What was the basketball goal prop in hl2 called? Can't find it anywhere.
Never mind, found it
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.
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.
Sounds like a file corruption though :/
The gears are a func_rotating, any way to make the lighting less weird? or could someone direct me to some gear models?
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?
Do the 3ds max measurement values, e.g inches, carry over to valve hammer editor?
What the hell happened?
Anyone know CS:GO's crouch height?
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.
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.
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
Here's the compile log
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.
Zero area child patch is usually caused by dodgy vertex editing. It can cause oddness.
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.
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.
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.
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.
Any tips on making smooth hills? I don't understand the smooth tool in displacements.
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.
How expensive is this compared to if I was to use a model?
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'.
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?