• Mapping Question Megathread v5
    5,002 replies, posted
  • Avatar of Waffles
  • [IMG]http://i.imgur.com/NvSVPba.jpg[/IMG] trying to use $envmap to make a second skybox in a map but it shows up as missing textures. console says "Error reading material data" for the texture.
  • Avatar of Firegod522
  • I dont think you can use $envmap as a skybox texture. Probably try making a 3d skybox with the textures mapped to a brush near the skybox faces. and utilize the 2d sky texture to differentiate the two skies.
  • Avatar of Grenade Man
  • [QUOTE=waffles187;52476385] trying to use $envmap to make a second skybox in a map but it shows up as missing textures. console says "Error reading material data" for the texture.[/QUOTE] Well not a surprise. The envmap command doesn't accept a skybox texture setup. You need to use a cubemap vtf texture for that. Those can be captured as normal and then extracted from the .bsp file
  • Avatar of Waffles
  • [QUOTE=Grenade Man;52477564]Well not a surprise. The envmap command doesn't accept a skybox texture setup. You need to use a cubemap vtf texture for that. Those can be captured as normal and then extracted from the .bsp file[/QUOTE] I made a custom cubemap texture by following the tutorial on the VDC $envmap page.
  • Avatar of Grenade Man
  • Then you obviously did something wrong while making the texture. [editline]17th July 2017[/editline] You need to post more info if you want people to be able to help you
  • Avatar of Niblic
  • relevant : [video=youtube;eVoeBU1jJcE]https://www.youtube.com/watch?v=eVoeBU1jJcE[/video] i encountered the same problem as you and i solved it by using VTEX to convert the skybox images into an envmap instead of VTFedit. try that and see if it works also something else ... you need two extra envmaps that are the skybox envmap you want to use but with one mirrored and the other rotated upside down. trying to use just the normal envmap for all 6 faces of your skybox will result in it looking fucked. i think its because cubemaps are supposed to look like reflections so they automatically reverse/flip the texture depending on the reflective face's orientation but idk just a guess ..................................
  • Avatar of Waffles
  • I actually found out I had VTFEdit version 1.2.7 instead of 1.3.3 so I installed that and it works now
  • Avatar of Triage
  • [IMG]http://i.imgur.com/QCSIvIv.png[/IMG] Are my stairs shitty? If so anybody got any tips??
  • Avatar of taz0
  • stairs should be 12x8 hu per step you can use the steps dev texture to work things out
  • Avatar of KingPommes
  • Im using multiple "filter_activator_class" that disallow certain entity types (prop_physics, func_door etc). How would I go about adding multiple filters to one trigger_multiple ? thanks :) [editline]a[/editline] ok its filter_multi.
  • Avatar of KleinerHl
  • Is there a way to override an NPC's model? Lets say I want a metrocop replaced with a watermelon without replacing game files
  • Avatar of taz0
  • you could try setting the npc's Render Mode to don't render and parent the watermelon to the npc attachment point so you only see the watermelon
  • Avatar of Grenade Man
  • [QUOTE=KleinerHl;52482454]Is there a way to override an NPC's model? Lets say I want a metrocop replaced with a watermelon without replacing game files[/QUOTE] Why would you want to do that???
  • Avatar of KleinerHl
  • [QUOTE=Grenade Man;52482516]Why would you want to do that???[/QUOTE] I just gave a quick example, what I really want to do is add a modded metrocop alongside a regular one, ideally both animated Just to add an extent of verity
  • Avatar of Grenade Man
  • That changes your issue completely because a melon would obviously not be animated. Heres the only thing you can try: - turn off smart edit and add a "model" key value pointing to any test model This definitely works for citizens and combine soldiers, Im not sure about metro cops tho [editline]18th July 2017[/editline] [url]https://developer.valvesoftware.com/wiki/Hammer_Object_Properties_Dialog#SmartEdit[/url]
  • Avatar of Rory
  • [QUOTE=taz0;52482318]stairs should be 12x8 hu per step you can use the steps dev texture to work things out[/QUOTE] Yes, 12x8 for most textures without resizing. Actual size doesn't matter so long as it fits the VDC Dimensions for maximum height a player can step up on without jumping. Make a nodraw box below the stairs, and func_detail the stairs. You are drawing massive amounts of visleafs with those stairs.
  • Avatar of Seba
  • Also that central landing doesn't need to be made of twelve thousand brushes, just make a cylinder and cut it to fit
  • Avatar of HarryMudd
  • I'm looking for different maps with high quality shaders that I can load up and walk around in. I know I can do this with HL2 maps I find around, though it has been many years since I have played with the source engine and these things. I'm wondering if there are similar resources for CSGO that have a higher quality. Also seeking maps that don't have enemies, just something explorable.
  • Avatar of Grenade Man
  • Many CS:GO maps have been ported to Garry's mod, those are some of the best maps around for exploring Also Resistance and Liberation maps And neotokyo maps Many of the old GMS maps too. They are really chill but not very high quality
  • Has anyone here done any mapping work for Insurgency? I'm coming across an issue with cubemaps and the glass texture the game uses for everything (usually used for breakable_surf). When compiling a map with both cubemaps and the [I]ins_glass_02[/I] texture, vbsp stops responding and crashes on "fixing up env_cubemap materials on brush sides..."; however, the map compiles fine with either cubemaps or the glass texture on their own. [t]https://puu.sh/wOz1l/adf49ebd36.png[/t][t]http://puu.sh/wOzX1/8875576c29.png[/t] I decided to extract the vmt and vtf and they both seem pretty basic: Material:[CODE]"LightmappedGeneric" { "$basetexture" "glass/ins_glass_02" "$envmap" "env_cubemap" "$surfaceprop" "glass" "$envmaptint" "[.2 .15 .15]" "$translucent" 1 // required for dx6+7 specular // "$multipass" 1 "$nocull" 1 "$crackmaterial" "glass/ins_glass_02break" }[/CODE] Texture: [t]https://puu.sh/wOA5u/c88f048dd3.png[/t] I'm just curious if anyone knows the cause of a crash on this step or if anyone else has encountered this in other games and knows of a solution.
  • [t]http://i.imgur.com/BG5fwWr.jpg[/t] [t]http://i.imgur.com/w5i6iuj.jpg[/t] How do I get rid of these weird shadows on prop_static?
  • Avatar of Blueberry_pie
  • [QUOTE=muffinman576;52498370]How do I get rid of these weird shadows on prop_static?[/QUOTE] Per-vertex lighting can occasionally cause these oddities. I suggest setting the "Disable vertex lighting" option to Yes on those props in order to use origin-based lighting. It's less accurate, but it should look more uniform.
  • Are visclusters good to get rid of a lot of the blue lines when hint brushes aren't doing the job very well? Or are visclusters inefficient or something. Sorry for the bad terminology, don't really know the name for them EDIT: You wouldn't call the lines themselves visleafs right?
  • Avatar of taz0
  • [QUOTE=Castiel789;52498471]Are visclusters good to get rid of a lot of the blue lines when hint brushes aren't doing the job very well? Or are visclusters inefficient or something. Sorry for the bad terminology, don't really know the name for them EDIT: You wouldn't call the lines themselves visleafs right?[/QUOTE] are you using the skip texture on the face thats touchng a brush and the hint texture on the face thats not ? visclusters are used to tell vvis to skip doing calculations in the area where the func_viscluster brush is, it doesn't offer any opimisation benifits thou like a skip/hint occular or area_potal brush would EDIT: to see visleafs in hammer do Map > Load Portal File. or to see them in game do Console, mat_leafvis 3
  • I've got the hint texture on where the lines are coming from: [IMG]http://pantheoncommunity.org/images/0723170307.jpg[/IMG] I've basically been trying to OCD away as many of the lines as possible, while keeping a reasonable amount for rendering (I think) and it seemed like viscluster was doing a heaps good job at that EDIT: Also is there a way to fix the low quality live-rendering?: [IMG]http://pantheoncommunity.org/images/0723170713.jpg[/IMG] is meant to say 'hint' -.-
  • Avatar of taz0
  • the quality could be due to you needing to update grx drivers or the scale of the texture isn't 0.25, to stop the blue line coming out from the building put skip/hint on the front and sides and the roofs
  • Avatar of KingPommes
  • [QUOTE=Castiel789;52498471]Are visclusters good to get rid of a lot of the blue lines when hint brushes aren't doing the job very well? Or are visclusters inefficient or something. Sorry for the bad terminology, don't really know the name for them EDIT: You wouldn't call the lines themselves visleafs right?[/QUOTE] You should not "get rid of" visleafs. they have a very important task. If you have too many visleafs there is something wrong in the begin with. Hint is for manually telling vbsp where to cut a leaf so you can control how the world is rendered at a given location. func_visclusters should only ever be used for massive outdoor areas where the 1024 fixed visleaf size produces lots of new leafs. I suggest watching this: [url]https://www.youtube.com/watch?v=swBfUW-Bsxs[/url] Its a long video but after it everything is covered. For Visclusters this is helpful: [url]https://www.youtube.com/watch?v=Ds5E7HBQ-nU&t=4s[/url] Note that its always more important to respect the previous methods and never trade compile time with a loss of ingame performance This is a good example of someone cleaning up a map: [url]https://www.youtube.com/watch?v=qrKjmqD8NlA[/url] Hope this helps :) [editline]a[/editline] [QUOTE=KleinerHl;52482454]Is there a way to override an NPC's model? Lets say I want a metrocop replaced with a watermelon without replacing game files[/QUOTE] im a bit late here but assuming youre trying to do this in gmod any working playermodel will work on npcs as far as I can tell :)
  • Avatar of CreaseInTime
  • I can't seem to remember how to move a brush by half a unit? I think it was in a big post about a bunch of little-known Hammer shortcuts but I can't find it now.