1. Post #2001
    SHADERS
    Legend286's Avatar
    October 2008
    9,790 Posts
    I'm having another issue this time with sprites, I've never actually made custom sprites before and I'm not sure what goes into the vmt or if there are certain requirements for custom sprites, I googled my problem a few times but, I can't find anything that fixes my issue. Basically the sprite flickers black and if you get close to it, it does this weird thing where it flickers really fast.

    Any help is greatly appreciated, thanks in advance.
    Use the SpriteCard shader.

    You should never use LightmappedGeneric on anything that isn't world geometry - Lightmap data doesn't exist for anything except brushes. Same with VertexLitGeneric, you should only use it on models or else you will get black flickering because the data that is trying to be read inside of the vertex / pixel shaders doesn't get passed to brushes.

    And stop using $translucent, jesus fucking christ.

    $alphatest & $alphatestreference 0.5, USE THOSE!
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  2. Post #2002
    Gold Member
    Drak_Thing's Avatar
    May 2005
    337 Posts
    What water texture is that? - Sorry for the off question.
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  3. Post #2003
    phantompain5's Avatar
    December 2007
    768 Posts
    Use the SpriteCard shader.

    You should never use LightmappedGeneric on anything that isn't world geometry - Lightmap data doesn't exist for anything except brushes. Same with VertexLitGeneric, you should only use it on models or else you will get black flickering because the data that is trying to be read inside of the vertex / pixel shaders doesn't get passed to brushes.

    And stop using $translucent, jesus fucking christ.

    $alphatest & $alphatestreference 0.5, USE THOSE!
    EDIT: Seems as if UnLitGeneric fixes this, apparently SpriteCard is for animated sprites and not still. Thanks for the help legend286 and Firegod522

    Here are my new settings - ( It wasn't the quotations around the 1 just tested and nothing is different )

    Now this is happening in hammer

    Ingame the same exact thing is happening.

    What water texture is that? - Sorry for the off question.
    nature/sewer_water001
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  4. Post #2004
    Gold Member
    Firegod522's Avatar
    March 2008
    11,230 Posts
    Try using Unlitgeneric
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  5. Post #2005
    SHADERS
    Legend286's Avatar
    October 2008
    9,790 Posts
    EDIT: Seems as if UnLitGeneric fixes this, apparently SpriteCard is for animated sprites and not still. Thanks for the help legend286

    Here are my new settings - ( It wasn't the quotations around the 1 just tested and nothing is different )

    Now this is happening in hammer

    Ingame the same exact thing is happening.



    nature/sewer_water001
    Ok for the sprite, try UnlitGeneric.
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  6. Post #2006
    Gold Member
    Cheshire_cat's Avatar
    September 2006
    3,470 Posts
    Argh. Whenever I try to use Save As or Open, there's a good chance that Hammer will crash. Any help?
    Running Windows 7 64-bit on the Portal 2 Authoring Tools, by the way.
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  7. Post #2007
    paulisdead18's Avatar
    March 2010
    923 Posts
    I cannot get areaportals to work at all... Every time I use them, I keep getting the "areaportal is not touching 2 areas" error. I have no idea what I could be doing wrong. I'm using the areaportal texture, tying the brush with the texture to a func_areaportal, placing it in a doorway with a closed door, setting the portal to start closed, tying the portal to the door, and placing outputs to open and close the door when open and fully closed.

    Same thing for func_areaportalwindow too, I tie it to the window which is a func_brush, and then the same thing happens. I made sure both times that the areaportal touched every side of the doorway/window frame too, but I keep getting the same error every time I use it, and it's really bugging me because I need to get this stuff to work because without it, my map won't be optimized properly.

    For reference, I've been using this tutorial for areaportals. http://www.optimization.interlopers....er=areaportals
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  8. Post #2008
    Problems are hidden solutions (c)
    GoldPlatinum's Avatar
    November 2011
    1,577 Posts
    I cannot get areaportals to work at all... Every time I use them, I keep getting the "areaportal is not touching 2 areas" error. I have no idea what I could be doing wrong. I'm using the areaportal texture, tying the brush with the texture to a func_areaportal, placing it in a doorway with a closed door, setting the portal to start closed, tying the portal to the door, and placing outputs to open and close the door when open and fully closed.

    Same thing for func_areaportalwindow too, I tie it to the window which is a func_brush, and then the same thing happens. I made sure both times that the areaportal touched every side of the doorway/window frame too, but I keep getting the same error every time I use it, and it's really bugging me because I need to get this stuff to work because without it, my map won't be optimized properly.

    For reference, I've been using this tutorial for areaportals. http://www.optimization.interlopers....er=areaportals
    Usually happens when you have too many areaportals next to each other, so try keep the most important ones.
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  9. Post #2009
    paulisdead18's Avatar
    March 2010
    923 Posts
    Usually happens when you have too many areaportals next to each other, so try keep the most important ones.
    I even tried using just one, and it STILL does the same thing. I still have no idea what I could be doing wrong.
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  10. Post #2010
    Computermichael's Avatar
    April 2011
    107 Posts
    I am having trouble Building the Cubemaps for maps with shiny metal parts. When I do it an error message comes up saying Engine Error [Map Directory Name] problem figuring out outputdir

    Anyone know how to fix this? If it helps to know I am on a mac.

    Edit: Anyone?
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  11. Post #2011
    Bopoe's Avatar
    August 2012
    2 Posts
    having a bit of a problem ATM, it seems simples as shit but i cant for the life of me figure out what to do. I just want to have a brush hang from another via ropes and be effected by physics. i've dicked around and gotten various degrees of sucess but if anybody can give me the best way to do this I'd appreciate it.

    please excuse this horrible paint diagram, it's 4 am forgive me.

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  12. Post #2012
    I HAVE A SQUID FETISH
    Dennab
    April 2005
    8,073 Posts
    having a bit of a problem ATM, it seems simples as shit but i cant for the life of me figure out what to do. I just want to have a brush hang from another via ropes and be effected by physics. i've dicked around and gotten various degrees of sucess but if anybody can give me the best way to do this I'd appreciate it.

    please excuse this horrible paint diagram, it's 4 am forgive me.

    I believe you do it with ball sockets, and the ropes just connect the two brushes. So two ball sockets at the top of the ropes, two at the bottom. Then the top ones connect to the top brush and the bottom ballsockets and vice versa for the bottom ones.
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  13. Post #2013
    Bopoe's Avatar
    August 2012
    2 Posts
    I believe you do it with ball sockets, and the ropes just connect the two brushes. So two ball sockets at the top of the ropes, two at the bottom. Then the top ones connect to the top brush and the bottom ballsockets and vice versa for the bottom ones.

    i had something similar to that set up but the ropes acted retarded as hell. using that solution I'd have just two nice ropes attached to the corners of my objects that'd swing with the ball socket?
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  14. Post #2014
    Gold Member
    .FLAP.JACK.DAN.'s Avatar
    September 2010
    3,650 Posts
    what settings should I used to make a believable sand storm for my multiplayer map? I'm currently using env_fog (since so many people on interlopers suggested so) but it still looks a well bit unrealistic.
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  15. Post #2015

    August 2010
    32 Posts
    use console commands fogui and colorcorrectionui (place cc entity in map first) to get good values.
    -play with soundscapes and particle effects also
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  16. Post #2016
    Gold Member
    The freeman's Avatar
    October 2007
    5,472 Posts



    How would I make a turn like this and get the textures to line up and also make it driveable?
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  17. Post #2017
    Echo 199's Avatar
    February 2008
    348 Posts
    What I'd do is start with a 90 degree curve using the arch tool. Make the height (Z-axis) the same height as the highest part of the turn (ie the outside), and make the other dimensions whatever you want, though try to keep it the road width constant, and I would highly suggest making everything in powers of two (or at least to a large grid size). You should end up with something like this:



    Now is when you want to apply the road texture. Use the insanely helpful trick described here: http://www.interlopers.net/tutorials/20367

    After that, go into vertex edit and select all the top inside vertexes, and drag them down to merge with the bottom inside ones (might take a couple tries).

    And voila!

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  18. Post #2018
    808&808&808&808&
    Aspen's Avatar
    December 2010
    1,964 Posts
    instructions
    this is exactly what I was about to say
    a winner is you
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  19. Post #2019
    SHADERS
    Legend286's Avatar
    October 2008
    9,790 Posts
    i had something similar to that set up but the ropes acted retarded as hell. using that solution I'd have just two nice ropes attached to the corners of my objects that'd swing with the ball socket?
    phys_lengthconstraint, ballsockets are not what you should be using for ropes.
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  20. Post #2020
    Doom's Avatar
    August 2011
    584 Posts
    So I have a problem with my compile. First of all I'd like to explain that I'm doing a request for someone which includes decompiling original EP2 maps. You can check out the thread here: http://facepunch.com/showthread.php?t=1202744

    Now the first map whent well, I decompiled it just fine, did what I had to do, recompiled it and everything worked fine. But with this map when I compile it weird stuff happens.

    First of all it's all depending on settings. If I set BSP to Normal, VVIS to Fast and VRAD to Fast, VVIS fuck up. It compiles just fine, no important error according to Interlopers.net, but when I enter my map stuff infront of me doesn't get rendered. It kind of looks like my map has a leak, but it doesn't. The console also says vis is overloaded or something like that.

    If I on the other hand run BSP on Normal, VVIS on Normal and VRAD on Fast my compile freezes. Not as in it's slow it literally just stops, trust me.

    I've tried to restart everything, use alt+p look for leaks, but nothing works. Can anybody help me out?
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  21. Post #2021
    Gold Member
    Firegod522's Avatar
    March 2008
    11,230 Posts
    So I have a problem with my compile. First of all I'd like to explain that I'm doing a request for someone which includes decompiling original EP2 maps. You can check out the thread here: http://facepunch.com/showthread.php?t=1202744

    Now the first map whent well, I decompiled it just fine, did what I had to do, recompiled it and everything worked fine. But with this map when I compile it weird stuff happens.

    First of all it's all depending on settings. If I set BSP to Normal, VVIS to Fast and VRAD to Fast, VVIS fuck up. It compiles just fine, no important error according to Interlopers.net, but when I enter my map stuff infront of me doesn't get rendered. It kind of looks like my map has a leak, but it doesn't. The console also says vis is overloaded or something like that.

    If I on the other hand run BSP on Normal, VVIS on Normal and VRAD on Fast my compile freezes. Not as in it's slow it literally just stops, trust me.

    I've tried to restart everything, use alt+p look for leaks, but nothing works. Can anybody help me out?

    Post the compile log. You shouldn't be decompiling anyways.
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  22. Post #2022
    Doom's Avatar
    August 2011
    584 Posts
    Post the compile log. You shouldn't be decompiling anyways.
    I don't really have a choice. There is no original file. Trust me, I've looked everywhere in the game files and on the internet.

    Edited:

    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\skaterdaniel\sourcesdk\bin\o rangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\skaterdaniel\garrysmod\garry smod" "C:\Users\Daniel\Desktop\maps\map02.vmf"

    Valve Software - vbsp.exe (Apr 26 2012)
    4 threads
    materialPath: c:\program files (x86)\steam\steamapps\skaterdaniel\garrysmod\garry smod\materials
    Loading C:\Users\Daniel\Desktop\maps\map02.vmf
    Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\skaterdaniel\garrysmod\garry smod\gameinfo.txt
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Users\Daniel\Desktop\maps\map02.prt...Building visibility clusters...
    done (0)
    Too many brush models in map, max = 1024

    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\skaterdaniel\sourcesdk\bin\o rangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\skaterdaniel\garrysmod\garry smod" -fast "C:\Users\Daniel\Desktop\maps\map02"

    Valve Software - vvis.exe (Apr 26 2012)
    fastvis = true
    4 threads
    reading c:\users\daniel\desktop\maps\map02.bsp
    reading c:\users\daniel\desktop\maps\map02.prt
    3455 portalclusters
    14570 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (10)
    Optimized: 564379 visible clusters (12.21%)
    Total clusters visible: 4621702
    Average clusters visible: 1337
    Building PAS...
    Average clusters audible: 2201
    visdatasize:1821776 compressed from 2985120
    writing c:\users\daniel\desktop\maps\map02.bsp
    11 seconds elapsed

    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\skaterdaniel\sourcesdk\bin\o rangebox\bin\vrad.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\skaterdaniel\garrysmod\garry smod" -noextra "C:\Users\Daniel\Desktop\maps\map02"

    Valve Software - vrad.exe SSE (Apr 26 2012)

    Valve Radiosity Simulator
    4 threads
    Could not find lights.rad in lights.rad.
    Trying VRAD BIN directory instead...
    Warning: Couldn't open texlight file c:\program files (x86)\steam\steamapps\skaterdaniel\sourcesdk\bin\o rangebox\bin\lights.rad.
    Loading c:\users\daniel\desktop\maps\map02.bsp
    Patch Sample Radius Clamped!
    Setting up ray-trace acceleration structure... Done (4.92 seconds)
    15928 faces
    29 degenerate faces
    1417619 square feet [204137264.00 square inches]
    45 Displacements
    17884 Square Feet [2575385.75 Square Inches]
    15899 patches before subdivision
    zero area child patch
    zero area child patch
    zero area child patch
    74945 patches after subdivision
    sun extent from map=0.087156
    161 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (12)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (35)
    transfers 7018538, max 1158
    transfer lists: 53.5 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #1 added RGB(61266, 41202, 32102)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(7113, 4901, 3230)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #3 added RGB(864, 576, 321)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(113, 75, 36)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(15, 10, 4)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #6 added RGB(2, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0262 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (19)
    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 (11)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 62/1024 2976/49152 ( 6.1%)
    brushes 4482/8192 53784/98304 (54.7%)
    brushsides 43984/65536 351872/524288 (67.1%)
    planes 30444/65536 608880/1310720 (46.5%)
    vertexes 24993/65536 299916/786432 (38.1%)
    nodes 6042/65536 193344/2097152 ( 9.2%)
    texinfos 7639/12288 550008/884736 (62.2%)
    texdata 332/2048 10624/65536 (16.2%)
    dispinfos 45/0 7920/0 ( 0.0%)
    disp_verts 1237/0 24740/0 ( 0.0%)
    disp_tris 1632/0 3264/0 ( 0.0%)
    disp_lmsamples 11040/0 11040/0 ( 0.0%)
    faces 15928/65536 891968/3670016 (24.3%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 12336/65536 690816/3670016 (18.8%)
    leaves 6105/65536 195360/2097152 ( 9.3%)
    leaffaces 25085/65536 50170/131072 (38.3%)
    leafbrushes 11355/65536 22710/131072 (17.3%)
    areas 8/256 64/2048 ( 3.1%)
    surfedges 128350/512000 513400/2048000 (25.1%)
    edges 75443/256000 301772/1024000 (29.5%)
    LDR worldlights 161/8192 14168/720896 ( 2.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 2/32768 24/393216 ( 0.0%)
    waterstrips 2348/32768 23480/327680 ( 7.2%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 40815/65536 81630/131072 (62.3%)
    cubemapsamples 74/1024 1184/16384 ( 7.2%)
    overlays 73/512 25696/180224 (14.3%)
    LDR lightdata [variable] 3098516/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 1821776/16777216 (10.9%)
    entdata [variable] 241520/393216 (61.4%)
    LDR ambient table 6105/65536 24420/262144 ( 9.3%)
    HDR ambient table 6105/65536 24420/262144 ( 9.3%)
    LDR leaf ambient 19168/65536 536704/1835008 (29.2%)
    HDR leaf ambient 6105/65536 170940/1835008 ( 9.3%)
    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] 1/44726 ( 0.0%)
    pakfile [variable] 6218335/0 ( 0.0%)
    physics [variable] 1613317/4194304 (38.5%)
    physics terrain [variable] 6223/1048576 ( 0.6%)

    Level flags = 0

    Total triangle count: 47338
    Writing c:\users\daniel\desktop\maps\map02.bsp
    1 minute, 25 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Users\Daniel\Desktop\maps\map02.bsp" "c:\program files (x86)\steam\steamapps\skaterdaniel\garrysmod\garry smod\maps\map02.bsp"
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  23. Post #2023
    SHADERS
    Legend286's Avatar
    October 2008
    9,790 Posts
    I don't really have a choice. There is no original file. Trust me, I've looked everywhere in the game files and on the internet.


    Hi.
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  24. Post #2024
    Doom's Avatar
    August 2011
    584 Posts
    How do I fix that? Doesn't really make sense to me that theres too much of anything. I just took the map and stripped it for like 60% of everything in it.
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  25. Post #2025
    My DarkRP
    Drakehawke's Avatar
    February 2009
    3,490 Posts
    Does anyone know anything about implementing a decent looking day/night system into a map? I'm planning on adding it to my map but I'm not really sure where to start.
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  26. Post #2026
    samuel2213's Avatar
    May 2011
    1,252 Posts
    Does anyone know anything about implementing a decent looking day/night system into a map? I'm planning on adding it to my map but I'm not really sure where to start.
    The easiest way would be to use masses of Colour Correction.
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  27. Post #2027
    SHADERS
    Legend286's Avatar
    October 2008
    9,790 Posts
    How do I fix that? Doesn't really make sense to me that theres too much of anything. I just took the map and stripped it for like 60% of everything in it.
    Anything using brushes that isn't world geometry or func_detail / tool brushes counts towards the limit.
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  28. Post #2028
    Doom's Avatar
    August 2011
    584 Posts
    Anything using brushes that isn't world geometry or func_detail / tool brushes counts towards the limit.
    Then again, I have compiled it a couple of times where it worked just fine before this. I'll look into it.
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  29. Post #2029
    Chezburger's Avatar
    February 2009
    710 Posts
    Yo, little question about hammer not working properly.

    Whenever I am done aligning textures I can't move the cam with the normal controls any more, I have to open another window (for example a steam chat window) and back to hammer in order to get the camera control back.

    Anybody know what's causing this?
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  30. Post #2030
    paulisdead18's Avatar
    March 2010
    923 Posts
    I'm still not able to get areaportals to work. I've followed tutorials and checked that I've done things right, but no matter what I do, I keep getting the same error over and over. Is there something I'm missing? Am I not supposed to make the whole brush an areaportal texture?
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  31. Post #2031

    August 2010
    32 Posts
    Your best bet is to put your vmf here for us to check, make sure there is no generated pointfile first.
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  32. Post #2032
    paulisdead18's Avatar
    March 2010
    923 Posts
    Your best bet is to put your vmf here for us to check, make sure there is no generated pointfile first.
    You're talking about a leak, right? There isn't a leak, and even though I have the areaportals touching all sides of the doorway/window frame, and it's tied to the correct entity, and using the correct brush texture, I still get the "not touching 2 areas" error.

    For example, I have a building with a door to enter it, I put an areaportal on the entrance door, and later on in the building, tie another areaportal to the exit door, keeping both doors and areaportals closed with outputs to control the areaportal. I even tried with just one areaportal and there was the same result. Could it be an engine problem? Could it be that the tutorial I used didn't explain enough and forgot to mention something in it?

    I guess I could get a VMF here to show what I'm doing. Not the whole map, just an example of what I've been doing that keeps giving me the same error.

    EDIT: I do have a pointfile actually... No idea what to do really. I'm getting a VMF ready.
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  33. Post #2033
    Wishes he could fit in with the mapping section..
    TurtleeyFP's Avatar
    June 2010
    2,139 Posts
    Posted this in Yap & Blabber quite a while ago and received no responses. I really need help with this; I literally cannot map until this is fixed.

    Having some issues with Hammer. It's not exactly a mapping issue, and the questions in the megathread are rarely answered, so I guess I'd ask here.

    I got a new computer and I just reinstalled Source SDK. I launched the HL2 engine in hammer and started trying to map; The Camera window was selectively responsive, and the actual camera doesn't work at all. Bascially, the camera window does nothing, except for every five clicks on a brush, it selects the brush. I can't move the 3D camera at all, either. Anybody know what's going on? I'm willing to go onto Teamview or something to try and fix it.
    I also found another error while playing Garry's Mod today; I can't use left or right click when I'm pressing any other button. Such as, in the spawn menu, I can't spawn props since I'm holding the Q button. When I turned the spawn menu to toggle instead of hold, I was able to spawn props. However, I can't shoot guns either, and I'm not holding any button instead of left-click. I had to click some 15 times in order to shoot each time I wanted to shoot.

    It's not a physical issue with the mouse; It's wireless, and it's the same one I used on my old computer. Using the touchpad produces the same result. Does anybody, at all, have ANY idea of what's going on? I'm being serious when I say I can't play any games or map (or watch videos, since it's randomly pausing whenever I move the mouse).
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  34. Post #2034
    paulisdead18's Avatar
    March 2010
    923 Posts
    Here's the VMF showing what I'm doing. Imagine all the doorways have a door fitting into them, but since they are all custom content. I removed them so i wouldn't have to pack it all together. The portals are tied by doors, which were removed, but were there with the areaportals, and tied to the correct portal.

    http://www.mediafire.com/?co4qt5x52rsu2v9
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  35. Post #2035
    You'll have to speak up. I'm wearing a towel.
    omfgnex's Avatar
    January 2007
    758 Posts
    Fuck not having rail tracks at a 90 degree angle. Any ideas?

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  36. Post #2036
    8BitSandwich

    July 2011
    81 Posts
    I'm having a lot of problems with weird light glares appearing on my displacements.





    I've done everything I can think of, made sure everything is sewed properly. Deleted all lights and left only a light_environment, and also the opposite (deleted light_environment and added a single "light" entity) but the glares still appear. It's very strange. I've also ensured that the texture shader is LightmappedGeneric and that everything else is correct in the VMT.

    What's even stranger is that some of the light spots appear green in some areas, even though *none* of the lights in the map are green (the only light is the light_env and it's an orangeish color), and no green objects are close to them.



    Is there anything that typically causes this that I should look for?

    [EDIT] Legend286's suggestion below about lowering lightmap scale fixed my problem completely! Thanks!
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  37. Post #2037
    SHADERS
    Legend286's Avatar
    October 2008
    9,790 Posts
    I'm having a lot of problems with weird light glares appearing on my displacements.





    I've done everything I can think of, made sure everything is sewed properly. Deleted all lights and left only a light_environment, and also the opposite (deleted light_environment and added a single "light" entity) but the glares still appear. It's very strange. I've also ensured that the texture shader is LightmappedGeneric and that everything else is correct in the VMT.

    What's even stranger is that some of the light spots appear green in some areas, even though *none* of the lights in the map are green (the only light is the light_env and it's an orangeish color), and no green objects are close to them.



    Is there anything that typically causes this that I should look for?
    Put blocklight brushes where you are getting the bugs, or decrease lightmap scale.
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  38. Post #2038
    Echo 199's Avatar
    February 2008
    348 Posts
    Fuck not having rail tracks at a 90 degree angle. Any ideas?

    ...make them 90 degrees then? I don't quite get what you're asking.
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  39. Post #2039
    mdeceiver79's Avatar
    March 2012
    995 Posts
    Posted this in Yap & Blabber quite a while ago and received no responses. I really need help with this; I literally cannot map until this is fixed.



    I also found another error while playing Garry's Mod today; I can't use left or right click when I'm pressing any other button. Such as, in the spawn menu, I can't spawn props since I'm holding the Q button. When I turned the spawn menu to toggle instead of hold, I was able to spawn props. However, I can't shoot guns either, and I'm not holding any button instead of left-click. I had to click some 15 times in order to shoot each time I wanted to shoot.

    It's not a physical issue with the mouse; It's wireless, and it's the same one I used on my old computer. Using the touchpad produces the same result. Does anybody, at all, have ANY idea of what's going on? I'm being serious when I say I can't play any games or map (or watch videos, since it's randomly pausing whenever I move the mouse).
    "borrow" somebody else's mouse and see if it is that? Wireless mice are notoriously shit.
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  40. Post #2040
    I HAVE A SQUID FETISH
    Dennab
    April 2005
    8,073 Posts
    "borrow" somebody else's mouse and see if it is that? Wireless mice are notoriously shit.
    Mine is wireless...and it works perfectly.
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