1. Post #1681
    Gold Member
    Firegod522's Avatar
    March 2008
    11,230 Posts
    Trying to get Portal 2 props and materials into L4D2, can't for the life of me find the right directories in GCFScape. If I open Portal 2 there are only a handful of dev materials, and the other Portal 2 files are no help either.
    Look in pak_dir.vpk
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  2. Post #1682
    Gold Member
    ColossalSoft's Avatar
    November 2009
    4,224 Posts
    Look in pak_dir.vpk
    pak01_dir.vpk.
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  3. Post #1683
    NotExactly's Avatar
    March 2011
    901 Posts
    Look in pak_dir.vpk
    What do I do with it? If I run it nothing seems to happen and GCFScape's having nothing to do with it.
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  4. Post #1684
    Gold Member
    Firegod522's Avatar
    March 2008
    11,230 Posts
    What do I do with it? If I run it nothing seems to happen and GCFScape's having nothing to do with it.
    GCFScape should be able to open it, I can. Make sure its the .vpk, not .ncf that is in your steamapps\ folder.
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  5. Post #1685
    [yournamehere]'s Avatar
    March 2009
    548 Posts
    What was the basketball goal prop in hl2 called? Can't find it anywhere.
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  6. Post #1686
    NotExactly's Avatar
    March 2011
    901 Posts
    Never mind, found it
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  7. Post #1687
    st ef you's Avatar
    November 2009
    510 Posts
    Makes for some nice visuals.
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  8. Post #1688

    May 2012
    58 Posts
    Alright here is another problem, when I add info_nodes to my map for npc's and I tried to compile and run my map, hammer crashed. (I saved right before doing this) So I go back to load my save and it says there were 2 errors (Something along the lines of that). It asked if I wanted to get rid of them, so I selected yes, since it was only two things. When I then look at my map, I notice all of the entities are gone.

    Every single entity is not on my map where it used to be. I have no idea whats wrong and it'd be great if you guys could give me some insight on this. Also, I checked the visgroups, and everything is checked.
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  9. Post #1689
    masterwolf's Avatar
    February 2010
    148 Posts
    Alright here is another problem, when I add info_nodes to my map for npc's and I tried to compile and run my map, hammer crashed. (I saved right before doing this) So I go back to load my save and it says there were 2 errors (Something along the lines of that). It asked if I wanted to get rid of them, so I selected yes, since it was only two things. When I then look at my map, I notice all of the entities are gone.

    Every single entity is not on my map where it used to be. I have no idea whats wrong and it'd be great if you guys could give me some insight on this. Also, I checked the visgroups, and everything is checked.
    Sounds like the problem was in the entities? Did it say specifically what the problems were?
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  10. Post #1690

    May 2012
    58 Posts
    Sounds like the problem was in the entities? Did it say specifically what the problems were?
    Well, yes the problem was in the entities. Did it say specifically? I believe it was node with unbounded volume. My best guess was when I merged the vertices with the vertex tool, or when I placed the npc nodes, because right after that I tried to compile my map.

    I compiled it before I added nodes and used the vertex tool, and the map compiled fine. Now all of my entities are gone, and I'm in a far enough stage of the map where it would take incredibly long to add all the entities back.
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  11. Post #1691
    masterwolf's Avatar
    February 2010
    148 Posts
    Well, yes the problem was in the entities. Did it say specifically? I believe it was node with unbounded volume. My best guess was when I merged the vertices with the vertex tool, or when I placed the npc nodes, because right after that I tried to compile my map.

    I compiled it before I added nodes and used the vertex tool, and the map compiled fine. Now all of my entities are gone, and I'm in a far enough stage of the map where it would take incredibly long to add all the entities back.
    Well my only other guess is file corruption. This has happened to a few people I know, and plenty on the forums. Is there any autosave near your most current progress that has the entities?
    Sounds like a file corruption though :/
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  12. Post #1692
    I HAVE A SQUID FETISH
    Dennab
    April 2005
    8,073 Posts
    Well, yes the problem was in the entities. Did it say specifically? I believe it was node with unbounded volume. My best guess was when I merged the vertices with the vertex tool, or when I placed the npc nodes, because right after that I tried to compile my map.

    I compiled it before I added nodes and used the vertex tool, and the map compiled fine. Now all of my entities are gone, and I'm in a far enough stage of the map where it would take incredibly long to add all the entities back.
    Which entity does it claim is the unbounded volume?
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  13. Post #1693
    Random guy
    LegoGuy's Avatar
    March 2009
    1,634 Posts


    The gears are a func_rotating, any way to make the lighting less weird? or could someone direct me to some gear models?
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  14. Post #1694
    st ef you's Avatar
    November 2009
    510 Posts
    When I compile a map in the Portal 2 SDK and run it, none of it is rendered while I'm inside the world. It's like all visleafs are not visible, and all I can see is the skybox. There are no leaks, and no errors in the log as far as I can tell, so what's going on?
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  15. Post #1695
    Gold Member
    Firegod522's Avatar
    March 2008
    11,230 Posts
    When I compile a map in the Portal 2 SDK and run it, none of it is rendered while I'm inside the world. It's like all visleafs are not visible, and all I can see is the skybox. There are no leaks, and no errors in the log as far as I can tell, so what's going on?
    This is an issue with some skyboxes for some reason. Try using a portal 2 skybox like black or something
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  16. Post #1696

    May 2012
    58 Posts
    Well my only other guess is file corruption. This has happened to a few people I know, and plenty on the forums. Is there any autosave near your most current progress that has the entities?
    Sounds like a file corruption though :/
    Tried the autosave, but it just kept crashing when I would load it, so I'll just have to place every entity again back where it was, probably take a while but might as well get started now.
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  17. Post #1697
    SHADERS
    Legend286's Avatar
    October 2008
    9,790 Posts
    This is an issue with some skyboxes for some reason. Try using a portal 2 skybox like black or something
    Depends what shader they use, some use UnlitGeneric which doesn't work.
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  18. Post #1698
    Pelvic Thrust's Avatar
    May 2012
    243 Posts
    Do the 3ds max measurement values, e.g inches, carry over to valve hammer editor?
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  19. Post #1699
    Azzator's Avatar
    April 2011
    597 Posts
    Do the 3ds max measurement values, e.g inches, carry over to valve hammer editor?
    I was going to ask the same question, except I'm using Maya.
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  20. Post #1700
    st ef you's Avatar
    November 2009
    510 Posts
    Depends what shader they use, some use UnlitGeneric which doesn't work.
    Actually, I did a little bit of experimenting and it turns out skyboxes that use UnlitGeneric actually work and the ones that use Sky don't work. $ignorez also can't be set to 1.
    What the hell happened?
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  21. Post #1701
    SHADERS
    Legend286's Avatar
    October 2008
    9,790 Posts
    Actually, I did a little bit of experimenting and it turns out skyboxes that use UnlitGeneric actually work and the ones that use Sky don't work. $ignorez also can't be set to 1.
    What the hell happened?
    I knew it was something like that, just use unlit generic I guess.

    Pretty sure the sky shader works if you do it right though.
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  22. Post #1702
    Gold Member
    VIOLATION_SNG's Avatar
    April 2012
    711 Posts
    Anyone know CS:GO's crouch height?
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  23. Post #1703
    Random guy
    LegoGuy's Avatar
    March 2009
    1,634 Posts


    The gears are a func_rotating, any way to make the lighting less weird? or could someone direct me to some gear models?
    Please help?
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  24. Post #1704
    Gold Member
    Zanarias's Avatar
    September 2006
    327 Posts
    Please help?
    Lighting for rotating/moving brush entities is created at VRAD and is static, which means the shadows are carried along with the moving object (which is really silly and ugly). At least I believe this is the case.

    Try disabling receiving shadows, consider using a light_dynamic (I swear this is like the only time I will ever recommend this), using Propper to turn it into a prop for better lighting (I think), or an env_projectedtexture if you're using your own mod codebase or the Portal 2/Alien Swarm branch. I doubt you're using either though since you appear to be on EP2.

    Also looks like you need cubemaps.
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  25. Post #1705
    Gold Member
    Jimmy422's Avatar
    March 2007
    1,736 Posts
    Does anyone know of a good way to make volumetric light? The models that are included with HL2 are good but they're way too big for what I need.
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  26. Post #1706
    phantompain5's Avatar
    December 2007
    768 Posts
    I'm having an issue with lighting in my map, it started randomly happening for some reason and I'm not sure how to fix it..

    In the picture, everything is pitch black except for the pyramid beams, and the top of red spawn.


    In comparison to the version that works. (Note: this picture had a pitch of -80 and pitch yaw roll of -80 0 0)


    here are the settings for light environment


    the shadow_control


    Here's the compile log

    http://pastebin.com/QX9CAtjN

    I noticed one error in the compile log and that is " Zero Area Child Patch" which I don't know how to fix or what causes it. One other thing I noticed is this started happening right when I renamed the map which may or may not have anything to do with this issue. Hopefully someone can help me, thanks in advance.
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  27. Post #1707
    I HAVE A SQUID FETISH
    Dennab
    April 2005
    8,073 Posts
    Zero area child patch is usually caused by dodgy vertex editing. It can cause oddness.
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  28. Post #1708
    phantompain5's Avatar
    December 2007
    768 Posts
    Zero area child patch is usually caused by dodgy vertex editing. It can cause oddness.
    Turns out it was this, I spent a solid 4 hours cordoning and testing every little thing turned out to be I'm just bad at making arches. Thank you!
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  29. Post #1709
    Gold Member
    flamehead5's Avatar
    August 2008
    1,222 Posts
    So, I made a Prop_Dynamic Ravenholm door that opens when you push a button, but I cant for the life of me figure out how to make the door closed when you push it a second time.

    That, and sequenced activated objects; Like, you must activate a power box before you can open a bunker door, and turn on the lights.
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  30. Post #1710
    Gold Member
    Zanarias's Avatar
    September 2006
    327 Posts
    So, I made a Prop_Dynamic Ravenholm door that opens when you push a button, but I cant for the life of me figure out how to make the door closed when you push it a second time.

    That, and sequenced activated objects; Like, you must activate a power box before you can open a bunker door, and turn on the lights.
    Not really enough information on the first one, I think. How have you set up your entities at present?

    As for the second, depends on how you do it. If it's strictly how you describe, you can set the button that opens the bunker door to start locked (there's a setting for this), and activating the powerbox unlocks the button that opens the door. It's pretty easy.
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  31. Post #1711
    Gold Member
    flamehead5's Avatar
    August 2008
    1,222 Posts
    Not really enough information on the first one, I think. How have you set up your entities at present?

    As for the second, depends on how you do it. If it's strictly how you describe, you can set the button that opens the bunker door to start locked (there's a setting for this), and activating the powerbox unlocks the button that opens the door. It's pretty easy.
    A prop dynamic door (Like a hinge-less door like the Ravenholm door) that opens when you push a button, and closes when you push the button a second time.

    The way I've set it up is with the button brush using the 'setanimation' function with a parameter override of the door's animation. (And the same thing for the button plus a button animation)

    The problem is when you press the button a second time it just restarts the open door animation.
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  32. Post #1712
    Gold Member
    Zanarias's Avatar
    September 2006
    327 Posts
    A prop dynamic door (Like a hinge-less door like the Ravenholm door) that opens when you push a button, and closes when you push the button a second time.

    The way I've set it up is with the button brush using the 'setanimation' function with a parameter override of the door's animation. (And the same thing for the button plus a button animation)

    The problem is when you press the button a second time it just restarts the open door animation.
    https://dl.dropbox.com/u/26382658/sdk_doordemo.vmf

    Download that, it was easier to make this than actually explain it. If you have questions about it I'll answer, but it's pretty straightforward.
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  33. Post #1713
    Gold Member
    flamehead5's Avatar
    August 2008
    1,222 Posts
    https://dl.dropbox.com/u/26382658/sdk_doordemo.vmf

    Download that, it was easier to make this than actually explain it. If you have questions about it I'll answer, but it's pretty straightforward.
    Alright I think I understand. Thanks
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  34. Post #1714
    Jesienia's Avatar
    May 2012
    56 Posts
    Any tips on making smooth hills? I don't understand the smooth tool in displacements.
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  35. Post #1715
    Gold Member
    vexx21322's Avatar
    December 2008
    9,847 Posts
    Does env_sprite_orientated only rotate on the yaw? I need to have a sprite be completely static on the yaw while still showing the texture on both sides.
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  36. Post #1716
    Problems are hidden solutions (c)
    GoldPlatinum's Avatar
    November 2011
    1,577 Posts
    Does env_sprite_orientated only rotate on the yaw? I need to have a sprite be completely static on the yaw while still showing the texture on both sides.
    Make it a brush and render it as a sprite (World glow).
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  37. Post #1717
    Gold Member
    vexx21322's Avatar
    December 2008
    9,847 Posts
    Make it a brush and render it as a sprite (World glow).
    That works perfectly, thank you.

    Edited:

    How expensive is this compared to if I was to use a model?

    Edited:

    It might be a fault of the texture, but it seems that textures are overlapping each other when I look at two of the 'sprites'.
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  38. Post #1718
    Wishes he could fit in with the mapping section..
    TurtleeyFP's Avatar
    June 2010
    2,141 Posts
    My VMF has been saying "unexpected end of file" and I don't know how to properly seal the ending. Here's the last few lines of the VMF. Can anyone repair it?

    solid
    {
    "id" "27728"
    side
    {
    "id" "16736"
    "plane" "(-508 1592 -322) (-508 1716 -322) (-507 1716 -322)"
    "material" "MIRRORSEDGE/WHITESQUARE_TILE"
    "uaxis" "[1 0 0 0] 0.25"
    "vaxis" "[0 -1 0 0] 0.25"
    "rotation" "0"
    "lightmapscale" "16"
    "smoothing_groups" "0"
    }
    side
    {
    "id" "16735"
    "plane" "(-508 1716 -345) (-507 1716 -345) (-507 1716 -322)"
    "material" "MIRRORSEDGE/WHITESQUARE_TILE"
    "uaxis" "[1 0 0 100.667] 0.75"
    "vaxis" "[0 0 -1 -124.667] 0.75"
    "rotation" "0"
    "lightmapscale" "16"
    "smoothing_groups" "0"
    }
    side
    {
    "id" "16734"
    "plane" "(-507 1716 -345) (-508 1716 -345) (-508 1592 -345)"
    "material" "MIRRORSEDGE/WHITESQUARE_TILE"
    "uaxis" "[1 0 0 0] 0.25"
    "vaxis" "[0 -1 0 0] 0.25"
    "rotation" "0"
    "lightmapscale" "16"
    "smoothing_groups" "0"
    }
    side
    {
    "id" "16733"
    "plane" "(-508 1716 -345) (-508 1716 -322) (-508 1592 -322)"
    "material" "MIRRORSEDGE/WHITESQUARE_TILE"
    "uaxis" "[0 1 0 0] 0.25"
    "vaxis" "[0 0 -1 4] 0.25"
    "rotation" "0"
    "lightmapscale" "16"
    "smoothing_groups" "0"
    }
    side
    {
    "id" "16732"
    "plane" "(-507 1592 -322) (-507 1716 -322) (-507 1716 -345)"
    "material" "MIRRORSEDGE/WHITESQUARE_TILE"
    "uaxis" "[0 1 0 0] 0.25"
    "vaxis" "[0 0 -1 4] 0.25"
    "rotation" "0"
    "lightmapscale" "16"
    "smoothing_groups" "0"
    }
    side
    {
    "id" "16731"
    "plane" "(-507 1592 -345) (-508 1592 -345) (-508 1592 -322)"
    "material" "MIRRORSEDGE/WHITESQUARE_TILE"
    "uaxis" "[1 0 0 0] 0.25"
    "vaxis" "[0 0 -1 4] 0.25"
    "rotation" "0"
    "lightmapscale" "16"
    "smoothing_groups" "0"
    }
    editor
    {
    "color" "220 220 220"
    "groupid" "27725"
    "visgroupshown" "1"
    "visgroupautoshown" "1"
    }

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  39. Post #1719
    SHADERS
    Legend286's Avatar
    October 2008
    9,790 Posts
    My VMF has been saying "unexpected end of file" and I don't know how to properly seal the ending. Here's the last few lines of the VMF. Can anyone repair it?
    Add a }
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  40. Post #1720
    Wishes he could fit in with the mapping section..
    TurtleeyFP's Avatar
    June 2010
    2,141 Posts
    solid
    {
    "id" "27728"
    side
    {
    "id" "16736"
    "plane" "(-508 1592 -322) (-508 1716 -322) (-507 1716 -322)"
    "material" "MIRRORSEDGE/WHITESQUARE_TILE"
    "uaxis" "[1 0 0 0] 0.25"
    "vaxis" "[0 -1 0 0] 0.25"
    "rotation" "0"
    "lightmapscale" "16"
    "smoothing_groups" "0"
    }
    side
    {
    "id" "16735"
    "plane" "(-508 1716 -345) (-507 1716 -345) (-507 1716 -322)"
    "material" "MIRRORSEDGE/WHITESQUARE_TILE"
    "uaxis" "[1 0 0 100.667] 0.75"
    "vaxis" "[0 0 -1 -124.667] 0.75"
    "rotation" "0"
    "lightmapscale" "16"
    "smoothing_groups" "0"
    }
    side
    {
    "id" "16734"
    "plane" "(-507 1716 -345) (-508 1716 -345) (-508 1592 -345)"
    "material" "MIRRORSEDGE/WHITESQUARE_TILE"
    "uaxis" "[1 0 0 0] 0.25"
    "vaxis" "[0 -1 0 0] 0.25"
    "rotation" "0"
    "lightmapscale" "16"
    "smoothing_groups" "0"
    }
    side
    {
    "id" "16733"
    "plane" "(-508 1716 -345) (-508 1716 -322) (-508 1592 -322)"
    "material" "MIRRORSEDGE/WHITESQUARE_TILE"
    "uaxis" "[0 1 0 0] 0.25"
    "vaxis" "[0 0 -1 4] 0.25"
    "rotation" "0"
    "lightmapscale" "16"
    "smoothing_groups" "0"
    }
    side
    {
    "id" "16732"
    "plane" "(-507 1592 -322) (-507 1716 -322) (-507 1716 -345)"
    "material" "MIRRORSEDGE/WHITESQUARE_TILE"
    "uaxis" "[0 1 0 0] 0.25"
    "vaxis" "[0 0 -1 4] 0.25"
    "rotation" "0"
    "lightmapscale" "16"
    "smoothing_groups" "0"
    }
    side
    {
    "id" "16731"
    "plane" "(-507 1592 -345) (-508 1592 -345) (-508 1592 -322)"
    "material" "MIRRORSEDGE/WHITESQUARE_TILE"
    "uaxis" "[1 0 0 0] 0.25"
    "vaxis" "[0 0 -1 4] 0.25"
    "rotation" "0"
    "lightmapscale" "16"
    "smoothing_groups" "0"
    }
    editor
    {
    "color" "220 220 220"
    "groupid" "27725"
    "visgroupshown" "1"
    "visgroupautoshown" "1"
    }

    }
    "Unexpected end of file", still.

    I also tried:
    }
    }

    And:
    }}'


    EDIT:

    Huh. Sort-of fixed it.
    I added 3 }s.

    However, all of my vertexes and props are gone. So.. partial victory.
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