Mapping Questions Megathread V6

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.

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.

Post your compile log

that was the issue :stuck_out_tongue: forgot to just dump in my bin folder blame that on my morning self.

Alright, here is the compile log:



** 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



Can you post the VMT contents of the wall material? The screenshot makes it look like you’re using VertexLitGeneric instead of LightmappedGeneric.

Sure, here is the VMT file:


"VertexLitGeneric"
{
	"$basetexture" "phoenix_storms/wood_side"
	"$surfaceprop" "tile"
	"$envmap" "env_cubemap"
	"$basealphaenvmapmask" 1
	"$envmapcontrast" 1
	"$envmapsaturation" 0
	"$envmaptint" "[ .8 .8 .8 ]"
	"$model" 1
}

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 *"$model" 1

*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

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?

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

Well he could pack it into the bsp with packrat or whatever it’s called.

But then they would still have to download the new bsp
Regardless it still has to be downloaded somehow no matter where you pack it

How would I go about extracting models from a game like Call of Duty: World at War?

You may have better luck in the Modelling section, this is for Source engine maps

Making a map for TTT I notice there is a way to force a single playermodel using ttt_map_settings, however I have four models I would like to be randomly chosen from. I don’t want to use a Lua solution since it would fudge with server owner’s files in a workshop upload situation and was wondering if the field could be made to accept multiple options.

Currently I have a logic_case/timer set up to change the pm being forced as a half measure; it still makes everybody use the same playermodel but it changes from round to round.

This is a model, but would you guys have ideas on how to fix this? Compiling with staticproppolys hasn’t helped.

I’m also getting weird bugs with $translucent materials disappearing at certain angles/distances, or not rendering over other materials? Seems to be at random.

http://i.imgur.com/iswVvmA.jpg[/t] > 1 inch away [t]http://i.imgur.com/UuPgD82.jpg[/t]
[t]http://i.imgur.com/zsgYnzC.jpg[/t]

It isn’t too much being drawn in one frame, either. Happens anywhere on the map when looking in a certain angle.

And this might be a bit more of an obscure bug, but when using two projectedtextures, the second one is glitching out and projecting a hyperspace version. I expect that much from EP2 (only supports one projectedtexture at a time), but GMod’s limit is supposed to be higher, and I’ve used 3 at once before with no bugs. Could it be a material problem?

[t]http://i.imgur.com/8k5ltDD.jpg[/t] < Normal at the actual location [t]http://i.imgur.com/3aZfp99.jpg
< Weird everywhere else

can you post your compile log

If translucent materials on models are causing problems, put $mostlyopaque into their QCs. Do this for every model with translucent and opaque materials

This. But it only works if you manage your materials properly. Be very careful that no material has transparency enabled unless it actually has transparent portions.

Also, don’t use translucent unless you have to. Use $alphatest (with $allowalphatocoverage) for all foliage and fence textures etc. Use translucent only when necessary, mostly for windows and similar partially transparent textures

[editline]25th August 2017[/editline]

Staticproppolys isn’t even the command you are looking for. Use -staticproplighting. But it won’t work if even a single texture on the model uses a bump map.

[editline]25th August 2017[/editline]

You can disable shadows on projected textures. This makes them extremely cheap and great for lighting models

any way to fix this issue with lightmaps? all settings are default

https://s25.postimg.org/ozhi1ut5b/two_islands0000.jpg