• Mapping Questions Megathread V6
    670 replies, posted
  • [url]https://developer.valvesoftware.com/wiki/Compile_Pal[/url] or [url]https://developer.valvesoftware.com/wiki/Hazard_Team_Compile_Tool[/url]
  • [QUOTE=Marbledemon;52952096]Never heard of this but that sounds like something I could use advice on since I've been having strange issues lately, too - could you elaborate on how the maps' position could cause problems and what those are?[/QUOTE]I [i]think[/i] it's because of the way visleaves are split up on the grid. Avoiding the very center of the grid supposedly helps create cleaner visleaves. Most of Valve's maps stay away from the center as well. That doesn't explain why it fixed my lighting issue, though. I wish I could remember where I read this because I feel like I'm talking out of my ass. :v: Can anyone else confirm?
  • [QUOTE=simzboy;52952347]I [I]think[/I] it's because of the way visleaves are split up on the grid. Avoiding the very center of the grid supposedly helps create cleaner visleaves. Most of Valve's maps stay away from the center as well. That doesn't explain why it fixed my lighting issue, though. I wish I could remember where I read this because I feel like I'm talking out of my ass. :v: Can anyone else confirm?[/QUOTE] Yeah it's true, you shouldn't build on the center of the grid due to visleafs.
  • [QUOTE=Guy123;52952128]Could I get a link to one of these custom compilers?[/QUOTE] [url]https://facepunch.com/showthread.php?t=1488605[/url] Add -nodefaultcubemap
  • [QUOTE=Mr Anonymous;52952854]Yeah it's true, you shouldn't build on the center of the grid due to visleafs.[/QUOTE] Crazy how I haven't heard about this in all my years of mapping. Id love it if someone could provide a more detailed description of the logic behind this. After all, Im a sucker for optimisation :v:
  • [QUOTE=Grenade Man;52953755]Crazy how I haven't heard about this in all my years of mapping. Id love it if someone could provide a more detailed description of the logic behind this. After all, Im a sucker for optimisation :v:[/QUOTE] I believe visleafs will automatically cut at every 1024 units, so if you're at the centre it would divide a square room into quadrants.
  • [QUOTE=Grenade Man;52953755]Crazy how I haven't heard about this in all my years of mapping. Id love it if someone could provide a more detailed description of the logic behind this. After all, Im a sucker for optimisation :v:[/QUOTE] visleaves are cut on each of these brown/orange lines (1024x1024) [IMG]https://i.imgur.com/AmqdUT6.png[/IMG]
  • "Don't build at the center" is useless advice imo, because the origin is no different than the other intersections on Moltard's image
  • [QUOTE=seba079;52954416]"Don't build at the center" is useless advice imo, because the origin is no different than the other intersections on Moltard's image[/QUOTE] Thats exactly what I was thinking, but then again Ive really never heard of this before
  • Yeah I wish I could remember the video because they go into way more detail. Pretty interesting how it was the first and only time I heard about it.
  • In Half Life 2: Episode 2, is it possible to make ragdolls collide with func_physboxes?
  • Try [url=https://developer.valvesoftware.com/wiki/Trigger_serverragdoll]trigger_serverragdoll[/url]
  • [QUOTE=simzboy;52950347]I'm pretty sure I have a leak, but the compile log doesn't say it. After making a proper skybox around my map, the geometry is completely black when I compile with VVIS. It looks normal when I turn VVIS off, however. [t]https://cdn.discordapp.com/attachments/300433671486308352/387815712280018944/20171205223818_1.jpg[/t] [t]https://cdn.discordapp.com/attachments/300433671486308352/387815777233010688/20171205223831_1.jpg[/t] -snip- I'm rusty with optimizing, so I probably fucked something up.[/QUOTE] I know this is a little late, I was out of town. But try to copy and then paste special everything into a new .vmf
  • Is there a new guide for setting up hammer with gmod? Seems like every time I take a year break from mapping every source tool on my computer breaks and refuses to work. I've read that you're just supposed to run hammer from the Gmod bin folder but that doesn't work so obviously there's more to it than that.
  • Run hammer.bat first. If you get the gameinfo.txt error, place gameinfo.txt in the bin folder where hammer is.
  • what if hammer.bat doesn't exist in my gmod folder? :v: I verified my game cache earlier today and apparently doing that caused it to be removed.
  • [QUOTE=papkee;52962401]what if hammer.bat doesn't exist in my gmod folder? :v: I verified my game cache earlier today and apparently doing that caused it to be removed.[/QUOTE] uh try running hammer.exe then. Then try doing the thing with gameinfo.txt Make sure your config is "garrysmod"
  • [QUOTE=Stiffy360;52962744]uh try running hammer.exe then. Then try doing the thing with gameinfo.txt Make sure your config is "garrysmod"[/QUOTE] I ran multitool and it seems to have sorted itself out. I went back to my original game configuration from last year and now it's working again. Not sure what happened exactly.
  • [t]https://steamuserimages-a.akamaihd.net/ugc/885385420710974249/AEC208D68C78F2B513AE73252C217ED609D615E0/[/t][t]https://steamuserimages-a.akamaihd.net/ugc/885385420710973770/7F644A5360763D6492D29A8AB4A4EC40A1BF7C69/[/t] With great foliage comes great lighting errors Namely, the trees and bushes on top are self shadowing totally black, which is odd. Also: [t]https://steamuserimages-a.akamaihd.net/ugc/885385420710984155/4C775D1AE443195133D18065089F9FD1E2C85966/[/t][t]https://steamuserimages-a.akamaihd.net/ugc/885385420710983905/7099FBC6DF17705103EE31DD8F45444E844086F9/[/t] This solid geometry goes all black at a certain distance or angle, can't figure it out. It's not the windows, I already disabled shadows on them And yes, I do have static proplighting enabled (You can see in the first two. Second two were a fast compile)
  • [url]https://tf2maps.net/threads/tutorial-removing-ugly-shadows.2994/[/url] Try this, but do it for your models and for the game you are making the map for instead
  • I also made a tutorial that covers optimal foliage lighting. You can find it in my started threads
  • [QUOTE=Agameofscones;52965982][video]https://youtu.be/ZEY1ez98z4M[/video] Halp[/QUOTE] Looks like you're using a VertexLitGeneric material on those brushes. try another texture or edit the VMT and change it to LightmappedGeneric
  • [QUOTE=Agameofscones;52965982]Halp[/QUOTE] I think I had a similar issue. Try compiling with -final and/or adding a low-intensity light near the affected brushes.
  • How do I make my lighting look less... shit? [IMG]https://i.imgur.com/2LKipyW.jpg[/IMG] [IMG]https://i.imgur.com/6xbkwrb.jpg[/IMG] [IMG]https://i.imgur.com/ArKg1Dz.jpg[/IMG] Also, how do I flip the textures on the left door to make it that the doorhandles face each other? [IMG]https://i.imgur.com/IX2Qyi0.jpg[/IMG]
  • Play around with light_spots hanging from the ceiling and add a - to the X scale of the door texture (so it reads eg -0.25 instead of 0.25).
  • [QUOTE=Hochi;52995307]How do I make my lighting look less... shit? [/QUOTE] [QUOTE=Grenade Man;52990126]Don't use standard light entities for interior lights. You can achieve a more natural look by using a light_spot with a large radius (80 - 85 deg) directly below a lamp prop (usually in the centre of a room), and adding a secondary, much less powerful standard light (I usually divide the intensity with 10) around 32 or so units below that. This way you avoid the ugly bright spots above every lamp.[/QUOTE]
  • Quick question: Whats the program called again which lets you place a lot of props randomized on the map for hammer editor?