• Mapping Question Megathread v3
    4,500 replies, posted
  • Avatar of Barbarian887
  • [QUOTE=DerTontaiLama;36892168]I already tried that, but that didn't seem to work. Like so?: [img]http://i.imgur.com/b18RD.png[/img][/QUOTE] Yeah I would expect that to work... You could resort to parenting it to a func_door_rotating and setting the prop_door_rotating's rotate distance to 0 degrees while triggering the func_door_rotating
  • Avatar of Drakehawke
  • [img]http://puu.sh/L2ip[/img] Why can I never get these bush models to light properly?
  • Avatar of WitheredGryphon
  • [QUOTE=Drakehawke;36900213][img]http://puu.sh/L2ip[/img] Why can I never get these bush models to light properly?[/QUOTE] Are they prop_static? prop_dynamic?
  • Avatar of Firegod522
  • [QUOTE=Drakehawke;36900213][img]http://puu.sh/L2ip[/img] Why can I never get these bush models to light properly?[/QUOTE] Their texture is UnlitGeneric You should go into the .vmt for them and Change the shader to VertexLitGeneric
  • Avatar of infinitywrai
  • Could someone please list the steps necessary to make a map support daynight script? I'm assuming you need to compile it with light_environment brightnesses a-z, however I'm not sure how to do so? Daynight script i'm talking about ([URL]http://pastebin.com/raw.php?i=8DPyvwYf[/URL]) Additionally, I'm working on a max size map for a survival themed game, however I'm wondering how I can reduce VVIS compile time? I'm guessing the VVIS compile time is probably because of the scale of the map and how many visleafs there are. Would it be okay to just run it -fast to skip all visibility optimization have the fog's z clip plane handle that?
  • Avatar of WitheredGryphon
  • There's no wildcard (or ' * ') in the forloop which registers light_environment entities [code]self.light_environment = ents.FindByClass( 'light_environment' ); // start at night. if ( self.light_environment ) then local light; for _ , light in pairs( self.light_environment ) do light:Fire( 'FadeToPattern' , string.char( LIGHT_LOW ) , 0 ); light:Activate( ); end end [/code] The way, I'm guessing, is it takes all light_environments in the map and turns them into that light variable, then uses the FadeToPattern output to change it to Light_Low (Which I assume is night). I'm not sure why it's not running.
  • Avatar of Drakehawke
  • [QUOTE=Firegod522;36901206]Their texture is UnlitGeneric You should go into the .vmt for them and Change the shader to VertexLitGeneric[/QUOTE] Thanks, if I pack them in the bsp they'll overwrite the default ones right?
  • Avatar of Fulcrum
  • [QUOTE=Drakehawke;36903365]Thanks, if I pack them in the bsp they'll overwrite the default ones right?[/QUOTE] Yup, you can also overwrite models, sounds, scripts etc Edit: I think you can add lua aswell.
  • Avatar of dreukrag
  • I'm developing my own map using the framework from gm_apartment. I have no problems using the .fgd or making sure my map fits its requirements but I'd like to create my own entities, in this case a brush bused entity similar to door entity already avaible. I can handle the lua coding but how would I edit the .fgd so I can add one in hammer and have it all the right properties and flags?
  • Avatar of infinitywrai
  • That script is the same one that rp_evocity_v33x uses. ([URL]http://facepunch.com/showthread.php?t=1079279&p=29205532&viewfull=1#post29205532[/URL]) Based on the research I've done, the daynight script will NOT run on any map unless the map is specifically made for it. Based on the way lightmaps work, I am fairly sure all the lighting conditions need to be rendered beforehand. I have looked at the VMF for rp_evocity_v33x and am unable to determine how to do so.
  • Avatar of WitheredGryphon
  • [QUOTE=infinitywrai;36903961]That script is the same one that rp_evocity_v33x uses. ([url]http://facepunch.com/showthread.php?t=1079279&p=29205532&viewfull=1#post29205532[/url]) Based on the research I've done, the daynight script will NOT run on any map unless he map is specifically made for it. Based on the way lightmaps work, I am fairly sure all the lighting conditions need to be rendered beforehand. I have looked at the VMF for rp_evocity_v33x and am unable to determine how to do so.[/QUOTE] I'll further investigate this and hopefully have a solution to you before the night is over. -- I've almost got it figured out.
  • How to create a realistic moving background and floor(like ctf_convoy for example) ?
  • Avatar of MrAnonymous.vip
  • [QUOTE=Jordo76;36904975]How to create a realistic moving background and floor(like ctf_convoy for example) ?[/QUOTE] I am guessing the system is similar to this: [url]https://developer.valvesoftware.com/wiki/Flowing_Water[/url]
  • [QUOTE=Mr Anonymous;36905041]I am guessing the system is similar to this: [url]https://developer.valvesoftware.com/wiki/Flowing_Water[/url][/QUOTE] Thank for this quick response, i'll try this.
  • Avatar of WitheredGryphon
  • I really did try, this was the best effect I could get but it doesn't change from day to night at all. I understand the concept, however. He uses a fake_skybox_white texture to illuminate the map and give it the tint that matches the time of day it is, then changes that func_brush's opacity as it goes throughout the day. He also uses the env_sun's pitch to direct shadows (I guess?). It's like the timer isn't running I guess. [t]https://dl.dropbox.com/u/69387792/screenshots/testing_maps/test2_30000.jpg[/t] -- OH SHIT I GOT IT WORKING, It turns out that's what nighttime looks on that map. The sun is just moving slowly underneath my map. I'll take a daytime pic and post it in a bit. Happy morning everyone! [t]https://dl.dropbox.com/u/69387792/screenshots/testing_maps/test2_30001.jpg[/t] -- You're going to basically have to copy his 3d skybox over, it's pretty confusing how to set it up. Then follow his instructions (put the lua in autorun) and wait about 5 minutes and you should see the sun. If you don't want to copy it at least study it to every last detial.
  • Avatar of st ef you
  • [QUOTE=st ef you;36890405]So, I'm trying to make a texture reflective, but after I run buildcubemaps, the texture looks as if the entire specular map is white, which it isn't. So, the texture is completely 100% reflective when it shouldn't be. I'm using the EP2 engine, and here's the vmt for the texture: [code] LightMappedGeneric { "$basetexture" "custom\stonefloor001b" "$surfaceprop" "rock" "$bumpmap" "custom\stonefloor001_normal" "$envmap" "env_cubemap" "$envmapmask" "custom\stonefloor001_specular" } [/code] What is happening because I've run into this problem before.[/QUOTE] Anyone? I cannot shake this problem!
  • Avatar of Firegod522
  • [QUOTE=st ef you;36907631]Anyone? I cannot shake this problem![/QUOTE] $bumpmap and $envmapmask don't work together. you need to put the envmap in the alpha of the bumpmap and use $normalmapalphaenvmapmask 1
  • Avatar of st ef you
  • [QUOTE=Firegod522;36908449]$bumpmap and $envmapmask don't work together. you need to put the envmap in the alpha of the bumpmap and use $normalmapalphaenvmapmask 1[/QUOTE] Well, thanks for the help for sure. When I read that one the wiki, I was under the impression that it didn't work on .mdl models. You learn something knew everyday, and something that should have been obvious at least once week.
  • Avatar of Fulcrum
  • Is there any way to either manually edit the light map or to make prop_dynamic cast light mapped shadows? (aside from placing an invisilbe prop static under it)
  • Avatar of Crash15
  • In worldcraft my maps wont compile at all, and they wont run. Why is this?
  • Avatar of Firegod522
  • [QUOTE=Crash15;36910922]In worldcraft my maps wont compile at all, and they wont run. Why is this?[/QUOTE] Worldcraft or hammer? worldcraft was for quake, goldsrc, and quake II If hammer, post the compile log.
  • Avatar of EvacX
  • Let's say I have a tunnel section 4096 units long, and each section has 4 rotating fan's for ventilation then is there a way to copy-paste it without having to manually go and change the name of each func_rotating and the parent of every prop_dynamic?
  • Avatar of IronPhoenix
  • [QUOTE=EvacX;36913277]Let's say I have a tunnel section 4096 units long, and each section has 4 rotating fan's for ventilation then is there a way to copy-paste it without having to manually go and change the name of each func_rotating and the parent of every prop_dynamic?[/QUOTE] No.
  • Avatar of MonkeysLP
  • Hey, unrelated to mapping but related to this board because I can't find the rules. Is it okay to request certain maps done or to request a mapper? Aka I need a map done, I'm willing to pay, is it okay to make a thread about it?
  • Avatar of Neo Kabuto
  • [QUOTE=MisterTickles;36915765]Hey, unrelated to mapping but related to this board because I can't find the rules. Is it okay to request certain maps done or to request a mapper? Aka I need a map done, I'm willing to pay, is it okay to make a thread about it?[/QUOTE] Yes, it should be okay. There used to be a full forum for requests, but it's gone now.
  • Avatar of vexx21322
  • What is the best way, besides instances (using the ep2 fork), to make geometry off-grid? I thought manifests would work but I can't quite figure out how to do it that way.
  • Avatar of LtKyle2
  • [QUOTE=LtKyle2;36830203]When compiling another map it says it cant load filesystem_steam.dll Where is that usually located?[/QUOTE] So now instead of this when I try to run the map nothing happens. I compile the map, the do a quick run with the compiler set to 'expert' and such.