• Mapping Question Megathread v3
    4,500 replies, posted
  • Avatar of TCB
  • [QUOTE=slayer20;35552063]What kind of advanced triggers?[/QUOTE] Smart-ass input/output shit which is complicated until you understand it. [editline]13th April 2012[/editline] Like some sexy mechanisms that spawn a dickload of can props that fall into a pit, which detects when there are 3 cans in and when 3 cans are in the pit, the pit opens up and the cans are dropped out into some other place.
  • Avatar of slayer20
  • [QUOTE=TCB;35552111]Smart-ass input/output shit which is complicated until you understand it.[/QUOTE] I might need an example for this... I can't really think of anything off the top of my head that requires super complicated I/O triggers
  • Avatar of TCB
  • Fuck man I dunno but that'd be cool [sub][sub]swag yo[/sub][/sub] [editline]13th April 2012[/editline] Automerge just how I like it.
  • Avatar of slayer20
  • [QUOTE=TCB;35552111] Like some sexy mechanisms that spawn a dickload of can props that fall into a pit, which detects when there are 3 cans in and when 3 cans are in the pit, the pit opens up and the cans are dropped out into some other place.[/QUOTE] That sounds easy enough. I think I'll do a tutorial on that.
  • Avatar of TCB
  • Woo, looking forward to it [sub][sub][sub]artistic pls[/sub][/sub][/sub]
  • Avatar of Azzator
  • Apart from increasing map file size, lightmaps don't impact in-game performance, correct?
  • Avatar of slayer20
  • [QUOTE=TCB;35552136]Woo, looking forward to it [sub][sub][sub]artistic pls[/sub][/sub][/sub][/QUOTE] Just tested it and I got it to work Fairly simple really :v: [editline]13th April 2012[/editline] I think I'll make the tutorial tomorrow though... It's already 6:30 in the morning and I have to go to work in less than 9 hours and I haven't even slept yet.
  • Avatar of Legend286
  • [QUOTE=Azzator;35552144]Apart from increasing map file size, lightmaps don't impact in-game performance, correct?[/QUOTE] Generally no, but old hardware still struggles because with a high lightmap density it's the same as loading a large texture.
  • Avatar of ShadowDeath
  • [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] If you're still struggling with this issue, I am thinking you could try setting up a trigger_once and a func_physbox. The trigger will fire an output so that once it is activated the func_physbox will be parented ("SetParent") to "!activator" so anything allowed in the trigger's flags will have that func_physbox parented to it. Now you can just parent whatever mechanism you have in place (I guess a trigger of sorts) to the func_physbox and have it move along with the player (or Client, as it is called in the trigger's flags).
  • Avatar of Matt2468rv
  • [QUOTE=ShadowDeath;35556992]If you're still struggling with this issue, I am thinking you could try setting up a trigger_once and a func_physbox. The trigger will fire an output so that once it is activated the func_physbox will be parented ("SetParent") to "!activator" so anything allowed in the trigger's flags will have that func_physbox parented to it. Now you can just parent whatever mechanism you have in place (I guess a trigger of sorts) to the func_physbox and have it move along with the player (or Client, as it is called in the trigger's flags).[/QUOTE] Although this was useful to read for various purposes, I'm not sure how a func_physbox would help here. The main purpose of what I'm trying to do here is prevent the player from being hurt in a radiation filled room after they pick up a suit before entering. If they enter without having picked up a suit first, they die. I'm not planning on having a suit being physically attached to the player at all. Remember that this is for a multiplayer TTT map.
  • Avatar of Kavukamari
  • I'd enjoy a tutorial on how to make variables using logic thingies if that's possible I suppose you could use a math_counter or something something similar to "if counter1=2 and counter2=4 then start elevator" or something like that to lay the foundation for stuff like that cause I'm not sure how to make and gates or other things like that in source.
  • Hi guys, I'm completely useless at mapping, just learned how today. I wanted to decompile a CSS map to .VMF to remove a few pieces of scenery, but after a touch of F9 and an hour of waiting, it appears the textures did not feel like tagging along with the compiling process. Does anyone know what I'm doing wrong, or is there a tutorial that covers this? I think the missing textures are ones that are original to this specific map. [t]http://i.imgur.com/Fqj1u.jpg[/t]
  • Avatar of H4wkeye
  • Hey Biscuit, welcome to the world of map making. It appears that indeed, you are missing textures. That pink ugly looking thing usually points to that. Also, it would probably help a lot more if you posted your compile log. [editline]14th April 2012[/editline] Oh and as for tutorials, check this page. [url]https://developer.valvesoftware.com/wiki/Level_Design_Video_Tutorials[/url] I suggest to start with your own map. Make a new map and start building stuff there following the tutorial. It's the best way to learn.
  • Thanks for the advice. I promise I'm not retarded, I'm well familiar with modeling and textures, and I've seen the pink checkers more than my fair share of times, but I appreciate the warm welcome! As well, I hate to say it but I'm not exactly looking to start creating my own maps, if you think it would help me get a better grasp on hammer and solve my problem I understand though. I feel like I have a very specific problem, which is the textures packaged in the original BSP file are being lost somewhere in the process, there are almost a hundred tutorials and I can't seem to find one related to re-compiling existing BSPs. As well, I loaded the original map into Gmod (which still loads fine), and then the modified re-compiled version, and it seems to be showing improvements, now about half of the textures are loaded. Not sure why. [t]http://i.imgur.com/UV8Ba.jpg[/t] EDIT: And I'll try to find an hour to recompile it as soon as possible and get a log up. Thanks again! EDIT II: Okay, I'm compiling now. The log is already showing that it's not able to find any of the custom textures the map is calling for. I'll post it once it's done.
  • Avatar of H4wkeye
  • Good. And you're welcome. Post it here and I'm sure someone will help, I'm off to bed now. Good luck.
  • Avatar of Azzator
  • Part of my map is a stairwell with its floor completely covered with darkness except for a portion leading to the doorway. What's unusual is that it acts this way despite the six lights above it with 400+ brightness. The map isn't sealed, for now, so I opted to use the Cordon tool. I've used it before and never got this sort of lighting anomaly. tl;dr what the fuck is this and how do i get rid of it? thanks. [IMG]http://filesmelt.com/dl/2012-04-13_000013.jpg[/IMG] P.S. Can I use HL2DM with Source 2009? thanks again.
  • Avatar of IronPhoenix
  • [QUOTE=Biscuit-Boy;35562653]Thanks for the advice. I promise I'm not retarded, I'm well familiar with modeling and textures, and I've seen the pink checkers more than my fair share of times, but I appreciate the warm welcome! As well, I hate to say it but I'm not exactly looking to start creating my own maps, if you think it would help me get a better grasp on hammer and solve my problem I understand though. I feel like I have a very specific problem, which is the textures packaged in the original BSP file are being lost somewhere in the process, there are almost a hundred tutorials and I can't seem to find one related to re-compiling existing BSPs. As well, I loaded the original map into Gmod (which still loads fine), and then the modified re-compiled version, and it seems to be showing improvements, now about half of the textures are loaded. Not sure why. [t]http://i.imgur.com/UV8Ba.jpg[/t] EDIT: And I'll try to find an hour to recompile it as soon as possible and get a log up. Thanks again! EDIT II: Okay, I'm compiling now. The log is already showing that it's not able to find any of the custom textures the map is calling for. I'll post it once it's done.[/QUOTE] The general advice we will give is to not recompile maps. We decompiling maps to find out how things were done, not to recompile and release. Azzator- have you added and built your cubemaps?
  • Avatar of Azzator
  • [QUOTE=IronPhoenix;35564939] Azzator- have you added and built your cubemaps?[/QUOTE] unfortunately, no. i've never touched env_cubemap before, guess I'll have to try now. thanks. my question about hl2dm using source 2009 still stands though. [editline]14th April 2012[/editline] [URL=http://filesmelt.com/][IMG]http://filesmelt.com/dl/rise_hard_stairwell_shot.JPG[/IMG][/URL] i've added the cubemaps and built them in-game, but no effect. Still the same dark stairwell it is. Am I missing something here?
  • Avatar of IronPhoenix
  • [QUOTE=Azzator;35564972]unfortunately, no. i've never touched env_cubemap before, guess I'll have to try now. thanks. my question about hl2dm using source 2009 still stands though. [editline]14th April 2012[/editline] [URL=http://filesmelt.com/][IMG]http://filesmelt.com/dl/rise_hard_stairwell_shot.JPG[/IMG][/URL] i've added the cubemaps and built them in-game, but no effect. Still the same dark stairwell it is. Am I missing something here?[/QUOTE] Try adding light entities below the light_spot. They should be about halfway between the light_spot and the floor.
  • Avatar of Azzator
  • Tried what you said. [URL=http://filesmelt.com/][IMG]http://filesmelt.com/dl/rise_hard0000.jpg[/IMG][/URL] [URL=http://filesmelt.com/][IMG]http://filesmelt.com/dl/stairwell_shot2.JPG[/IMG][/URL] I added cubemaps for the other rooms. And for some reason, the map is using the default cubemaps for office. [URL=http://filesmelt.com/][IMG]http://filesmelt.com/dl/rooms_holding_shot.JPG[/IMG][/URL] [URL=http://filesmelt.com/][IMG]http://filesmelt.com/dl/rise_hard0008.jpg[/IMG][/URL For anyone who's having doubts on how i build my cubemaps, i simply run the "buildcubemaps" command from the console, then it renders. I reload the map after.
  • Avatar of Azzator
  • edited my post. Yes I did. I even reloaded the map, then the game when the cubemaps still didn't show.
  • Avatar of ShadowDeath
  • [QUOTE=Matt2468rv;35557534]Although this was useful to read for various purposes, I'm not sure how a func_physbox would help here. The main purpose of what I'm trying to do here is prevent the player from being hurt in a radiation filled room after they pick up a suit before entering. If they enter without having picked up a suit first, they die. I'm not planning on having a suit being physically attached to the player at all. Remember that this is for a multiplayer TTT map.[/QUOTE] Oh, then you actually want to make your own suit entity? My method was simply what I had experimented with in the past, without coding or extra gamemodes, using just good ole Hammer. And just to clarify, the physbox is important because it can have its collisions with players disabled (the "Debris" flag could do that), this was relevant back in the past when I experimented with this kind of thing. Funnily enough, my idea was very similar to yours, I wanted to create a backpack the player got close to, then "picked it up" and after that he could survive some radiation fields I had set up. The problem was the player would still collide with whatever was attached to him, that's why the physbox was important.
  • Avatar of slayer20
  • [QUOTE=Azzator;35564972]unfortunately, no. i've never touched env_cubemap before, guess I'll have to try now. thanks. my question about hl2dm using source 2009 still stands though. [editline]14th April 2012[/editline] [URL=http://filesmelt.com/][IMG]http://filesmelt.com/dl/rise_hard_stairwell_shot.JPG[/IMG][/URL] i've added the cubemaps and built them in-game, but no effect. Still the same dark stairwell it is. Am I missing something here?[/QUOTE] Try disabling shadows on the hand rails.
  • [QUOTE=IronPhoenix;35564939]The general advice we will give is to not recompile maps. We decompiling maps to find out how things were done, not to recompile and release. Azzator- have you added and built your cubemaps?[/QUOTE] I understand, I've read a lot about how recompiling maps is "frowned upon". However, I have no intention of releasing the map whatsoever. I'm simply making a comic with the map, but there are several objects placed therein which are are inconveniently located, and I'd like to remove them. Just a minor change that would hardly be noticeable, let alone worth attempting to share with others. I tried to contact the author but he released the map around five years ago, and makes about one post per year at best. I don't think I'll be hearing from him any time soon. Thanks for the help so far though.
  • Okey guys i moved that map into another version of hammer namley TF2 But now i cant even get it to open. When i click on it , you can see the loading screen and then it goes back to the main menu . What the hell
  • Avatar of slayer20
  • [QUOTE=TCB;35552136]Woo, looking forward to it [sub][sub][sub]artistic pls[/sub][/sub][/sub][/QUOTE] Just recorded the hammer part of the tutorial. Now I just need to get the in-game end result and hopefully everything works out.
  • Avatar of Azzator
  • [QUOTE=slayer20;35565720]Try disabling shadows on the hand rails.[/QUOTE] Holy fuck that did the trick. I feel so stupid right now. How come those rails are casting big-ass shadows? [URL=http://filesmelt.com/][IMG]http://filesmelt.com/dl/rise_hard0016.jpg[/IMG][/URL] ty ty ty ty
  • Having this problem with my unfinished 3D skybox: [IMG]http://cloud.steampowered.com/ugc/540672943957627274/08A10FC8D79A880EB5D811C0CE54A028C6934EA7/[/IMG] It's asif I'm standing in the 3d skybox and looking out. This map has no leaks. From the skybox: [IMG]http://cloud.steampowered.com/ugc/540672943957673328/93A054C90E60B77119951449E0DF293237BBA179/[/IMG]