1. Post #2161
    Gold Member
    dot.rich's Avatar
    June 2005
    1,376 Posts
    No invalid errors, when exiting the vertex manip or alt + p.

    You are right tho on open hammer has moved a few vertices. Not many, but just enough to ruin everything.

    There goes a perfectly reasonable map idea...
    You won't get invalid brush errors, it'll just change by its self. You can just stop linking up the backfaces where the vertical/horizontal brushes meet. That should fix it. As long as the visible faces are touching that's all that matters, really.
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  2. Post #2162
    Nokx's Avatar
    May 2011
    2 Posts
    How do I place weapons in CS:GO maps? (example: in source, you'd place "weapon_m4a1") Thanks.
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  3. Post #2163
    samuel2213's Avatar
    May 2011
    2,463 Posts
    It is currently broken. Weapons wont spawn when compiled for whatever reason.
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  4. Post #2164
    Gold Member
    Highwind's Avatar
    January 2005
    166 Posts
    Any map I try to compile in CS:GO, crashes the compiler before vbsp.exe gets to run. I get a "hammer_run_map_launcher.exe has stopped working" window and nothing else. This is really frustrating.

    I made a simple room with an info_player_start in the middle and it crashes too. Everything does. No log or anything.
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  5. Post #2165
    Nokx's Avatar
    May 2011
    2 Posts
    It is currently broken. Weapons wont spawn when compiled for whatever reason.
    Cheers. Do you know if it's the same with 2D skyboxes?
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  6. Post #2166
    samuel2213's Avatar
    May 2011
    2,463 Posts
    Cheers. Do you know if it's the same with 2D skyboxes?
    Naah, skyboxes work great.
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  7. Post #2167
    Gold Member
    kaine123's Avatar
    February 2010
    9,500 Posts
    I've set up a spawned zombie npc starting in a scripted_sequence to walk over to a scripted_sequence. I'd like to make it go to a random scripted_sequence out of a few that I have set up. Does anyone know how I might go about doing this? Also do assaults work with zombies?
    Anyone?
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  8. Post #2168
    Gold Member
    Stiveno's Avatar
    July 2011
    759 Posts
    Does anybody know of any good chandelier props for inside buildings?
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  9. Post #2169
    pinecleandog's Avatar
    February 2011
    1,581 Posts
    Does anybody know of any good chandelier props for inside buildings?
    models/props/de_chateau/light_chandelier02.mdl

    Found in CSS, is the best there is.
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  10. Post #2170
    Problems are hidden solutions (c)
    GoldPlatinum's Avatar
    November 2011
    1,816 Posts
    How do you guys add music to a CS:GO map? Cant get it working with Triggers, timers and logic_auto
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  11. Post #2171
    My map crashes when I pick my team in CS:GO, I pick my team then it just closes, doesn't even show a glimpse of the map, just closes without an error.
    Help?
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  12. Post #2172
    Gold Member
    Firegod522's Avatar
    March 2008
    11,567 Posts
    Looking at cs_office they just used an ambientgeneric and a logic_timer (for the random radio talk about the hostage)
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  13. Post #2173
    Turns out game_player_equip doesn't work in CS:GO :(
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  14. Post #2174
    someguyihate's Avatar
    July 2008
    1,034 Posts
    so I've got some grass detail sprites set up in my map but I want to configure them to face the player at all times, there's a spriteorientation setting in my VBSP file but I don't know what to set the value to in order to get it to work. Any ideas?
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  15. Post #2175
    Portal 2: Abyss
    pac0master's Avatar
    September 2009
    1,222 Posts
    Hey guys how to we make the kind of Fog in Portal 2 when you get in the old aperture or when its Wheatley's laboratory


    Is it a normal Fog that you can make in every source sdk or its something else ?


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  16. Post #2176
    Grenade Man's Avatar
    October 2009
    599 Posts
    Its normal fog, nothing special about it.

    Edit:

    so I've got some grass detail sprites set up in my map but I want to configure them to face the player at all times, there's a spriteorientation setting in my VBSP file but I don't know what to set the value to in order to get it to work. Any ideas?
    detailOrientation <int>
    How the sprite will react to the camera:

    0: It will not rotate.
    1: It will rotate around its origin to always face the camera head-on
    2: It will rotate around its Z-axis only to face the camera. This is the most common setting, as it foreshortens the sprite while keeping it otherwise head-on.
    https://developer.valvesoftware.com/wiki/Detail_props
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  17. Post #2177
    Problems are hidden solutions (c)
    GoldPlatinum's Avatar
    November 2011
    1,816 Posts
    Looking at cs_office they just used an ambientgeneric and a logic_timer (for the random radio talk about the hostage)
    Tried that and it didnt work, also didnt find the timer on the decompiled office map
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  18. Post #2178
    nicolasx21's Avatar
    October 2008
    483 Posts
    Hello guys, does anyone know if I still can simulate shadows using blocks with blocklight texture in cs:go sdk ?

    I've used env_cascade_light to drop some shadows, but I want to simulate indoors shadows with fences and metal gates, but it don't work.
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  19. Post #2179
    Gold Member
    Firegod522's Avatar
    March 2008
    11,567 Posts
    Tried that and it didnt work, also didnt find the timer on the decompiled office map
    Valve provided the vmf for their files
    C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\sdk_content\maps
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  20. Post #2180
    SHADERS
    Legend286's Avatar
    October 2008
    10,024 Posts
    Its normal fog, nothing special about it.

    Edit:





    https://developer.valvesoftware.com/wiki/Detail_props
    Well actually the fog in the later versions of source is pretty nice compared to HL2's crappy farz fog.

    I mean it uses distance between eyepos and worldpos to control the fog density, which makes it like a sphere around the player which looks fucking awesome.
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  21. Post #2181
    Gold Member
    vexx21322's Avatar
    December 2008
    10,602 Posts
    TF2 is crashing if I try to make a new map, or load any other maps.
    I tried both refreshing sdk content and resetting the game configurations. I don't know what else to do.
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  22. Post #2182
    Gold Member
    thejjokerr's Avatar
    December 2007
    2,103 Posts
    Is there a "Hire a mapper"-thread in this sub-board? And also what do you guys feel is an acceptable reward for making a map ($/hr)?
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  23. Post #2183
    pinecleandog's Avatar
    February 2011
    1,581 Posts
    Is there a "Hire a mapper"-thread in this sub-board? And also what do you guys feel is an acceptable reward for making a map ($/hr)?
    Depends how big the request is, how much custom content etc.

    People usually open a new thread for a request, however a thread dedicated to that would be a nice idea.
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  24. Post #2184
    zomgfoo's Avatar
    December 2010
    14 Posts
    I've got a little problem with the Combine light props. As long as I remain close to them, they're fine, but whenever I put a little distance between myself and the props they automatically change into low-poly versions of themselves and it's really notable:





    There's also a third model with an even lower poly-count. Both versions - 001a and 001b - are affected, other models aren't. Any clue on what I might be doing wrong and how I could fix it?
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  25. Post #2185
    pinecleandog's Avatar
    February 2011
    1,581 Posts
    I've got a little problem with the Combine light props. As long as I remain close to them, they're fine, but whenever I put a little distance between myself and the props they automatically change into low-poly versions of themselves and it's really notable:





    There's also a third model with an even lower poly-count. Both versions - 001a and 001b - are affected, other models aren't. Any clue on what I might be doing wrong and how I could fix it?
    Going to recompile this with a new lod distance, give me a minute

    Edited:

    Okay done, same model name but the path is now props_combine_new/combine_light001a

    https://dl.dropbox.com/u/33714868/models.zip

    Tested and working.

    Let me know when i can take the link down :)
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  26. Post #2186
    zomgfoo's Avatar
    December 2010
    14 Posts
    Going to recompile this with a new lod distance, give me a minute

    Edited:

    Okay done, same model name but the path is now props_combine_new/combine_light001a

    https://dl.dropbox.com/u/33714868/models.zip

    Tested and working.

    Let me know when i can take the link down :)
    Got it. Any chance you could do 001b as well? Either way, kudos for your help man.
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  27. Post #2187
    pinecleandog's Avatar
    February 2011
    1,581 Posts
    Sure, but not right now, remind me as an PM tommorow, doing some textures for someone at the moment, sorry :(
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  28. Post #2188
    Gold Member
    Highwind's Avatar
    January 2005
    166 Posts
    Any map I try to compile in CS:GO, crashes the compiler before vbsp.exe gets to run. I get a "hammer_run_map_launcher.exe has stopped working" window and nothing else. This is really frustrating.

    I made a simple room with an info_player_start in the middle and it crashes too. Everything does. No log or anything.
    I fixed the problem by bypassing the hammer_run_map_launcher.exe in Hammer and started using Nem's Batch Compiler. I can tell the Batch Compiler to use the newer CS:GO vbsp, vvis and vrad executables and it compiles my map like a charm.
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  29. Post #2189
    Gold Member
    gaminji's Avatar
    December 2010
    5,044 Posts
    A few questions:

    Is there a basic outline anywhere on how to make decent-looking terrain?

    How would I go about adding a 2D/3D Skybox?(EDIT: I read the first few pages of the thread and know how to do sky_camera and terrain scaling, but when I compile and run the map, it does that trippy trailing thing, I want to know how to not do that.)

    How do I make invisible walls?
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  30. Post #2190
    Buy Some Apples
    Pnukup's Avatar
    April 2008
    9,141 Posts
    How do I compile a map \w custom texture?
    Apparently other people get the purple black chessboard because it doesn't include the texture for other people.
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  31. Post #2191
    Gold Member
    Stiveno's Avatar
    July 2011
    759 Posts
    A few questions:

    Is there a basic outline anywhere on how to make decent-looking terrain?

    How would I go about adding a 2D/3D Skybox?(EDIT: I read the first few pages of the thread and know how to do sky_camera and terrain scaling, but when I compile and run the map, it does that trippy trailing thing, I want to know how to not do that.)

    How do I make invisible walls?
    Mini displacement tutorial I made for another thread a while back:

    Make it a power of 3 and split it into sections. Uploading a picture now. (section amount and size depend on how large the displacement is.)

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  32. Post #2192
    mdeceiver79's Avatar
    March 2012
    3,154 Posts
    Use pakrat to embed the texture into the bsp. Or send them the textures
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  33. Post #2193
    Gold Member
    gaminji's Avatar
    December 2010
    5,044 Posts
    Mini displacement tutorial I made for another thread a while back:

    Make it a power of 3 and split it into sections. Uploading a picture now. (section amount and size depend on how large the displacement is.)

    Blegh, Nevermind.

    Thanks!
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  34. Post #2194
    Fat & Ugly
    elih595's Avatar
    October 2009
    789 Posts
    I'm trying to make a dark hospital wing but the light props glow for some reason. Anyone know how to fix it?
    The light right above me is the only one that has a spotlight under it.


    Sorry about the huge image I don't now how to link it.
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  35. Post #2195
    TCB
    I AM A FIRE LORD
    TCB's Avatar
    December 2009
    9,201 Posts
    How do I make invisible walls?
    Nodraw or a clip (use a playerclip if you want it to only block the player and nothing else)
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  36. Post #2196
    samuel2213's Avatar
    May 2011
    2,463 Posts
    I'm trying to make a dark hospital wing but the light props glow for some reason. Anyone know how to fix it?
    The light right above me is the only one that has a spotlight under it.


    Sorry about the huge image I don't now how to link it.
    Put in cubemaps.
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  37. Post #2197
    Fat & Ugly
    elih595's Avatar
    October 2009
    789 Posts
    Cubemaps don't seem to be doing anything.
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  38. Post #2198
    seba079's Avatar
    April 2012
    1,102 Posts
    I assume the lighting origin for the light models is somewhere brighter. Move the origin to ~2 units lower than the ceiling, right under the light's center. Or compile with -staticproplighting.
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  39. Post #2199
    Gold Member
    Mister Royzo's Avatar
    June 2007
    4,136 Posts
    I don't recognize the model but it might have a self-illuminated "on" skin by default. Try switching the skin to 1.


    Also, I need to stop light from coming in through some windows. Is there any way I can 'occlude' the windows so that you can still see through them, but when the map is being compiled, light does not pass through them?

    I can fiddle around with having black light entities in the room, but that's not a very graceful solution. There's probably something cleverer.
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  40. Post #2200
    Gold Member
    gaminji's Avatar
    December 2010
    5,044 Posts
    Is there any reason Hammer isn't compiling my map?

    Code:
    ** Executing...
    ** Command: "c:\program files\steam\steamapps\gaminji\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\gaminji\team fortress 2\tf" "C:\Program Files\Steam\steamapps\gaminji\sourcesdk_content\tf\mapsrc\canyon.vmf"
    
    Valve Software - vbsp.exe (Aug 13 2012)
    2 threads
    materialPath: c:\program files\steam\steamapps\gaminji\team fortress 2\tf\materials
    Loading C:\Program Files\Steam\steamapps\gaminji\sourcesdk_content\tf\mapsrc\canyon.vmf
    fixing up env_cubemap materials on brush sides...
    Creating default LDR cubemaps for env_cubemap using skybox materials:
       skybox/sky_day01_01*.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_01*.vmt
     ! Run buildcubemaps in the engine to get the correct cube maps.
    Finding displacement neighbors...
    
    ** Executing...
    ** Command: "c:\program files\steam\steamapps\gaminji\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\gaminji\team fortress 2\tf" "C:\Program Files\Steam\steamapps\gaminji\sourcesdk_content\tf\mapsrc\canyon"
    
    Valve Software - vvis.exe (Aug 13 2012)
    2 threads
    reading c:\program files\steam\steamapps\gaminji\sourcesdk_content\tf\mapsrc\canyon.bsp
    Error opening c:\program files\steam\steamapps\gaminji\sourcesdk_content\tf\mapsrc\canyon.bsp
    
    ** Executing...
    ** Command: "c:\program files\steam\steamapps\gaminji\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters:  -game "c:\program files\steam\steamapps\gaminji\team fortress 2\tf" "C:\Program Files\Steam\steamapps\gaminji\sourcesdk_content\tf\mapsrc\canyon"
    
    Valve Software - vrad.exe SSE (Aug 13 2012)
    
          Valve Radiosity Simulator     
    2 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading c:\program files\steam\steamapps\gaminji\sourcesdk_content\tf\mapsrc\canyon.bsp
    Error opening c:\program files\steam\steamapps\gaminji\sourcesdk_content\tf\mapsrc\canyon.bsp
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files\Steam\steamapps\gaminji\sourcesdk_content\tf\mapsrc\canyon.bsp" "c:\program files\steam\steamapps\gaminji\team fortress 2\tf\maps\canyon.bsp"
    
    The command failed. Windows reported the error:
      "The system cannot find the file specified."
    I haven't added or removed any files since the last map I compiled, and it worked fine then. I verified the cache, too. :\
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