• Mapping Question Megathread v3
    4,500 replies, posted
  • Can someone tell me what this really refers to? It's at 126% now and I still don't know what it means. [code]physics [variable] 4070862/4194304 (126.1%) VERY FULL![/code]
  • [QUOTE=Azzator;35632303]Can someone tell me what this really refers to? It's at 126% now and I still don't know what it means. [code]physics [variable] 4070862/4194304 (126.1%) VERY FULL![/code][/QUOTE] That means that you almost hit the engine physics limit which is 4194304. Try yo make some of your prop_physics to prop_static or disable collision.
  • [QUOTE=bIgFaTwOrM12;35622773]Sorry to repost but nobody has answered my question for two days: For some reason the shadows cast by my trees don't effect npcs, anybody know how to fix this? [IMG]http://img809.imageshack.us/img809/844/sdkcustommodeltest0000.jpg[/IMG][/QUOTE] At least turn down the bloom so it isn't as obvious.
  • [QUOTE=GoldPlatinum;35632425]That means that you almost hit the engine physics limit which is 4194304. Try yo make some of your prop_physics to prop_static or disable collision.[/QUOTE] That doesn't make any sense because I only have about 8 or so physics props on my map. At some point I suspected it was the static rubble props I had laying around so I disabled collisions on them. Still no luck though.
  • [QUOTE=Azzator;35634992]That doesn't make any sense because I only have about 8 or so physics props on my map. At some point I suspected it was the static rubble props I had laying around so I disabled collisions on them. Still no luck though.[/QUOTE] You probably have too many power 4 discplacements / physics surfaces on your map.
  • [QUOTE=bIgFaTwOrM12;35622773]Sorry to repost but nobody has answered my question for two days: For some reason the shadows cast by my trees don't effect npcs, anybody know how to fix this? [IMG]http://img809.imageshack.us/img809/844/sdkcustommodeltest0000.jpg[/IMG][/QUOTE] I don't know if this would fix it, but would building cube maps/ having cube maps help? or is that only with textures?
  • [QUOTE=zach1193;35636077]I don't know if this would fix it, but would building cube maps/ having cube maps help? or is that only with textures?[/QUOTE] Its about the Engine not applying shadows to Npc's. Cubemaps have nothing to do with this.
  • [QUOTE=GoldPlatinum;35635087]You probably have too many power 4 discplacements / physics surfaces on your map.[/QUOTE] Power 4 displacements do NOT cause crashes. It's all about how dense the vertices are, a 128^2 power 3 will crash just the same as a 512^2 power 4. Power 4 at 1024^2 works fine, and offers the most compatibility with brushwork seen as you can then use power 3 at 512^2, and power 2 at 256^2.
  • [QUOTE=Legend286;35636547]Power 4 displacements do NOT cause crashes. It's all about how dense the vertices are, a 128^2 power 3 will crash just the same as a 512^2 power 4. Power 4 at 1024^2 works fine, and offers the most compatibility with brushwork seen as you can then use power 3 at 512^2, and power 2 at 256^2.[/QUOTE] Ok. How do you explain his previous crashes in that case?
  • [QUOTE=GoldPlatinum;35636757]Ok. How do you explain his previous crashes in that case?[/QUOTE] Try re-reading what Legend is saying. It's not that power of four displacements are problematic, it's about the density of the vertices in the displacement. If they are too dense, [B]that's[/B] what causes the crash. It's common for this to occur in power of four displacements because they have the most vertices.
  • If i got you right the high amount of vertices is due the power of displacements. Anyways, [B]Azzator's[/B] issue is solved and that matters most.
  • Is it possible for a map to "know" if the player has a certain game installed? I'd like to have some purely visual assets from CSS in my map, but I would like to have them not drawn if the player does not have it installed, to prevent error models and pink checkerboard.
  • [QUOTE=GoldPlatinum;35638154]If i got you right the high amount of vertices is due the power of displacements.[/QUOTE] No, the high amount of vertices is due to the amount of vertices in a given area. It doesn't actually have anything to do with the power of the displacement.
  • Essentially, power of 4 displacements are much easier to fuck up than power of three unless you know what you are doing with them
  • Anyone have a link to a good tutorial explaining how to properly use env_tonemap controllers? I'm having some trouble.
  • how do I make a silhouette with text over an object in L4D2? (ex. the Help radios but on any object) are there any ways I can control the amount of players like last man on earth / making only infected with no specials or tanks unless it's map triggered? (Trying to go for a true singleplayer level in L4D2)
  • [QUOTE=General J;35643344] are there any ways I can control the amount of players like last man on earth / making only infected with no specials or tanks unless it's map triggered? (Trying to go for a true singleplayer level in L4D2)[/QUOTE] [QUOTE=Valve Developer commun]can output the director's anger level, allowing level designers to adjust conditions according to how well the players are doing.[/QUOTE] Check this out- [url]https://developer.valvesoftware.com/wiki/Info_director[/url]
  • So, trying to figure something out. I've checked some of the Valve maps in L4D2 in Hammer and I noticed that in the 3rd campaign I think, doesn't really matter, the houses that are on the side of the street that you can enter etc. they are all like surrounded by a brush with a hint texture and an area portal brush in the windows and the door into the house. Now, from my understanding what this does, the Hint brush pretty much "hides" and does not load anything inside the house while the areaportal brush is there so that the interior will be loaded if you try to peek in through the window or just open the door and enter. Am I correct to assume this is what it does/how it works?
  • [QUOTE=Coffeee;35648640][img]http://i40.tinypic.com/5aolm9.png[/img] Can't find the leak :|[/QUOTE] Kinda hard to help with this little information.
  • [QUOTE=Miigga;35648739]Kinda hard to help with this little information.[/QUOTE] It's like a invisible leak in my map, it appears underneath the skybox but all entities are sealed inside the skybox :\
  • Make your visgroups look like this: [IMG]http://i.imgur.com/ZkYIs.png[/IMG] Then look around. Are there holes? If not, change your visgroups back and look at props and brush entities to see if the origins are inside the map limits. Also check the compile log for which entity it claims is leaking.
  • Ok so, if I put a brush in each window/doorway and I put the hint texture on the outer part and skip on the inside parts, what will that do? It won't render the inside of the house when I'm outside of it? Cause I just saw Valve did that on some map.
  • [QUOTE=H4wkeye;35648847]Ok so, if I put a brush in each window/doorway and I put the hint texture on the outer part and skip on the inside parts, what will that do? It won't render the inside of the house when I'm outside of it? Cause I just saw Valve did that on some map.[/QUOTE] A func_areaportalwindow would make the inside of the house not render when you are far enough outside the house. You can also have a func_brush textured with tools/toolsblack tied to the areaportalwindow so that the dark brush will fade in as the player gets further away. The hint-skip brush simply cuts visleaves wherever the hint-textures are placed. It's generally good practice to put hint-skip brushes on windows. Also, this optimisation guide thingy is great: [url]http://rvanhoorn.ruhosting.nl/optimization.php?chapter=intro[/url]
  • Hi, I have seen a few tuterials using the Logic_case entity. All of them create a input called PickRandom, but i do not have this input, doesn anyone know why? Thanks :)!
  • [QUOTE=Miigga;35648874]A func_areaportalwindow would make the inside of the house not render when you are far enough outside the house. You can also have a func_brush textured with tools/toolsblack tied to the areaportalwindow so that the dark brush will fade in as the player gets further away. The hint-skip brush simply cuts visleaves wherever the hint-textures are placed. It's generally good practice to put hint-skip brushes on windows. Also, this optimisation guide thingy is great: [url]http://rvanhoorn.ruhosting.nl/optimization.php?chapter=intro[/url][/QUOTE] Reading it now. Thanks! I was always freakin' confused with hint/skip thing, area portal is much easier, at least for me. [editline]20th April 2012[/editline] [QUOTE=hookerluk;35649188]Hi, I have seen a few tuterials using the Logic_case entity. All of them create a input called PickRandom, but i do not have this input, doesn anyone know why? Thanks :)![/QUOTE] Can you give more details? What are you trying to make? And what entities are you using beside logic_case.
  • [QUOTE=H4wkeye;35649301]Reading it now. Thanks! I was always freakin' confused with hint/skip thing, area portal is much easier, at least for me. [editline]20th April 2012[/editline] Can you give more details? What are you trying to make? And what entities are you using beside logic_case.[/QUOTE] I'm making a disco. I want the floor of the disco to randomly change colour. the white part of the floor contains about 8 brushes. [img]http://i162.photobucket.com/albums/t258/jelknab/vzeNzd.jpg[/img] for this I'm using a logic_timer running on random intervals. [img]http://i162.photobucket.com/albums/t258/jelknab/gQYyg0.jpg[/img] [img]http://i162.photobucket.com/albums/t258/jelknab/bRBHV6.jpg[/img] And i have the logic_case to set the colours. [img]http://i162.photobucket.com/albums/t258/jelknab/OMNmYa.jpg[/img] [img]http://i162.photobucket.com/albums/t258/jelknab/vO5MlX.jpg[/img] Floor1 is one part of the floor.
  • The name of the logic_timer is also set to disco_case. This might be causing the problem. In fact I'm pretty sure it is.