• Mapping Question Megathread v3
    4,500 replies, posted
  • [QUOTE=mdeceiver79;37304178]No invalid errors, when exiting the vertex manip or alt + p. You are right tho on open hammer has moved a few vertices. Not many, but just enough to ruin everything. There goes a perfectly reasonable map idea...[/QUOTE] You won't get invalid brush errors, it'll just change by its self. You can just stop linking up the backfaces where the vertical/horizontal brushes meet. That should fix it. As long as the visible faces are touching that's all that matters, really.
  • How do I place weapons in CS:GO maps? (example: in source, you'd place "weapon_m4a1") Thanks.
  • Any map I try to compile in CS:GO, crashes the compiler before vbsp.exe gets to run. I get a "hammer_run_map_launcher.exe has stopped working" window and nothing else. This is really frustrating. I made a simple room with an info_player_start in the middle and it crashes too. Everything does. No log or anything.
  • [QUOTE=samuel2213;37305365]It is currently broken. Weapons wont spawn when compiled for whatever reason.[/QUOTE] Cheers. Do you know if it's the same with 2D skyboxes?
  • [QUOTE=Nokx;37306295]Cheers. Do you know if it's the same with 2D skyboxes?[/QUOTE] Naah, skyboxes work great.
  • [QUOTE=kaine123;37303250]I've set up a spawned zombie npc starting in a scripted_sequence to walk over to a scripted_sequence. I'd like to make it go to a random scripted_sequence out of a few that I have set up. Does anyone know how I might go about doing this? Also do assaults work with zombies?[/QUOTE] Anyone?
  • [QUOTE=Stiveno;37307932]Does anybody know of any good chandelier props for inside buildings?[/QUOTE] models/props/de_chateau/light_chandelier02.mdl Found in CSS, is the best there is.
  • [QUOTE=GoldPlatinum;37298003]How do you guys add music to a CS:GO map? Cant get it working with Triggers, timers and logic_auto[/QUOTE]
  • My map crashes when I pick my team in CS:GO, I pick my team then it just closes, doesn't even show a glimpse of the map, just closes without an error. Help?
  • [QUOTE=GoldPlatinum;37310507][/QUOTE] Looking at cs_office they just used an ambientgeneric and a logic_timer (for the random radio talk about the hostage)
  • so I've got some grass detail sprites set up in my map but I want to configure them to face the player at all times, there's a spriteorientation setting in my VBSP file but I don't know what to set the value to in order to get it to work. Any ideas?
  • Hey guys how to we make the kind of Fog in Portal 2 when you get in the old aperture or when its Wheatley's laboratory Is it a normal Fog that you can make in every source sdk or its something else ? [img]https://developer.valvesoftware.com/w/images/f/fc/Wheatley_map_example.jpg[/img] [img]https://developer.valvesoftware.com/w/images/e/e1/Global_shadow_mapping.jpg[/img]
  • Its normal fog, nothing special about it. Edit: [QUOTE=someguyihate;37313586]so I've got some grass detail sprites set up in my map but I want to configure them to face the player at all times, there's a spriteorientation setting in my VBSP file but I don't know what to set the value to in order to get it to work. Any ideas?[/QUOTE] [QUOTE]detailOrientation <int> How the sprite will react to the camera: 0: It will not rotate. 1: It will rotate around its origin to always face the camera head-on 2: It will rotate around its Z-axis only to face the camera. This is the most common setting, as it foreshortens the sprite while keeping it otherwise head-on. [/QUOTE] [url]https://developer.valvesoftware.com/wiki/Detail_props[/url]
  • [QUOTE=Firegod522;37312824]Looking at cs_office they just used an ambientgeneric and a logic_timer (for the random radio talk about the hostage)[/QUOTE] Tried that and it didnt work, also didnt find the timer on the decompiled office map
  • Hello guys, does anyone know if I still can simulate shadows using blocks with blocklight texture in cs:go sdk ? I've used env_cascade_light to drop some shadows, but I want to simulate indoors shadows with fences and metal gates, but it don't work.
  • [QUOTE=GoldPlatinum;37315143]Tried that and it didnt work, also didnt find the timer on the decompiled office map[/QUOTE] Valve provided the vmf for their files C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\sdk_content\maps
  • [QUOTE=Grenade Man;37315090]Its normal fog, nothing special about it. Edit: [url]https://developer.valvesoftware.com/wiki/Detail_props[/url][/QUOTE] Well actually the fog in the later versions of source is pretty nice compared to HL2's crappy farz fog. I mean it uses distance between eyepos and worldpos to control the fog density, which makes it like a sphere around the player which looks fucking awesome.
  • TF2 is crashing if I try to make a new map, or load any other maps. I tried both refreshing sdk content and resetting the game configurations. I don't know what else to do.
  • Is there a "Hire a mapper"-thread in this sub-board? And also what do you guys feel is an acceptable reward for making a map ($/hr)?
  • [QUOTE=thejjokerr;37324176]Is there a "Hire a mapper"-thread in this sub-board? And also what do you guys feel is an acceptable reward for making a map ($/hr)?[/QUOTE] Depends how big the request is, how much custom content etc. People usually open a new thread for a request, however a thread dedicated to that would be a nice idea.
  • I've got a little problem with the Combine light props. As long as I remain close to them, they're fine, but whenever I put a little distance between myself and the props they automatically change into low-poly versions of themselves and it's really notable: [img]http://i.imgur.com/5q4PP.png[/img] [img]http://i.imgur.com/Jbt3M.png[/img] There's also a third model with an even lower poly-count. Both versions - 001a and 001b - are affected, other models aren't. Any clue on what I might be doing wrong and how I could fix it?
  • [QUOTE=zomgfoo;37325247]I've got a little problem with the Combine light props. As long as I remain close to them, they're fine, but whenever I put a little distance between myself and the props they automatically change into low-poly versions of themselves and it's really notable: [img]http://i.imgur.com/5q4PP.png[/img] [img]http://i.imgur.com/Jbt3M.png[/img] There's also a third model with an even lower poly-count. Both versions - 001a and 001b - are affected, other models aren't. Any clue on what I might be doing wrong and how I could fix it?[/QUOTE] Going to recompile this with a new lod distance, give me a minute [editline]20th August 2012[/editline] Okay done, same model name but the path is now props_combine_new/combine_light001a [URL="https://dl.dropbox.com/u/33714868/models.zip"]https://dl.dropbox.com/u/33714868/models.zip[/URL] Tested and working. Let me know when i can take the link down :)
  • [QUOTE=pinecleandog;37325510]Going to recompile this with a new lod distance, give me a minute [editline]20th August 2012[/editline] Okay done, same model name but the path is now props_combine_new/combine_light001a [URL="https://dl.dropbox.com/u/33714868/models.zip"]https://dl.dropbox.com/u/33714868/models.zip[/URL] Tested and working. Let me know when i can take the link down :)[/QUOTE] Got it. Any chance you could do 001b as well? Either way, kudos for your help man.
  • Sure, but not right now, remind me as an PM tommorow, doing some textures for someone at the moment, sorry :(
  • [QUOTE=Highwind;37305761]Any map I try to compile in CS:GO, crashes the compiler before vbsp.exe gets to run. I get a "hammer_run_map_launcher.exe has stopped working" window and nothing else. This is really frustrating. I made a simple room with an info_player_start in the middle and it crashes too. Everything does. No log or anything.[/QUOTE] I fixed the problem by bypassing the hammer_run_map_launcher.exe in Hammer and started using Nem's Batch Compiler. I can tell the Batch Compiler to use the newer CS:GO vbsp, vvis and vrad executables and it compiles my map like a charm.
  • A few questions: Is there a basic outline anywhere on how to make decent-looking terrain? How would I go about adding a 2D/3D Skybox?(EDIT: I read the first few pages of the thread and know how to do sky_camera and terrain scaling, but when I compile and run the map, it does that trippy trailing thing, I want to know how to not do that.) How do I make invisible walls?
  • How do I compile a map \w custom texture? Apparently other people get the purple black chessboard because it doesn't include the texture for other people.