Yeah I would expect that to work...
You could resort to parenting it to a func_door_rotating and setting the prop_door_rotating's rotate distance to 0 degrees while triggering the func_door_rotating
Yeah I would expect that to work...
You could resort to parenting it to a func_door_rotating and setting the prop_door_rotating's rotate distance to 0 degrees while triggering the func_door_rotating
Why can I never get these bush models to light properly?
Are they prop_static? prop_dynamic?
Their texture is UnlitGeneric
You should go into the .vmt for them and Change the shader to VertexLitGeneric
Could someone please list the steps necessary to make a map support daynight script? I'm assuming you need to compile it with light_environment brightnesses a-z, however I'm not sure how to do so? Daynight script i'm talking about (http://pastebin.com/raw.php?i=8DPyvwYf)
Additionally, I'm working on a max size map for a survival themed game, however I'm wondering how I can reduce VVIS compile time? I'm guessing the VVIS compile time is probably because of the scale of the map and how many visleafs there are. Would it be okay to just run it -fast to skip all visibility optimization have the fog's z clip plane handle that?
Where did you get this script from, i might be able to help if I knew.
There's no wildcard (or ' * ') in the forloop which registers light_environment entities
The way, I'm guessing, is it takes all light_environments in the map and turns them into that light variable, then uses the FadeToPattern output to change it to Light_Low (Which I assume is night).Code:self.light_environment = ents.FindByClass( 'light_environment' ); // start at night. if ( self.light_environment ) then local light; for _ , light in pairs( self.light_environment ) do light:Fire( 'FadeToPattern' , string.char( LIGHT_LOW ) , 0 ); light:Activate( ); end end
I'm not sure why it's not running.
Thanks, if I pack them in the bsp they'll overwrite the default ones right?
Yup, you can also overwrite models, sounds, scripts etc
Edit: I think you can add lua aswell.
I'm developing my own map using the framework from gm_apartment. I have no problems using the .fgd or making sure my map fits its requirements but I'd like to create my own entities, in this case a brush bused entity similar to door entity already avaible. I can handle the lua coding but how would I edit the .fgd so I can add one in hammer and have it all the right properties and flags?
That script is the same one that rp_evocity_v33x uses. (http://facepunch.com/showthread.php?...1#post29205532)
Based on the research I've done, the daynight script will NOT run on any map unless the map is specifically made for it. Based on the way lightmaps work, I am fairly sure all the lighting conditions need to be rendered beforehand. I have looked at the VMF for rp_evocity_v33x and am unable to determine how to do so.
I'll further investigate this and hopefully have a solution to you before the night is over.
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I've almost got it figured out.
How to create a realistic moving background and floor(like ctf_convoy for example) ?
I am guessing the system is similar to this:
https://developer.valvesoftware.com/wiki/Flowing_Water
Thank for this quick response, i'll try this.
Good luck.
I really did try, this was the best effect I could get but it doesn't change from day to night at all. I understand the concept, however.
He uses a fake_skybox_white texture to illuminate the map and give it the tint that matches the time of day it is, then changes that func_brush's opacity as it goes throughout the day. He also uses the env_sun's pitch to direct shadows (I guess?).
It's like the timer isn't running I guess.
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OH SHIT I GOT IT WORKING, It turns out that's what nighttime looks on that map. The sun is just moving slowly underneath my map. I'll take a daytime pic and post it in a bit.
Happy morning everyone!
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You're going to basically have to copy his 3d skybox over, it's pretty confusing how to set it up. Then follow his instructions (put the lua in autorun) and wait about 5 minutes and you should see the sun. If you don't want to copy it at least study it to every last detial.
Anyone? I cannot shake this problem!
$bumpmap and $envmapmask don't work together.
you need to put the envmap in the alpha of the bumpmap and use
$normalmapalphaenvmapmask 1
Well, thanks for the help for sure.
When I read that one the wiki, I was under the impression that it didn't work on .mdl models. You learn something knew everyday, and something that should have been obvious at least once week.
Is there any way to either manually edit the light map or to make prop_dynamic cast light mapped shadows? (aside from placing an invisilbe prop static under it)
No. You need to make it a static prop, by compiling the .QC with $staticprop
In worldcraft my maps wont compile at all, and they wont run.
Why is this?
Worldcraft or hammer?
worldcraft was for quake, goldsrc, and quake II
If hammer, post the compile log.
Let's say I have a tunnel section 4096 units long, and each section has 4 rotating fan's for ventilation then is there a way to copy-paste it without having to manually go and change the name of each func_rotating and the parent of every prop_dynamic?
No.
Hey, unrelated to mapping but related to this board because I can't find the rules.
Is it okay to request certain maps done or to request a mapper? Aka I need a map done, I'm willing to pay, is it okay to make a thread about it?
Yes, it should be okay. There used to be a full forum for requests, but it's gone now.
What is the best way, besides instances (using the ep2 fork), to make geometry off-grid?
I thought manifests would work but I can't quite figure out how to do it that way.
So now instead of this when I try to run the map nothing happens. I compile the map, the do a quick run with the compiler set to 'expert' and such.
Yeah, all requests just get dumped in the mess of the main Mapping section forum. Feel free to make one, I am sure someone will help.
I load up the map in Portal 2 (previously Episode 2) and I get this bullshit,
The vbsp is fine, the models appear correct but the sprites... I don't even know what's going on with the sprites. But I know this, those orange grass straws or whatever it is, can't be found on my texture. I've tried setting a custom detailsprites texture in map properties and I've tried overwriting the default one. I get the same crap in both cases.
Any ideas?
Did you replace the detailsprites.vtf?
Yes I tried replacing it and I tried setting it up as a new one through map properties.
Does it compile with them?
Does ep2 and portal2 have different aspect ratios for the detail sheet? That can muck up sprites.
I don't know, my detailsprites texture for that map is 2048x2048. I have another detailsprites texture for another map that is 8192x8192 and it also works just fine in Episode 2.
Anyway, the map no longer has invisible displacements and brushes if i compile with a non-hdr skybox. Map still crashes on mapspawn if i compile with detailsprites though, (which are still fucked up in hammer - probably ingame too since it is crashing).
Post #1959
I hate being annoying and asking for help, as I usually try to figure things out myself.
I've run into this problem before and solved it, but it was so long ago that I don't even remember what I did.
http://gamebanana.com/threads/173615
Here's a post I found that describes almost exactly what my problem is, whenever the flashlight is turned on (or any dynamic light for that matter) the entire map past a certain distance is culled in a box around the player camera.
This is really proving a pain because it's doing this no matter how I compile it. LDR, HDR, fullbright, added an env_fog and set the clipping pane to 60,000, restarted the SDK, Steam, everything. It's only a very simplistic map intended as a set in Source Filmmaker.
Anyone else get this problem before? Sorry if I'm being a bother.
EDIT: Solved the problem
Apparantly the skybox texture I had found was set to "UnlitGeneric" instead of "Sky"
Derp. xP
Sorry to waste post space.
I'm trying to make a map but it keeps being fullbright.
I have a light_environment with settings and a light entity, and there's no leak within the map.
Both GMod and HL2 won't let me change mat_fullbright from 1 to 0 or 2, even with sv_cheats on 1