• Mapping Question Megathread v3
    4,500 replies, posted
  • How can I increase the size of the Visgroup window on the Hammer sidebar? I saw some guy has Visgroups quite long. As you can see, I'd like to stretch it all the way down, so I can see all my Visgroups clearly, I've got a bunch. [t]http://localhostr.com/file/tA8Xqqk/Visgroup.png[/t]
  • Is there a way to make good-looking, dusty rooms? I want to make an apartment, already abandoned for many years, sunlight shining thorugh the windows. I already added func_dustmotes, but func_dustcloud looks way to ugly. Is there another "dust-like" effect I could use?
  • [QUOTE=Dysprogue;35733963]It may not be the ideal solution but if you set the open direction it should prevent this from happening.[/QUOTE] Unfortunately the door is still rotating like crazy. If I set it to only open forwards, it will still rotate 360º backwards (as it only bug-rotates in one direction for some reason). [QUOTE=H4wkeye;35745384]How can I increase the size of the Visgroup window on the Hammer sidebar?[/QUOTE] First drag and drop the Visgroup window outside Hammer to make a new window, and resize it to whatever size you want: [t]http://hashcookie.net/uploads/298b92ea02_visgroups01.png[/t] Then drag it back: [t]http://hashcookie.net/uploads/288579c6e8_visgroups02.png[/t] Success! Also I like doing this: [t]http://imgur.com/l8BfE.jpg[/t]
  • That worked like a charm, thanks man! And yeah, that's a perfect setup you got, but, I'm missing an extra monitor :P Sold it away a while ago, was an oldish 19" LCD. I may buy an extra one at some point again, I'll see.
  • I it possible to make a sound move with an object? I want elevator music to play in an elevator i made, but I'm not sure how i make it move with the elevator. Anyone know how?
  • [QUOTE=paulisdead18;35747235]I it possible to make a sound move with an object? I want elevator music to play in an elevator i made, but I'm not sure how i make it move with the elevator. Anyone know how?[/QUOTE] [url]https://developer.valvesoftware.com/wiki/Ambient_generic#Keyvalues[/url] See "SourceEntityName".
  • [QUOTE=iostream;35747291][url]https://developer.valvesoftware.com/wiki/Ambient_generic#Keyvalues[/url] See "SourceEntityName".[/QUOTE] Thanks a lot. I'm going to test that out now. EDIT: Awesome, it worked. Thanks!
  • [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] Manipulate [Img]http://puu.sh/s0Si[/Img] So it would be something like: Copy File $path\$file.vmf new\directory\$file.vmf Of course this will only work when you compile your map. You could also try messing with symlinks.
  • I registered solely to post my problem, anyway, I have a problem compiling my map, and I can't seem to find out where it is, it has something to do with nature/blendgrassgravel001a uses unknown detail object type coastline_redgrass02! But it doesn't tell me where and why its a problem. Compile log as followed (and ignore the WARNING: Too many light styles as they don't affect my map) [QUOTE]** Executing... ** Command: "f:\steam\steamapps\wapcec\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "f:\steam\steamapps\wapcec\counter-strike source\cstrike" "F:\Steam\steamapps\wapcec\sourcesdk_content\hl2\mapsrc\TiB_House_v1.vmf" Valve Software - vbsp.exe (Oct 25 2011) 2 threads materialPath: f:\steam\steamapps\wapcec\counter-strike source\cstrike\materials Loading F:\Steam\steamapps\wapcec\sourcesdk_content\hl2\mapsrc\TiB_House_v1.vmf Could not locate 'GameData' key in f:\steam\steamapps\wapcec\counter-strike source\cstrike\gameinfo.txt fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing F:\Steam\steamapps\wapcec\sourcesdk_content\hl2\mapsrc\TiB_House_v1.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/militia_hdr*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/militia_hdr*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU. done (0) (1086361 bytes) Placing detail props : 0...1...2...3...4...5...6...7..Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02! Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02! Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02! Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02! Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02! Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02! Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02! Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02! Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02! Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02! Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02! Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02! Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02! Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02! Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02! Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02! Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02! Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02! Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02! Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02! Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02! Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02! .Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02! Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02! Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02! Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02! Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02! Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02! Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02! Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02! Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02! Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02! Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02! Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02! Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02! Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02! Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02! Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02! Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02! Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02! Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02! Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02! Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02! Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02! Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02! Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02! Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02! Material NATURE/BLENDGRASSGRAVEL001A uses unknown detail object type coastline_redgrass02! 8...9...10 Compacting texture/material tables... Reduced 983 texinfos to 574 Reduced 49 texdatas to 43 (1261 bytes to 1005) Writing F:\Steam\steamapps\wapcec\sourcesdk_content\hl2\mapsrc\TiB_House_v1.bsp 4 seconds elapsed ** Executing... ** Command: "f:\steam\steamapps\wapcec\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "f:\steam\steamapps\wapcec\counter-strike source\cstrike" "F:\Steam\steamapps\wapcec\sourcesdk_content\hl2\mapsrc\TiB_House_v1" Valve Software - vvis.exe (Oct 25 2011) 2 threads reading f:\steam\steamapps\wapcec\sourcesdk_content\hl2\mapsrc\TiB_House_v1.bsp reading f:\steam\steamapps\wapcec\sourcesdk_content\hl2\mapsrc\TiB_House_v1.prt 875 portalclusters 2795 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (167) Optimized: 674 visible clusters (0.00%) Total clusters visible: 139849 Average clusters visible: 159 Building PAS... Average clusters audible: 709 visdatasize:151734 compressed from 196000 writing f:\steam\steamapps\wapcec\sourcesdk_content\hl2\mapsrc\TiB_House_v1.bsp 2 minutes, 49 seconds elapsed ** Executing... ** Command: "f:\steam\steamapps\wapcec\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -both -game "f:\steam\steamapps\wapcec\counter-strike source\cstrike" "F:\Steam\steamapps\wapcec\sourcesdk_content\hl2\mapsrc\TiB_House_v1" Valve Software - vrad.exe SSE (Oct 25 2011) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad'] Loading f:\steam\steamapps\wapcec\sourcesdk_content\hl2\mapsrc\TiB_House_v1.bsp Setting up ray-trace acceleration structure... Done (0.83 seconds) 3841 faces 15 degenerate faces 881096 square feet [126877880.00 square inches] 54 Displacements 116171 Square Feet [16728750.00 Square Inches] 3826 patches before subdivision zero area child patch zero area child patch zero area child patch zero area child patch 54544 patches after subdivision sun extent from map=0.000000 sun extent from map=0.000000 sun extent from map=0.000000 48 direct lights BuildFacelights: 0 WARNING: Too many light styles on a face at (1.000000, -44.000000, 112.675003) WARNING: Too many light styles on a face at (1.000000, -60.000000, 124.675003) ...1. WARNING: Too many light styles on a face at (264.000031, 348.000000, 289.000000) WARNING: Too many light styles on a face at (328.000000, 215.000000, 386.140015) WARNING: Too many light styles on a face at (380.000000, 215.000000, 395.070007) WARNING: Too many light styles on a face at (380.000000, 208.000000, 289.000000) WARNING: Too many light styles on a face at (328.000000, 208.000000, 289.000000) WARNING: Too many light styles on a face at (840.000061, 215.000000, 402.140015) .. WARNING: Too many light styles on a face at (360.000000, 228.000000, 65.000000) WARNING: Too many light styles on a face at (440.000000, 220.000000, 65.000000) WARNING: Too many light styles on a face at (376.000000, 120.000000, 65.000000) WARNING: Too many light styles on a face at (324.000000, 72.000008, 65.000000) 2 WARNING: Too many light styles on a face at (316.000000, 212.000000, 65.000000) WARNING: Too many light styles on a face at (8.000000, 216.000000, 65.000000) ... WARNING: Too many light styles on a face at (8.000000, -8.000000, 65.000000) 3...4.. WARNING: Too many light styles on a face at (-196.000000, 128.000000, 289.000000) . WARNING: Too many light styles on a face at (-104.000000, 95.999985, 289.000000) WARNING: Too many light styles on a face at (-180.000000, 144.000000, 289.000000) WARNING: Too many light styles on a face at (-180.000000, 28.000000, 289.000000) WARNING: Too many light styles on a face at (-88.000000, 24.000000, 297.000000) WARNING: Too many light styles on a face at (-372.000000, 431.999939, 289.000000) WARNING: Too many light styles on a face at (-260.000000, 128.000000, 289.000000) WARNING: Too many light styles on a face at (-408.000000, 416.000000, 289.000000) WARNING: Too many light styles on a face at (-308.000000, 144.000000, 289.000000) WARNING: Too many light styles on a face at (-308.000000, 96.000000, 289.000000) 5 WARNING: Too many light styles on a face at (-72.000000, 232.000000, 65.000000) WARNING: Too many light styles on a face at (-0.420803, 248.000000, 65.000000) WARNING: Too many light styles on a face at (-54.608749, 215.999985, 65.000000) WARNING: Too many light styles on a face at (-215.999985, 383.000000, 129.349991) . WARNING: Too many light styles on a face at (-248.000000, 376.000000, 65.000000) WARNING: Too many light styles on a face at (-215.999969, 212.000000, 65.000000) .. WARNING: Too many light styles on a face at (-144.000000, -63.000000, 322.140015) WARNING: Too many light styles on a face at (-92.000000, -63.000000, 301.070007) WARNING: Too many light styles on a face at (-92.000000, -63.000000, 308.000000) WARNING: Too many light styles on a face at (-92.000000, -63.000000, 317.070007) WARNING: Too many light styles on a face at (-64.000000, -63.000000, 338.140015) WARNING: Too many light styles on a face at (-28.000000, -63.000000, 338.140015) WARNING: Too many light styles on a face at (-56.000000, -8.000000, 313.000000) WARNING: Too many light styles on a face at (-40.000000, -8.000000, 321.000000) WARNING: Too many light styles on a face at (-72.000000, -8.000000, 305.000000) WARNING: Too many light styles on a face at (-88.000000, -8.000000, 297.000000) 6. WARNING: Too many light styles on a face at (-56.000000, -28.000000, 113.000000) WARNING: Too many light styles on a face at (-23.999992, -36.000000, 121.000000) WARNING: Too many light styles on a face at (-87.994400, -52.000000, 129.000000) WARNING: Too many light styles on a face at (-87.994400, -68.000000, 129.000000) ..7.. WARNING: Too many light styles on a face at (1612.698364, -255.555557, 58.000000) WARNING: Too many light styles on a face at (1967.238037, -429.290436, 58.000000) WARNING: Too many light styles on a face at (-231.281494, 15.878389, 58.000000) .8...9...10 (17) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (12) transfers 2658599, max 453 transfer lists: 20.3 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(32387, 19609, 13051) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(2837, 1241, 645) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(533, 182, 71) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(137, 38, 10) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(43, 9, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(15, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(5, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0351 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (13) 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 (12) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 54/1024 2592/49152 ( 5.3%) brushes 543/8192 6516/98304 ( 6.6%) brushsides 4527/65536 36216/524288 ( 6.9%) planes 5262/65536 105240/1310720 ( 8.0%) vertexes 7096/65536 85152/786432 (10.8%) nodes 2521/65536 80672/2097152 ( 3.8%) texinfos 574/12288 41328/884736 ( 4.7%) texdata 43/2048 1376/65536 ( 2.1%) dispinfos 54/0 9504/0 ( 0.0%) disp_verts 4790/0 95800/0 ( 0.0%) disp_tris 7680/0 15360/0 ( 0.0%) disp_lmsamples 281406/0 281406/0 ( 0.0%) faces 3841/65536 215096/3670016 ( 5.9%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 1922/65536 107632/3670016 ( 2.9%) leaves 2576/65536 82432/2097152 ( 3.9%) leaffaces 4166/65536 8332/131072 ( 6.4%) leafbrushes 1962/65536 3924/131072 ( 3.0%) areas 3/256 24/2048 ( 1.2%) surfedges 26869/512000 107476/2048000 ( 5.2%) edges 15181/256000 60724/1024000 ( 5.9%) LDR worldlights 46/8192 4048/720896 ( 0.6%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 334/32768 3340/327680 ( 1.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 5550/65536 11100/131072 ( 8.5%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 3409712/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 151734/16777216 ( 0.9%) entdata [variable] 242345/393216 (61.6%) LDR ambient table 2576/65536 10304/262144 ( 3.9%) HDR ambient table 2576/65536 10304/262144 ( 3.9%) LDR leaf ambient 7039/65536 197092/1835008 (10.7%) HDR leaf ambient 2576/65536 72128/1835008 ( 3.9%) 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] 1/996 ( 0.1%) pakfile [variable] 175047/0 ( 0.0%) physics [variable] 1086361/4194304 (25.9%) physics terrain [variable] 0/1048576 ( 0.0%) Level flags = 0 Total triangle count: 11193 Writing f:\steam\steamapps\wapcec\sourcesdk_content\hl2\mapsrc\TiB_House_v1.bsp 57 seconds elapsed Valve Software - vrad.exe SSE (Oct 25 2011) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad'] Loading f:\steam\steamapps\wapcec\sourcesdk_content\hl2\mapsrc\TiB_House_v1.bsp Setting up ray-trace acceleration structure... Done (0.84 seconds) 3841 faces 15 degenerate faces 881096 square feet [126877880.00 square inches] 54 Displacements 116171 Square Feet [16728750.00 Square Inches] 3826 patches before subdivision zero area child patch zero area child patch zero area child patch zero area child patch 54544 patches after subdivision sun extent from map=0.000000 sun extent from map=0.000000 sun extent from map=0.000000 48 direct lights BuildFacelights: 0 (EDITED TO REMOVE WARNING: Too many light styles on a face at) .8...9...10 (17) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (13) transfers 2658599, max 453 transfer lists: 20.3 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(32387, 19609, 13051) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(2837, 1241, 645) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(533, 182, 71) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(137, 38, 10) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(43, 9, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(15, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(5, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0373 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (14) 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 (12) Writing leaf ambient...done[/QUOTE] I cut out the "ready to finish" segment.
  • [QUOTE=Xenosaur;35754036]I registered solely to post my problem, anyway, I have a problem compiling my map, and I can't seem to find out where it is, it has something to do with nature/blendgrassgravel001a uses unknown detail object type coastline_redgrass02! But it doesn't tell me where and why its a problem. Compile log as followed (and ignore the WARNING: Too many light styles as they don't affect my map) I cut out the "ready to finish" segment.[/QUOTE] Another thing you should do is fix the fact that there's more than 4(?) different colors of light on a brush somewhere I forget how to turn off detail sprites though... maybe look up a tutorial on how to turn them on and then just work backwards
  • [QUOTE=Kavukamari;35754783]Another thing you should do is fix the fact that there's more than 4(?) different colors of light on a brush somewhere I forget how to turn off detail sprites though... maybe look up a tutorial on how to turn them on and then just work backwards[/QUOTE] 4 differently named lights touching the same brushface. It has nothing to do with colour, as you could have hundreds of lights named the same with different colours and it would work. It's only when you have too many that it'll complain.
  • [QUOTE=NoY_The_Nut;35754261]Anyone know how to make jump pad like in Quake 3/Live?[/QUOTE] Trigger_push
  • [QUOTE=kaine123;35756418]Does anyone have some good tips for lighting?[/QUOTE] I'm sort of asking the same thing. Here's a room I made. I like the color the light is giving off in the room, but it just doesn't "pop". It just feels like it's missing something, the way the light is cast makes everything look a bit stale to me. Would sprites for each fluorescent light fixture be beneficial (right?)? I know that isn't the full the solution though, it's the lighting itself. I know it's missing SOMETHING to make it a bit more atmospheric, but I just don't know what that could be. Any ideas? [URL=http://cloud.steampowered.com/ugc/578954588136873026/51BAB2065211179CE601BA2D6E5D2FB9638C5769/][IMG]http://cloud.steampowered.com/ugc/578954588136873026/51BAB2065211179CE601BA2D6E5D2FB9638C5769/[/IMG][/URL]
  • That looks full-bright, just orange. It also does not match the light-texture in any way. What are you using for the lighting? Use light_spots + sprites.
  • [QUOTE=wauterboi;35759552]That looks full-bright, just orange. It also does not match the light-texture in any way. What are you using for the lighting? Use light_spots + sprites.[/QUOTE] I'm using a light_spot with a wide angle. Yeah, it looks pretty orange, and that's the problem. It looks to much of a uniform light, bland and stuff. Should I try reducing the angle and possibly the light a bit? Here's the brightness I'm using for them along with the angles... (And there's one light_spot in the middle of each of the florescent light fixtures) Brightness: 200 190 181 200 Inner (Bright) Angle: 65 Outer (Fading) Angle: 90 (too much, right?)
  • Yeah, and either you switch the texture to match the color of your lighting now or you change your lighting to match your textures. Right now it looks very unrealistic.
  • [QUOTE=wauterboi;35759710]Yeah, and either you switch the texture to match the color of your lighting now or you change your lighting to match your textures. Right now it looks very unrealistic.[/QUOTE] What color would you suggest then? Would Blue be good because it's a contrast to Orange?
  • [QUOTE=paulisdead18;35759734]What color would you suggest then? Would Blue be good because it's a contrast to Orange?[/QUOTE] A very light yellow would be a better idea, to match the use of flourecent lights.
  • I'm having trouble figuring out the leak here. What I did, is added a 1 unit thick Areaportal tied to func_areaportalwindow and then I added a func_brush also 1 unit thick on it, with black texture and connected each other. But, every time I compile, it whines about a leak. The room is sealed off as well as the building the room is in. [t]http://localhostr.com/file/gUdxlxg/Leak.png[/t]
  • [QUOTE=H4wkeye;35762474]I'm having trouble figuring out the leak here. What I did, is added a 1 unit thick Areaportal tied to func_areaportalwindow and then I added a func_brush also 1 unit thick on it, with black texture and connected each other. But, every time I compile, it whines about a leak. The room is sealed off as well as the building the room is in. [t]http://localhostr.com/file/gUdxlxg/Leak.png[/t][/QUOTE] Is the areaportaled room completely sealed so that one side of the area portal cannot ever touch the other side without passing through another areaportal.
  • There is only one room. It's for the infected to spawn in. That's the only room in that building.
  • I fixed it. Forgot that I func_detailed one wall of the room, so that's why it leaked. Working now. Edit: Mein automerge
  • [t]http://dl.dropbox.com/u/5061840/Mapping/Pictures/padtest0000.jpg[/t] How do I make this look good? (There is a light_spot coming from where the spotlight blur is, and slightly forward and about 64 units above from the curve is a light entity to illuminate the entire room, but it looks odd everywhere else if I move it away from the beam of the light_spot; Yes the curve is func_detail 'ed) [t]http://dl.dropbox.com/u/5061840/Mapping/Pictures/padtest0001.jpg[/t][t]http://dl.dropbox.com/u/5061840/Mapping/Pictures/padtest0002.jpg[/t] Alternatively we have this where the full-room light is directly under the spotlight, which looks better overall, but are these contrasted shadows in the second pic bad looking? I don't know if they're "realistic" or not
  • I've read a lot of tutorials on Hint/Skip brushes and I'm still quite confused about it. The side that you hint, what does it do? And what happens behind the side you Hint'ed? If you make the brush a big box and put it above an area and Hint the top side, what would that do?
  • [QUOTE=H4wkeye;35765184]I've read a lot of tutorials on Hint/Skip brushes and I'm still quite confused about it. The side that you hint, what does it do? And what happens behind the side you Hint'ed? If you make the brush a big box and put it above an area and Hint the top side, what would that do?[/QUOTE] The face with hint on it is the exact slice that will be cast through the visleafs the skip sides do nothing at all
  • [QUOTE=H4wkeye;35765184]I've read a lot of tutorials on Hint/Skip brushes and I'm still quite confused about it. The side that you hint, what does it do? And what happens behind the side you Hint'ed? If you make the brush a big box and put it above an area and Hint the top side, what would that do?[/QUOTE] [url]http://optimization.interlopers.net/index.php?chapter=visleafs[/url] [url]http://optimization.interlopers.net/index.php?chapter=hints[/url]
  • Yeah I've read those tutorials, gonna read them again. Thanks. Figuring this out properly is a bitch.
  • So I've been wondering. How exactly do you take screenshots like this (IE. without any hud nor weapon appearing on your screen) [IMG]http://desmond.imageshack.us/Himg713/scaled.php?server=713&filename=atlantisremakeplus0000.jpg&res=landing[/IMG]