0.0278 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 (6) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 6/1024 288/49152 ( 0.6%) brushes 97/8192 1164/98304 ( 1.2%) brushsides 736/65536 5888/524288 ( 1.1%) planes 972/65536 19440/1310720 ( 1.5%) vertexes 3491/65536 41892/786432 ( 5.3%) nodes 1527/65536 48864/2097152 ( 2.3%) texinfos 156/12288 11232/884736 ( 1.3%) texdata 21/2048 672/65536 ( 1.0%) 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 2523/65536 141288/3670016 ( 3.8%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 409/65536 22904/3670016 ( 0.6%) leaves 1534/65536 49088/2097152 ( 2.3%) leaffaces 2740/65536 5480/131072 ( 4.2%) leafbrushes 926/65536 1852/131072 ( 1.4%) areas 3/256 24/2048 ( 1.2%) surfedges 13080/512000 52320/2048000 ( 2.6%) edges 6765/256000 27060/1024000 ( 2.6%) LDR worldlights 8/8192 704/720896 ( 0.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 130/32768 1300/327680 ( 0.4%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 2070/65536 4140/131072 ( 3.2%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 3060356/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 13972/393216 ( 3.6%) LDR ambient table 1534/65536 6136/262144 ( 2.3%) HDR ambient table 1534/65536 6136/262144 ( 2.3%) LDR leaf ambient 5118/65536 143304/1835008 ( 7.8%) HDR leaf ambient 1534/65536 42952/1835008 ( 2.3%) 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] 1/8806 ( 0.0%) pakfile [variable] 1573/0 ( 0.0%) physics [variable] 39433/4194304 ( 0.9%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 6382 Writing c:\users\mitchell\documents\maps r shit\Shithole.bsp 14 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Mitchell\Documents\Maps R Shit\Shithole.bsp" "c:\program files (x86)\steam\steamapps\cookiesandbeer\half-life 2\hl2\maps\Shithole.bsp" ** Executing... ** Command: c:\program files (x86)\steam\steam.exe ** Parameters: -applaunch 220 -game "c:\program files (x86)\steam\steamapps\cookiesandbeer\half-life 2\hl2" +map "Shithole"[/QUOTE] **** leaked **** Entity trigger_soundscape (-3682.00 -288.00 73.00) leaked! Though im not sure if this is an issue since its a brush, you should still fix it. I have a feeling your problem is caused because you havent built cubemaps: [url]https://developer.valvesoftware.com/wiki/Cubemaps[/url] Good luck
  • [QUOTE=ashton93;35531022]**** leaked **** Entity trigger_soundscape (-3682.00 -288.00 73.00) leaked! Though im not sure if this is an issue since its a brush, you should still fix it. I have a feeling your problem is caused because you havent built cubemaps: [url]https://developer.valvesoftware.com/wiki/Cubemaps[/url] Good luck[/QUOTE] Any leak is an issue. The entity used is just the closest entity to the hole.
  • Can somebody PLEASE HELP me...cause ive tried everything most of the suggestions say its a leak , but ive checked multiple times there isnt a single leak in my map . I cant get the water to show at ALL I tried env cube map , build cube map , ....simply nothing works. Is CSS just that shitty or am i missing something ? [IMG]http://i.imgur.com/hIfgS.jpg[/IMG]
  • You might not have all of the water block's faces other than the top one set to the nodraw texture. [editline]Now for my question[/editline] Is an aiscripted_schedule better for npc movement than a scripted_sequence?
  • A leak is caused by a hole in the map. This can also be caused by func_detailing the skybox. Rememeber, the map cannot be sealed by entities (such as func_detail), water or displacements.
  • For a multiplayer map, what would be the best way to have players "put on" a suit that allows them to traverse a radiation filled room, and die if they enter the room without having picked up a suit? I'd probably create a machine that spawns a new suit each time a radiation suit is taken.
  • [QUOTE=Matt2468rv;35544530]For a multiplayer map, what would be the best way to have players "put on" a suit that allows them to traverse a radiation filled room, and die if they enter the room without having picked up a suit? I'd probably create a machine that spawns a new suit each time a radiation suit is taken.[/QUOTE] Sounds to me like you could use the Item_suit model, and then turn it into a custom entity that allows you to withstand radiation. Probably an easier way, but that's my take.
  • [QUOTE=zach1193;35545677]Sounds to me like you could use the Item_suit model, and then turn it into a custom entity that allows you to withstand radiation. Probably an easier way, but that's my take.[/QUOTE] Yeah, I'm planning on using the HEV suit model and having it disappear when the player takes it/touches it, but I'm not sure what process to use to have each player be unaffected by the radiation trigger_hurt after they grab a suit. This is for a TTT map I'm creating by the way.
  • [QUOTE=Sergeant Stacker;35548191]How, if possible, do I make a "flying" func_tracktrain revolve while crashing?[/QUOTE] do you mean like a spinning "mayday mayday" kind of crash? I'd have to look that up..
  • What kind of tutorial would you guys like to see? I would prefer if it was a general Source SDK tutorial and not too game-specific. (something that can be used in any Source game) I was thinking about doing another video tutorial
  • [QUOTE=slayer20;35551674]What kind of tutorial would you guys like to see? I would prefer if it was a general Source SDK tutorial and not too game-specific. (something that can be used in any Source game) I was thinking about doing another video tutorial[/QUOTE] Optimisation?
  • [QUOTE=slayer20;35551674]What kind of tutorial would you guys like to see? I would prefer if it was a general Source SDK tutorial and not too game-specific. (something that can be used in any Source game) I was thinking about doing another video tutorial[/QUOTE] Advanced trigger shit yo
  • [QUOTE=TCB;35552025]Advanced trigger shit yo[/QUOTE] What kind of advanced triggers?