• Mapping Question Megathread v5
    5,002 replies, posted
  • Avatar of Tin Can™
  • Is it possible to sortof "backwards-port" Source engine .vmfs into whatever file format Half Life 1's GoldSrc Hammer editor uses for uncompiled maps? I'm really interested in getting into mapmaking for Sven Co-op, but the GoldSrc Hammer is a bit different and hard to get started with after using Source's Hammer editor for 9 years - so I was thinking I could build the level geometry in Source Hammer and then open it in GoldSrc Hammer and put in logic and entities if it's possible.
  • Avatar of CreaseInTime
  • I've been trying everyone's suggestions for about an hour, and I still keep getting invalid brushes. The problem arises when I try to angle it to the left so that the top balcony isn't directly across from the bottom one, like in my image. [t]http://www.blackwidowgames.com/images/thls_screen_22.jpg[/t]
  • Avatar of Seba
  • [url=www.sebastiangr.us/download/angled_arch_bridge_example.zip]Here's[/url] basically what you need to do - each face of each brush used needs to be a triangle. Working on a nice angle like 1:2 also helps.
  • Avatar of CreaseInTime
  • [QUOTE=seba079;52374455][url=www.sebastiangr.us/download/angled_arch_bridge_example.zip]Here's[/url] basically what you need to do - each face of each brush used needs to be a triangle. Working on a nice angle like 1:2 also helps.[/QUOTE]Thank you for the example, I was just not understanding what needed to be done and that helps a lot
  • Avatar of maddogsamurai
  • So I was putting Tactical Intervention maps into SFM thanks to TheKins. I did the whole GCFScape thing; installed the game, changed the dir files to vpk, and extracted the data_001_dir to SFM's game (not usermod) folder. Everything seems to work fine, but in mis_innercity map there is a huge chunk of missing textures by the very edge of the map. You won't notice it if you keep the camera low as most of the map is okay, but it could make sweeping shots hard. Wrong file placement perhaps? [t]http://i.imgur.com/BPGVSLf.png[/t] Link to maps: [url]https://sfmlab.com/item/416/[/url]
  • Avatar of Waffles
  • how do you make it so that when you step into a trigger you have a certain amount of time before you start getting hurt with the time being the same for each person who enters?
  • Avatar of KingPommes
  • Have a filter_activator_name that the trigger looks at. In that filter type in "hurtable" as the filter target. Now in the output of the trigger have the following commands: Onstartouch > !activator > addoutput > targetname hurtable > (how many seconds to delay) Onendtouch > !activator > addoutput > targetname none > 0
  • Avatar of daigennki
  • Was trying to get a bumpmap on a prop_static in my map, when I realized it was not working and the wiki said [url=https://developer.valvesoftware.com/wiki/$bumpmap]this[/url]: [quote][B]Warning:[/B] $bumpmap will disable prop_static's per-vertex lighting. Not enough data is stored in the vertices for normal mapping, so the engine has no choice but to fall back.[/quote] That sucks. So my question is, is there some way around this or do I have no choice but to make it a prop_dynamic? I am worried about its effect on performance.
  • Avatar of Grenade Man
  • That has nothing to do with your bumpmap not working. You probably messed up somewhere in your materials
  • Avatar of daigennki
  • Yeah whoops, looks like I messed up somewhere, although I do not know where exactly. I think it was something to do with the combination of it with envmap. It works now. Sorry.
  • Avatar of EddieLTUtmp
  • i need some insane help. for some reason my texture appears fullbright, only when i disable every shader it works fine, but either of the shaders cause the texture to be fullbright, if i edit the vmt and reload the textures the game crashes Here's the vmt syntax [code]LightmappedGeneric { $basetexture "mansion/genericwoodfloor" $bumpmap "mansion/genericwoodfloor_normal" $surfaceprop Wood $reflectivity "[0.90 0.90 0.90]" $detail "detail/dt_wood1" $envmap "env_cubemap" $basealphaenvmapmask 1 $envmaptint "[0.15 0.15 0.15]" $phong 1 $phongexponent 20 $phongamount "[0.6 0.6 0.6 1]" } [/code] and here's the in game screenshot [IMG]http://i.imgur.com/uhESfWO.jpg[/IMG] Edit: fixed it, because having basealpha fucked everything up and i had to split my specular map to a new file
  • Avatar of Cheezus
  • So a friend of mine is having possibly one of the [I]weirdest[/i] issues I've seen in hammer to date. Any time they make a new map, no matter how simple it is, the compile log is spammed with the following, and the map loads as a black void in-game. [code] **** leaked **** FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1536.0 2048.0 480.0) Leaf 0 contents: Leaf 1 contents: CONTENTS_SOLID viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: [/code] and I have absolutely no idea what can be causing this issue. When I create the *EXACT SAME* map on my own copy of hammer, same textures, same size, etc. it works fine. I looked in the .vmf file itself in notepad++ and couldn't find anything out of the ordinary, so what gives? Why is this happening on every new map they create? [url=https://www.dropbox.com/s/ue1xrfcd0muv431/Test07.vmf?dl=0]Link to problematic vmf[/url] Edit: by doing absolutely nothing at all, the issue fixed itself. I'd still like to know what the hell could have been breaking it though, if anyone has any ideas. Broken VMF is still up for anyone to inspect.
  • Issue regarding [B]AI Nodes[/B]: I've painfully made one AIN file for GMod, but then I've had to recompile the map though for a minor issue that has no effect on the nodes. But now the game keeps "rebuilding" the AIN file every time, but it deletes all the data on it. How could I possibly make it seem like it's not outdated so it doesn't rebuild it?
  • Avatar of chenhonkster
  • [QUOTE=Loadingue;52379933]Issue regarding [B]AI Nodes[/B]: I've painfully made one AIN file for GMod, but then I've had to recompile the map though for a minor issue that has no effect on the nodes. But now the game keeps "rebuilding" the AIN file every time, but it deletes all the data on it. How could I possibly make it seem like it's not outdated so it doesn't rebuild it?[/QUOTE] Well firstly to test it, you should get rid of the blank AIN files and add ai_norebuildgraph 1 to autoexec. The AI node file has to be edited on the same or later date than the map for it to not be rebuilt on.
  • [QUOTE=LittleBabyman;52379950]Well firstly to test it, you should get rid of the blank AIN files and add ai_norebuildgraph 1 to autoexec. The AI node file has to be edited on the same or later date than the map for it to not be rebuilt on.[/QUOTE] Well that's pretty retarded. Also I just made a new AIN file and it still rebuilt it for some reason.
  • Avatar of Waffles
  • is there any way to make a one way door? if not then whats the closest way to do it?
  • Avatar of Seba
  • Disable "touch/use opens," instead open it with OnStartTouch from a trigger_multiple placed on one side of the door
  • Working on some brushwork in my CS:GO map, getting some weird shadow glitching that I'm not familiar with. I've tried a few things off the top of my head in attempt to fix, but nothing yet. Any suggestions? [t]http://imgur.com/Rwcativ[/t] [t]http://imgur.com/nezs1sZ[/t] and a direct link to the album if those don't work - [url]http://imgur.com/a/xw1lc[/url] ALSO: Is there a clock tower model anywhere? I remember seeing one in the CSGO files, but I can't identify it by filename.
  • Avatar of Seba
  • The shading issue is because of displacements; you'll have to remake the structure out of world brushes and apply a decal or be smarter with the shape of your displacements (the former is probably easier)
  • Only reason I made them displacements was to take advantage of the paintable alpha textures. What would you recommend I do to achieve the same results? Is there a way to make the displacements work for this application?
  • Avatar of Moltard
  • [QUOTE=KingPommes;52377135]Have a filter_activator_name that the trigger looks at. In that filter type in "hurtable" as the filter target. Now in the output of the trigger have the following commands: Onstartouch > !activator > addoutput > targetname hurtable > (how many seconds to delay) Onendtouch > !activator > addoutput > targetname none > 0[/QUOTE] If you stop touching it, it will still rename you, after the delay. A safer way is doing it with a logic_relay: OnTrigger > !activator > AddOutput > targetname hurtable > Delay = WhatYouWant Your trigger would do: OnStartTouch > logic relay name > Trigger OnEndTouch > logic relay name > CancelPending > > Delay = 0 OnEndTouch > !activator > AddOutput > targetname none > Delay = 0 So if you endtouch the trigger, it cancel the relay before it can rename you to hurtable. Im not sure if it work Client-Sided. So canceling the relay only cancel it for the current !activator, or all players who triggered the relay ? You gotta test, and see if that work correctly
  • Some weird problem I don't understand. I've tried working on a few maps before and this has never been an issue. Basically my lighting is completely disfunctional. I've tried creating a small box map, putting a light in it and it's fullbright no matter what. I've tried adding a light_env, a skybox partly covering it etc etc, and the only progress I've gotten is everything turns completely black, and even the light doesn't work. Definitely no leaks.
  • Avatar of Seba
  • After a quick test this seems to be the best method (red is displacement, green is world brush) [t]https://vgy.me/c0qi9B.png[/t] Just remember not to make any inwards-oriented faces displacements
  • Hey, I've been trying to make my first map for gmod and ran into an issue with an env_fire. I want to make it so that the fire can be toggled on and off by use of a button. However, when I put "Extinguish" for the "Via this input" option for a func_button, it does not actually extinguish the flame. The only way I've found for it to actually work and extinguish the flame is to do "Disable" instead, however to make it come back on even with a separate button "Enable" will not bring the fire back. I know that the target entity named is correct, so that can't be the issue.
  • Avatar of Grenade Man
  • [QUOTE=defycow;52386153]Hey, I've been trying to make my first map for gmod and ran into an issue with an env_fire. I want to make it so that the fire can be toggled on and off by use of a button. However, when I put "Extinguish" for the "Via this input" option for a func_button, it does not actually extinguish the flame. The only way I've found for it to actually work and extinguish the flame is to do "Disable" instead, however to make it come back on even with a separate button "Enable" will not bring the fire back. I know that the target entity named is correct, so that can't be the issue.[/QUOTE] [url]https://developer.valvesoftware.com/wiki/Env_fire#Inputs[/url]
  • [QUOTE=Grenade Man;52386170][url]https://developer.valvesoftware.com/wiki/Env_fire#Inputs[/url][/QUOTE] I've actually looked over that several times, googled the issue, looked up how to use func_buttons, and to no avail. It's like some of the inputs just don't even work. And I've created separate env_fire with a func_button and the output extinguish literally does nothing.
  • [QUOTE=seba079;52385235]After a quick test this seems to be the best method (red is displacement, green is world brush) [t]https://vgy.me/c0qi9B.png[/t] Just remember not to make any inwards-oriented faces displacements[/QUOTE] I like this fix! I can't believe I didn't think of that. The world brushes were all going to be the solid color anyways, so it works out great. Great idea man. I ended up destroying the displacements and adding overlays, but this is much better. With this new method, only the front-face will be using displacements.
  • Avatar of Grenade Man
  • [QUOTE=defycow;52386213]I've actually looked over that several times, googled the issue, looked up how to use func_buttons, and to no avail. It's like some of the inputs just don't even work. And I've created separate env_fire with a func_button and the output extinguish literally does nothing.[/QUOTE] Try disabling it, then later both first enabling it and then start fire