• Mapping Question Megathread v3
    4,500 replies, posted
  • Avatar of xCladx
  • Hello, New mapper here. Whenever I make the entity of prop_detail it just comes out to be a error. I thought it might of been the models but I tried it for css and half life 2. It works fine with prop_static, but I would hit the limit and it would just be invisible.
  • Avatar of Kavukamari
  • [QUOTE=xCladx;35701391]Hello, New mapper here. Whenever I make the entity of prop_detail it just comes out to be a error. I thought it might of been the models but I tried it for css and half life 2. It works fine with prop_static, but I would hit the limit and it would just be invisible.[/QUOTE] Prop_detail is the prop that vbsp places everywhere when you have Detail Sprites turned on for your displacements, you can't use it for normal props. Prop_static is the only thing you can use for stationary props if I remember correctly. What are you trying to accomplish in the first place? maybe you can find a tutorial on how to do it better online.
  • Avatar of IronPhoenix
  • [QUOTE=xCladx;35701391]Hello, New mapper here. Whenever I make the entity of prop_detail it just comes out to be a error. I thought it might of been the models but I tried it for css and half life 2. It works fine with prop_static, but I would hit the limit and it would just be invisible.[/QUOTE] You would have to really spam props to hit the limit. More likely, you are setting a prop to a type that it cannot support. In the models panel, click on the info tab, and it will tell you what the prop type is. If it says physics/static, then it can only be a physics model. Question- Finally got the detail sprites to work...now they are floating. Any fix for this (search just brings up suggestions for l4d :( )
  • Avatar of ~ZOMG
  • [QUOTE=IronPhoenix;35703092]You would have to really spam props to hit the limit. More likely, you are setting a prop to a type that it cannot support. In the models panel, click on the info tab, and it will tell you what the prop type is. If it says physics/static, then it can only be a physics model. Question- Finally got the detail sprites to work...now they are floating. Any fix for this (search just brings up suggestions for l4d :( )[/QUOTE] Edit your vbsp and make the centre point, or whatever it's called, higher. I'll try and find that interlopers tutorial. [editline]25th April 2012[/editline] [url]http://www.interlopers.net/tutorials/33402[/url] Move the green points in this image up. [img]http://www.interlopers.net/images/hl2tutorials/detail_sprites/dgdfgt.jpg[/img]
  • Any idea why the hell my map/screen is tilting at an angle when testing it? [IMG]http://i.imgur.com/9kSDO.jpg[/IMG] And no, i didnt accidentally rotate the whole thing in hammer
  • [QUOTE=wauterboi;35715052]You didn't tilt your map. You tilted your spawns, lol.[/QUOTE] You're right, I fixed it. In my 3 years of mapping I've never ever done that mistake. [sp]i feel pretty fucking retarded now[/sp]
  • Could someone please explain to me what exactly a T-junction is? I've searched around, couldn't find anything on valve developer wiki. All I've heard is that it has something to do with func_details' vertices touching non func_details' faces. thanks.
  • Avatar of Firegod522
  • [QUOTE=mcilona;35719461]Could someone please explain to me what exactly a T-junction is? I've searched around, couldn't find anything on valve developer wiki. All I've heard is that it has something to do with func_details' vertices touching non func_details' faces. thanks.[/QUOTE] T-Junctions are where Func_details touch brush faces. Vbsp has to do some extra calculations to make sure there is no seam between the two.
  • [QUOTE=Firegod522;35719537]T-Junctions are where Func_details touch brush faces. Vbsp has to do some extra calculations to make sure there is no seam between the two.[/QUOTE] So having more of these T-junctions will only increase compile time?
  • Avatar of MrClean
  • There are some additional game perimeters I wish to use for my map, but I'm not quite sure how to add them. What exactly would I need to type in to add the commands -staticproppolys, -textureshadows and -staticproplighting?
  • Avatar of [yournamehere]
  • I want to put both the portal gun and the blue gravity gun (half-life series, not the sandbox physgun) in the same game, and in the same self-made map. Any ideas?
  • Avatar of Kavukamari
  • [QUOTE='[yournamehere];35726120']I want to put both the portal gun and the blue gravity gun (half-life series, not the sandbox physgun) in the same game, and in the same self-made map. Any ideas?[/QUOTE] I think normal half-life 2 weapons and such were disabled in portal and portal 2 at some point you'd have to make a sourcemod or use garrysmod.
  • Avatar of GoldPlatinum
  • [QUOTE=Kavukamari;35727897]I think normal half-life 2 weapons and such were disabled[/QUOTE] They were removed along with all Source base materials, models and sounds.
  • Avatar of Legend286
  • [QUOTE='[yournamehere];35728486']Could I add an episode 2 fgd? Does it even have one?[/QUOTE] [img]http://puu.sh/rKnt[/img] HL2 is what you're looking for, in the 2009/bin folder of the SDK as far as I know.
  • Avatar of iostream
  • Why are all my doors doing this? [img]http://hashcookie.net/uploads/2d166cf417_gmoddoorbug.gif[/img] Basically they mostly open and close correctly, but if I press a door that is currently opening/closing, it starts rotating 360±90º. I've tried putting doors without anything around it, moving its origin, creating new ones from scratch, but I can't figure this out. However, I have seen this behaviour a few times recently in other maps, which makes me believe it's a new problem with GMod/Source and not the actual map?
  • Avatar of GoldPlatinum
  • [QUOTE=iostream;35731825]Why are all my doors doing this? [img]http://hashcookie.net/uploads/2d166cf417_gmoddoorbug.gif[/img] Basically they mostly open and close correctly, but if I press a door that is currently opening/closing, it starts rotating 360±90º. I've tried putting doors without anything around it, moving its origin, creating new ones from scratch, but I can't figure this out. However, I have seen this behaviour a few times recently in other maps, which makes me believe it's a new problem with GMod/Source and not the actual map?[/QUOTE] It usually does this when you map for CSS, since your mapping for Gmod, its all linked.
  • Avatar of RedNinja
  • How could i replace for example all models(models/props/de_inferno/ClayOven.mdl) in map to models/props/de_inferno/clock01.mdl? How could i do that?
  • Avatar of iostream
  • [QUOTE=GoldPlatinum;35732046]It usually does this when you map for CSS, since your mapping for Gmod, its all linked.[/QUOTE] Well, is it fixable and/or avoidable? [QUOTE=RedNinja;35732694]How could i replace for example all models(models/props/de_inferno/ClayOven.mdl) in map to models/props/de_inferno/clock01.mdl? How could i do that?[/QUOTE] Open the .vmf in your favorite text editor and s/ClayOven/clock01/.
  • Avatar of RedNinja
  • [QUOTE=iostream;35732747]Well, is it fixable and/or avoidable? Open the .vmf in your favorite text editor and s/ClayOven/clock01/.[/QUOTE] Thanks mate!
  • [QUOTE=iostream;35732747]Well, is it fixable and/or avoidable? Open the .vmf in your favorite text editor and s/ClayOven/clock01/.[/QUOTE] It may not be the ideal solution but if you set the open direction it should prevent this from happening.
  • Avatar of phantompain5
  • Does anyone know if it is possible to allow hammer to save the .vmf in multiple directories at a time? I'd like to save my vmf file in dropbox, on my main drive, and my second drive.
  • Avatar of wauterboi
  • [QUOTE=phantompain5;35739674]Does anyone know if it is possible to allow hammer to save the .vmf in multiple directories at a time? I'd like to save my vmf file in dropbox, on my main drive, and my second drive.[/QUOTE] [url]http://www.addictivetips.com/windows-tips/copy-multiple-files-to-multiple-directories-simultaneously/[/url] This may float your boat. Quick Google search of "save file in multiple directories" brought that up, but I'm sure if that doesn't work you can probably find something else. This seems like a generic problem someone should have ran into and decided to cover.
  • Avatar of vexx21322
  • When I set an item_item_crate to spawn a npc, the npc comes out all crooked, even though the crate isn't. How can I fix this?