• Mapping Questions Megathread V6
    668 replies, posted
  • [IMG]http://i.imgur.com/5nSyyUN.jpg[/IMG] Thread image courtesy of [URL="https://facepunch.com/member.php?u=247505"]Grenade Man[/URL] [quote]This thread is practically to help stop the constant fill of the mapping section with quick little questions which doesn't need a new thread, also so the questions are easier to track. Mainly because people just usually fly by the sticky and post as if it was any other section rules[/quote] If you have any mapping-related problems, use this thread to ask them, rather than creating a whole new thread. [B]This is not the place for requests. If you want to request a map to be found/made, create a new thread.[/B] [B]Do not post screenshots in this thread unless they are related to an error or question.[/B] [quote] [B]Useful Links[/B] (will add some more goodies to this) [B]"Source Tutorials Source"[/B] [URL]http://facepunch.com/showthread.php?t=1419703[/URL] [B]Valve Developer Wiki[/B] [URL]https://developer.valvesoftware.com/wiki/[/URL] Put /entity_name at the end to find out more about an entity (eg eveloper.valvesoftware.com/light_spot) [U][B]Compile Error Checker - Please use it to check your compile log for errors before asking any error-related questions![/B][/U] [URL]http://www.interlopers.net/errors[/URL] [B]Other Tutorial Sites[/B] [URL]http://www.tophattwaffle.com/tutorials/[/URL] - TopHattWaffle's Tutorials [URL]http://www.worldofleveldesign.com/[/URL] - WorldofLevelDesign Tutorials [URL]http://www.interlopers.net/[/URL] - Interlopers Tutorial Articles & Forums [B]Articles on Level Design[/B] [URL]https://www.mapcore.org/articles/dev...-csgo-map-r62/[/URL] - The Making of cs_agency [URL]http://www.farcry2.cz/czech_menu/ke_...bible-mapy.pdf[/URL] - "Ben’s Small Bible of Realistic Multiplayer Level Design" [B]Texture Resources[/B] [URL]https://www.textures.com/[/URL] - Expansive Library of Free Textures [I](ex-CGtextures)[/I] texturelib.com - Ditto [URL]http://www.philipk.net/tutorials.html[/URL] - Philip K's Tutorials and Free Texture Packs for Source (see bottom of portfolio) [B]"The Official Facepunch Mapping WiP Thread v17"[/B] - Post your WIP work here. [URL="http://facepunch.com/showthread.php?t=1446288"]https://facepunch.com/showthread.php?t=1525789[/URL] [B] Popular Video Tutorials from Facepunch Users[/B] youtube.com/user/mappingfiregod youtube.com/user/iamasparagus youtube.com/user/darkironphoenix [B]Extras[/B] [URL]http://leveldesigninspirationmachine.tumblr.com/[/URL] - "Level Design Inspiration Machine" [URL]http://www.littlelostpoly.com/terrain-vs-source/[/URL] - Practical Displacement Terrain creation article [URL]https://developer.valvesoftware.com/wiki/Propper[/URL] - Quick and dirty in-Hammer model creation tool [/quote] Figured I'd make a new one asap before questions start flooding in, since I made the old one close :( nice thread title scrub, can a mod fix it?
  • Hey there! so I've been working on my first Hammer map for my community, spending roughly 10 hours a day for a period of 1 month. I've recently completed the map and it ran flawlessly in single-player with fairly average optimization via hint brushes/farZ. Upon dropping my map on the server everything was fine, however, once my playerbase hit roughly 35-40, many players had an abrupt drop of FPS all the way down to 0 - followed by the freezing and crashing of their Garry's mod client. One user reported a prompt stating "can't load lump XXXX bytes". I've been very frustrated in trying to fix this issue, I figured it was an optimization problem at first, and so, I've done things as i've stated above (nodrawing unseen brushes/proper skybox/skip-hints in proper locations) but the problem continues to haunt me. If anybody has any idea as to how I could go about tackling this issue, I would be extremely happy to learn. The compile log shows no errors other than a quadruple log of "zero area child patch" which I was notified can generally be ignored. I could not determine the location of the problem. EDIT: in the previous thread I was asked to attach a screenshot of the map. I will do so now: [IMG]https://i.gyazo.com/d9908ac2b9d4eb1b6b5e573ec5976e71.jpg[/IMG]
  • Post images of the map layout. Are you using any "bad" optimization techniques? Like covering the entire map in a viscluster or using a skybox "box"?? Post images of the compiled map and also in game images with wireframe enabled. Also post the "map info" tab. [editline]22nd August 2017[/editline] Didnt see the edit
  • [IMG]https://i.gyazo.com/a41a03e4076caec187b17431c109a4fe.png[/IMG] Sounds like a pretty bad error and not one I'd recommend ignoring, I suppose you can try using the [url=https://developer.valvesoftware.com/wiki/Cordon]cordon tool[/url] in smaller sections of the map until you find the area of brushes that cause this. Could also (though probably not) be the gamemode the server is using?
  • Are those trees prop_statics? Are you using z clipping? [editline]22nd August 2017[/editline] My merge
  • doing a little google search if the actual error is [code] Can’t load lump xxxx ,allocation of xxxxx bytes failed.” [/code] then it's a client or server issue nothing map related
  • [QUOTE=Nut;52600890]Upon dropping my map on the server everything was fine, however, once my playerbase hit roughly 35-40, many players had an abrupt drop of FPS all the way down to 0 - followed by the freezing and crashing of their Garry's mod client. [/QUOTE] This sounds like a map problem to me. Or a gamemode problem.
  • [QUOTE=Grenade Man;52600920]Post images of the map layout. Are you using any "bad" optimization techniques? Like covering the entire map in a viscluster or using a skybox "box"?? Post images of the compiled map and also in game images with wireframe enabled. Also post the "map info" tab. [editline]22nd August 2017[/editline] Didnt see the edit[/QUOTE] No, I only used visclusters in the area between the top of my map and the skybox - ensuring that they do not come in touch with anything else. Would you care to explain to me how to grab the "map info tab"? thank you! asfar as an image of my map with wireframe enabled, I will do so first thing when I get home. [QUOTE=VaSTinY;52600931][IMG]https://i.gyazo.com/a41a03e4076caec187b17431c109a4fe.png[/IMG] Sounds like a pretty bad error and not one I'd recommend ignoring, I suppose you can try using the [url=https://developer.valvesoftware.com/wiki/Cordon]cordon tool[/url] in smaller sections of the map until you find the area of brushes that cause this. Could also (though probably not) be the gamemode the server is using?[/QUOTE] I will go ahead and try utilizing the cordon tool to pinpoint the source of that error, thank you for your suggestion. I was trying to avoid it the best I can as it seems like an incredibly tedious process, and I have no idea what to look after. I crossed out the option of my gamemode being the issue, as I explained why in my response to taz0. [QUOTE=Grenade Man;52600934]Are those trees prop_statics? Are you using z clipping? [editline]22nd August 2017[/editline] My merge[/QUOTE] As I've stated in my thread, I am using zclipping for optimization, specifically, the value is at 5000. All the tress in the image are indeed static props. [QUOTE=taz0;52600957]doing a little google search if the actual error is [code] Can’t load lump xxxx ,allocation of xxxxx bytes failed.” [/code] then it's a client or server issue nothing map related[/QUOTE] While I did gather that much about the error (and yes, that is the correct error) I have been running my servers for 3-4 years, with a steady average of 40-50 users online at a time (100+ at peak times) and have never experienced such error by any user up until switching to my map. So i'd beg to argue differently. [editline]22nd August 2017[/editline] [QUOTE=Grenade Man;52601014]This sounds like a map problem to me. Or a gamemode problem.[/QUOTE] Well I mean, what else could it be haha.
  • Post the compile log, just to be sure. What power displacements are you using. What gamemode are you running.
  • Why do my Normal Map Shadows look like they are from 1999 :s: [thumb]https://steamuserimages-a.akamaihd.net/ugc/860605614882550687/CB7EAA5C8A3114B92CBA41559E8D02972F38B609/[/thumb]
  • [QUOTE=Grenade Man;52601123]Post normal map, post VTFedit texture import dialog, post image of opened .vtf[/QUOTE] Nevermind. NOT compressing the vtf fixed it. Diffrent Question tough. Can I make only one of my blend textures use envmaps? like in this picture: [thumb]http://static.asiawebdirect.com/m/phuket/portals/phuket-com/homepage/phuket-magazine/freedom-beach/pagePropertiesImage/freedom-beach.jpg[/thumb]
  • Something like the vmt below should work. The main trick here is to use normalmaps with different reflective properties. "$normalmapalphaenvmapmask" will give the texture stronger reflections the more opaque its normalmap is, and conversely almost transparent normal maps will have barely visible reflections. [code] WorldVertexTransition { $basetexture "nature/ground_mud01" $basetexture2 "nature/ground_mud02" $bumpmap "nature/ground_mud01_height-ssbump" $bumpmap2 "concrete/pavement_height_low-ssbump" $ssbump 1 $surfaceprop dirt $surfaceprop2 mud $blendmodulatetexture "nature/blendtexture01" $envmap env_cubemap $normalmapalphaenvmapmask 1 %tooltexture "nature/ground_mud01" } [/code]
  • [IMG]https://cloud.funda.nl/valentina_media/078/582/600_2160.jpg[/IMG] What's the best way to make windows on an angle such as this?
  • [QUOTE=Hochi;52604648][IMG]https://cloud.funda.nl/valentina_media/078/582/600_2160.jpg[/IMG] What's the best way to make windows on an angle such as this?[/QUOTE] Using only brushes or along with static prop windows?
  • [QUOTE=highvoltage;52604788]Using only brushes or along with static prop windows?[/QUOTE] Only with brushes
  • Personally, if I was just making out of brushes, I would use the clip tool to cut up the wall then use the vertex edit tool to shape the brushes. If I have time tonight I can see about making a short video clip to explain better
  • [IMG]http://i.imgur.com/XzQ8Q1F.jpg[/IMG] [IMG]http://i.imgur.com/Vm2NBuU.jpg[/IMG] how do i make a winding staircase?
  • [QUOTE=Hochi;52606218] how do i make a winding staircase?[/QUOTE] [url]https://developer.valvesoftware.com/wiki/Hammer_Arch_Properties#Add_Height[/url]
  • Couldnt find anything similar to my issue but for some reason I get this error when compiling now when using propper to convert brushes into props. [IMG]https://i.gyazo.com/d35f930621af3b5fb688505d69bd1738.png[/IMG] Yes I am using the 2013 propper. I have tried refreshing SDK content but that didnt fix it. EDIT:Fixed it
  • [QUOTE=AGoose;52606695]Couldnt find anything similar to my issue but for some reason I get this error when compiling now when using propper to convert brushes into props. [IMG]https://i.gyazo.com/d35f930621af3b5fb688505d69bd1738.png[/IMG] Yes I am using the 2013 propper. I have tried refreshing SDK content but that didnt fix it. EDIT:Fixed it[/QUOTE] You fixed it, but anyway, why would you use Propper2013 in the source2007 installation ? The main goal of Propper2013 is to be useable directly with hammer.exe of any game, just by having the .exe in the bin folder. Without having to do the workaround that was on TopHattWaffle website.
  • I recently have been making a corridor in my map and have been using lights around it, but when I get in the game the walls/ceiling look really weird, with black lines appearing on the walls where it should be lit and the doors sometimes turning black on their open states. Turning on the flashlight will also make the room look pitch black. I will post a screenshot with an example. [IMG]https://i.gyazo.com/0230fb132f703c01a372a195e6ee5827.jpg[/IMG] Notice how there are black lines on the wall, another thing not shown is a pitch black door to the left, it leads to a large, properly lit room.
  • [QUOTE=Moltard;52607038]You fixed it, but anyway, why would you use Propper2013 in the source2007 installation ? The main goal of Propper2013 is to be useable directly with hammer.exe of any game, just by having the .exe in the bin folder. Without having to do the workaround that was on TopHattWaffle website.[/QUOTE] that was the issue :p forgot to just dump in my bin folder blame that on my morning self.
  • [QUOTE=Grenade Man;52607299]Post your compile log[/QUOTE] Alright, here is the compile log: [CODE] ** Executing... ** Command: "U:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vbsp.exe" ** Parameters: -game "U:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\gmodConfig" "U:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\vmfs\rp_powerplant_v1.vmf" Valve Software - vbsp.exe (Jun 14 2017) 4 threads materialPath: U:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\gmodConfig\materials Loading U:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\vmfs\rp_powerplant_v1.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in u:\program files (x86)\steam\steamapps\common\source sdk base 2013 multiplayer\gmodconfig\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 (0) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 16 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing U:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\vmfs\rp_powerplant_v1.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_05*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_05*.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... done (0) (99526 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 566 texinfos to 331 Reduced 92 texdatas to 76 (4534 bytes to 3851) Writing U:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\vmfs\rp_powerplant_v1.bsp Wrote ZIP buffer, estimated size 1938883, actual size 1925403 0 seconds elapsed ** Executing... ** Command: "U:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vvis.exe" ** Parameters: -game "U:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\gmodConfig" "U:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\vmfs\rp_powerplant_v1" Valve Software - vvis.exe (Jun 14 2017) 4 threads reading u:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\vmfs\rp_powerplant_v1.bsp reading u:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\vmfs\rp_powerplant_v1.prt 678 portalclusters 1880 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (7) Optimized: 319 visible clusters (0.18%) Total clusters visible: 175637 Average clusters visible: 259 Building PAS... Average clusters audible: 647 visdatasize:117962 compressed from 119328 writing u:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\vmfs\rp_powerplant_v1.bsp 7 seconds elapsed ** Executing... ** Command: "U:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vrad.exe" ** Parameters: -game "U:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\gmodConfig" "U:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\vmfs\rp_powerplant_v1" Valve Software - vrad.exe SSE (Jun 14 2017) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Loading u:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\vmfs\rp_powerplant_v1.bsp Setting up ray-trace acceleration structure... Done (0.71 seconds) 3495 faces 4177831 square feet [601607744.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 3495 patches before subdivision 113331 patches after subdivision 80 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (15) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (5) transfers 22146734, max 1104 transfer lists: 169.0 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(26958, 26589, 22219) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(1908, 1753, 1243) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(235, 206, 137) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(45, 37, 22) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(11, 9, 4) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(3, 2, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(1, 1, 0) Build Patch/Sample Hash Table(s).....Done<0.0489 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2) 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 (2) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 35/1024 1680/49152 ( 3.4%) brushes 255/8192 3060/98304 ( 3.1%) brushsides 1618/65536 12944/524288 ( 2.5%) planes 764/65536 15280/1310720 ( 1.2%) vertexes 4608/65536 55296/786432 ( 7.0%) nodes 1630/65536 52160/2097152 ( 2.5%) texinfos 331/12288 23832/884736 ( 2.7%) texdata 76/2048 2432/65536 ( 3.7%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 3495/65536 195720/3670016 ( 5.3%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 930/65536 52080/3670016 ( 1.4%) leaves 1666/65536 53312/2097152 ( 2.5%) leaffaces 3749/65536 7498/131072 ( 5.7%) leafbrushes 969/65536 1938/131072 ( 1.5%) areas 2/256 16/2048 ( 0.8%) surfedges 19767/512000 79068/2048000 ( 3.9%) edges 10893/256000 43572/1024000 ( 4.3%) LDR worldlights 80/8192 7040/720896 ( 1.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 320/32768 3200/327680 ( 1.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 4959/65536 9918/131072 ( 7.6%) cubemapsamples 17/1024 272/16384 ( 1.7%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 5417480/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 117962/16777216 ( 0.7%) entdata [variable] 84852/393216 (21.6%) LDR ambient table 1666/65536 6664/262144 ( 2.5%) HDR ambient table 1666/65536 6664/262144 ( 2.5%) LDR leaf ambient 6454/65536 180712/1835008 ( 9.8%) HDR leaf ambient 1666/65536 46648/1835008 ( 2.5%) 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] 1/19900 ( 0.0%) pakfile [variable] 1925403/0 ( 0.0%) physics [variable] 99526/4194304 ( 2.4%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 9057 Writing u:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\vmfs\rp_powerplant_v1.bsp 25 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "U:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\vmfs\rp_powerplant_v1.bsp" "U:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\rp_powerplant_v1.bsp" ** Executing... ** Command: " " ** Parameters: -game "U:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\gmodConfig" +map "rp_powerplant_v1" -steam [/CODE]
  • [QUOTE=UltraTechX;52608433]Alright, here is the compile log:[/QUOTE] Can you post the VMT contents of the wall material? The screenshot makes it look like you're using VertexLitGeneric instead of LightmappedGeneric.
  • [QUOTE=03C0;52608595]Can you post the VMT contents of the wall material? The screenshot makes it look like you're using VertexLitGeneric instead of LightmappedGeneric.[/QUOTE] Sure, here is the VMT file: [CODE]"VertexLitGeneric" { "$basetexture" "phoenix_storms/wood_side" "$surfaceprop" "tile" "$envmap" "env_cubemap" "$basealphaenvmapmask" 1 "$envmapcontrast" 1 "$envmapsaturation" 0 "$envmaptint" "[ .8 .8 .8 ]" "$model" 1 }[/CODE] After going through the VMT file I see what you mean about it being VertexLitGeneric, how could I change it to LightmappedGeneric without creating a custom material? Or would I have to create a custom material/find a better wall material?
  • You just write LightmappedGeneric instead of VertexlitGeneric in the .vmt [editline]24th August 2017[/editline] Also take out [I]"$model" 1 [/I]You either change the existing material or make a copy of the .vmt and rename it while still pointing it to the same .vtf basetexture
  • [QUOTE=VaSTinY;52608880]You just write LightmappedGeneric instead of VertexlitGeneric in the .vmt [editline]24th August 2017[/editline] Also take out [I]"$model" 1 [/I]You either change the existing material or make a copy of the .vmt and rename it while still pointing it to the same .vtf basetexture[/QUOTE] Thanks, but if I put it on something like a multiplayer server, wouldn't the other players need the new materials since its not the same as the material everyone else has?
  • [QUOTE=UltraTechX;52608906]Thanks, but if I put it on something like a multiplayer server, wouldn't the other players need the new materials since its not the same as the material everyone else has?[/QUOTE] Yes I'm curious what other way would think you could edit a material and have it magically work without sending it to the players