https://files.facepunch.com/forum/upload/811/ff5a844e-d07c-404e-8239-5e28f404cc2e/image.png
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
If you have any mapping-related problems, use this thread to ask them, rather than creating a whole new thread.
This is not the place for requests. If you want to request a map to be found/made, create a new thread.
Do not post screenshots in this thread unless they are related to an error or question.
Figured I'd make the new thread since the old one got locked.
@Leigh was the last post in the old thread,
What would be the best light_environment parameters to achieve this late afternoon sun effect?
https://files.facepunch.com/forum/upload/811/eeb13afc-8ec0-4909-9e24-21f4d4122bdd/image.png
I think something with a pitch of around 25/30 should do the trick for the height.
I think 249 244 209 500 brightness should do the trick for color, and 94 117 121 300 for ambient.
My textures tile perfectly, but the cubemaps don't.
I know it has something to do with smoothing groups, which does work a little, but I don't know how to master it.
And if a hallway gets darker halfway through for example, how can I have the cubemaps get darker halfway through as well?
https://files.facepunch.com/forum/upload/107124/5f784b44-9332-47c0-b4c3-c74a59c37a2c/20180611020751_1.jpg
Also I have a simple question, how do you delete npc_maker clones or npc spawned with the press of a button
Yeah I would have said something like 255 244 213 700 and 172 196 204 50. Or 255 255 249 448 and 172 196 204 100.
https://files.facepunch.com/forum/upload/132508/d1b1c051-ccdc-4879-81aa-144c20683bb8/hammer_2018-06-27_20-04-35.png
my epic visleafs
Hi, is there any logical way to make water pool that you can drown in if you spend too much time? I know I could use trigger_multiple to enable the trigger_hurt but is there way to make it have separate timer for everyone
It depends from gamemode which youre playing. In sandbox, you cant drow
That's why I'm talking about trigger_hurt
Using map based entities to track multiple players is very difficult since 90% of them are built around a linear singleplayer experience or a uniform multiplayer one. Consider that just the
uncertainty of whether there are 4, 5, or 36 players to keep track of would cause problems with any static logic system you create.
Best to use lua for this specific problem, as it can make decisions based on individual clients, be run on a specific map only, and still uploaded in the same workshop file/addon.
Doesn't the trigger_hurt always just work on the guy that jumps in it? I've never seen a tf2 map with more advanced logic around this. It just hurts when you're in it. 2 guys jumping means, guy 2 jumping 2 seconds later he gonna die 2 seconds later. Am i right?
If you REALLY want to use a trigger_hurt with tracking for player times, you will need 32 logic_compares, 32 logic_relays, OnUser workarounds and a lot of sanity. Not worth it.
Might have been asked before, but is there any easy way to get working cubemaps in EP2?
im going out on a limb here hoping that this exists. i want to extract parts of the de_vertigo cityscape model's texture and use them individually without creating new vtfs.
this is a small part of what the texture looks like. as you can see there are many buildings in this texture and i'd like to use each one individually. i've found there are UV parameters but only for scale, translation, rotation and centring.
https://i.imgur.com/roXFuUV.png
any information would be appreciated.
I don't think hammer has this capability. Maybe @Shrinker knows something that can do this
How do I ignite the player + wooden objects when they touch the trigger? Also, can you make env_fire do 0 damage? If not how can I set it with env_sprite, I have no idea which sprite the env_fire uses (I want to use the same one) and for some reason the sprite follows me in game when I move
Create this output in the trigger: OnStartTouch > !activator > Ignite
!activator is just written into the second field - it will show up as red but it will basically tell the trigger to ignite the entity that activates the trigger, in this case whichever flags you set it to, Client, Physics objects, etc
Env_fire seems to be broken, so even if you set the damage to 0 it won't stop doing damage.
I haven't personally tried but you could experiment with a value of -1, unless that might just heal you instead
To get one of those textures on a building's side:
1. make a big brush so that "Justify: Fit" in the texture inspector leaves the part with your desired texture as big as you need it for the building's side
2. copy the texture settings over from the big brush to the building's side -- What matters in this case are only the two texture scale settings
3. fine-tune the texel shift settings until it fits
Making a Badger script for this would not be that helpful because the sizes of the images on that combined texture would have to be measured by hand and then input, and then we would be greatly limited and would have to cut the building in pieces if we wanted the texture to repeat.
Yeah, I think you'd be better off making those into separate textures, imo. I imagine doing that would be way less complicated than trying to painstakingly resize the textures in Hammer.
thanks for your suggestions. i ended up extracting parts and creating small textures; building_window001, building_wall001, building_trim001 etc. only after finding out that prop_static can be scaled down in csgo.
that allowed me to reuse the de_vertigo cityscape models at a scale that fit my skybox and then i could fill in the missing faces with those individual textures. it works pretty well!
https://imgur.com/a/WzBqgiD
I'm trying to get CS:S and CSGO Soundscapes usable in Source SDK, but for some reason the options won't pop up? The only options I'm given are "Indoors" and "Outdoors". How do I fix this?
Is there any way to make a texture that boosts the bloom behind it?
To add to this, is there any texture that blurs stuff behind it only?
$additive can make glowy neon kinda glass, not sure if its exactly what you want
$refract can make a frosted glass look that blurs things behind it
I'm currently working in MP 2013. I made a custom particle and wanted to implement it in my level. As I read the wiki for it here, it still doesn't appear in my game. I made it as a VPK and added it into my game-info. When I launch it, the game black screens and cannot continue.
I tried moving to Garrysmod but still wouldn't appear with the VPK method. I tried experimenting with lua to force it to precache/create but no luck. Is there something I'm missing?
I tried this and got it working on my end:
First off create a new particle system name, this is the name the info_particle_system will use
https://files.facepunch.com/forum/upload/811/46872714-f9a8-4d8f-a846-90cc00decd37/image.png
https://files.facepunch.com/forum/upload/811/34f5476b-2f7c-4b30-85cc-ebc063f8d037/image.png
I went ahead and made a particle just for testing so I can be sure it worked correctly.
https://files.facepunch.com/forum/upload/811/fff60275-cc0e-48fe-9dba-f6dd7f9e675e/image.png
After I was satisfied with the looks, I saved it in my gmod/particles folder as "myparticles.pcf"
https://files.facepunch.com/forum/upload/811/32d7d754-d791-41ea-ba1c-9baec2f92993/image.png
then I compiled my map, with the useful name particle_test.bsp
https://files.facepunch.com/forum/upload/811/d9a2d364-4e76-42ea-91cf-6e0035a6d420/image.png
Then my corresponding particle_test_particles.txt looks like this
https://files.facepunch.com/forum/upload/811/1fe80e0a-875c-4612-bb31-56520ccb572f/image.png
and voila
https://files.facepunch.com/forum/upload/811/335d4979-7c77-4918-8936-0e38dd75e530/image.png
Has anybody here successfully used propper and/or zbsp with GMod? I keep getting this error for both.
** Executing...
** Command: zbsp
** Parameters: -game "D:\Steam\steamapps\common\GarrysMod\garrysmod" "e:\maps\eastcoast v4b\rp_eastcoast_vb4"
Tried to add D:\Steam\steamapps\common\GarrysMod\garrysmod\addons\sound as a search path.
This is probably not what you intended.
Check D:\Steam\steamapps\common\GarrysMod\garrysmod\addons\readme.txt for more info
Nevermind. I had an addon named "sound" and it got confused.
Here's my PCF, I am using "waterleak_green". The rest is parented to that particle.
I select all info_particle_systems to use that particle.
I edited the manifest in the particles folder to use my PCF. I then add the two other manifests required asked in the wiki.
Everything in the map including the manifest is packed in the BSP. I load in-game and get this error.
Does the manifest follow the naming conventions?
<mapname>_particles.txt
Does it work prior to packing?
Packed or unpacked, still get the error. All the names and paths are correct, rechecking twice for everything.
Map name is correct for the particles.
https://i.gyazo.com/33f6047c72e1a9b6f197fd2d730bfd72.png
Is your map name Purge.bsp?
Why do you have two text files, when you only need mapname_particles
Your txt document should be called purge_particles.txt
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