No one has any ideas at all regarding my bizarre lines problem?
I'd really like to finish porting that map, but the lines are a bit of a major issue. The other things, such as missing content and lighting, I can rebuild, but the lines I don't know how to deal with.
I remember back when everyone first started porting these maps over, and I believe it had something to do with a shader valve used that isn't available in another branch.
Any idea what could be using the shader, or how to remedy the issue?
give us the VMT you're using for the material giving the issues
Is there a way to have 1 color correction applied to the entire map, and a few area's where there will be no color correction? So an exception to the color correction, rather than having color corrections everywhere?
I want to have no color correction inside, only outside.
Still wondering if I should be concerned or not about which detail brushes I group together
Does It make a difference if I were to group all the detail brushes on this building (even though they are separate) into one func_detail entity? Would it cause problems if I did? does the amount of func_details count towards the ent data?
the "uhhh...." makes it sound like i'm asking some ridiculous difficult task, not something that can be done with mat_crosshair or the material face tool in 5 seconds from the information you've given
They are literally floating randomly in worldspace. Their position and orientation changes depending on viewer position and orientation. They are never in the same place twice.
There is no single texture it comes from - it appears to be coming from the bottom of the Hammer grid and tracing up to the top, at (again) random slopes that constantly change, from what I can trace out in the Hammer viewport.
The only thing I have traced down is that it appears that about 80% of the lines are occurring right around the origin, and appear to be happening around the north-south (up/down) grid-line that goes through the origin.
However, there are a few lines that appear nowhere close at all to the origin of the map.
The reason it sounds like a ridiculous task and not something that can be done with mat_crosshair or the material face tool is because it is a ridiculous task and not something that can be done with mat_crosshair or the material face tool.
I would appreciate it if, in the future, you didn't go out of your way to insult my intelligence. If it was as simple as "oh these lines are tracing the outline of a brush" or "all of these lines are coming from a single material", then I would have addressed that issue. However, as I said, this is not the case. This is something I have never witnessed before, and I have done everything I can think of, short of going through every single VMT that L4D2 and the custom map uses. Nothing sheds any more light on the issue.
Here is a collection of 18 screenshots in Hammer, showing off the lines in their various positions, formations, and orientations. The only things I have determined is they seem to go from the bottom of the Hammer grid to the top, the highest concentration of lines is around the map origin (the lounge in the first few pictures is built on the origin), and they will only appear in the viewport if my camera's pitch is positive (above the horizontal).
I really hope someone can give me some helpful suggestions here.
Anyone who knows CS:GO mapping here? I'm working on a map, and I can't join any team while testing it. Choosing a team makes the screen freeze at the team image, but I can hear footsteps of the bot in the background.
Spectating works fine for some reason, though the match never really starts. And the bots get stuck a lot so I can't look at the whole map.
This is what happens when I pick a team:
Well shit maybe the update broke something. Just made another map, a really shit test one, with a skybox, a platform and 2 player spawns: same story.
apologies for trying to dig deeper into the problem. if you're looking for help try to actually explain your situation a bit better and not assume that any attempts to coerce more information was an insult to your intelligence.
In my original post, in the WIP thread, I had made an effort to note that the lines were in worldspace.
It appears that when I retconned that post into the post in this thread, I left that out. I thought I had kept that information in, but apparently I did not. I apologize for that.
That being said, you now have more information. Anyone have any ideas?
In my 50s map I'm using mat_hsv 1 to make it black and white - is there any way to get that to enter automatically when the map compiles?
You should be able to use a logic_auto to fire a command right when you spawn. I can't really explain how exactly to do it, but maybe you should look into it!
I've got a question myself though:
I need to use some textures from Tomb Raider 2, got them from a TR level editor resource page. Question is: How does one extract those textures from the .tga file in which they are saved? I'm pretty much clueless when it comes to textures.
if you want it all to be solid blackness you could just add block light brushes to prevent any light source from seeping in
And is it possible to get a logic_auto to trigger a console command? Seems like the kind of thing that should go in compile settings somewhere.
Edit: Never mind, managed to do it by putting '+mat_hsv 1' into the compile command thing.
So, after knowing the way one would switch bodygroups per I/O... how do I exactly use it? What do I enter as a code? Model viewer got several options for the model, such as torso skin 4. I tried using "torso4" as an output for SetBodygroup, but it didn't work. Is there a tutorial or anything?
Here's the Valve Dev Wiki article on how to make textures (VTFs, VMTs, all that stuff).
If you have any issues, just PM me. I'll help you out best I can.
Is there a console command that can position the player and the direction of where the player is looking?
Okay, so I wrote up a quick script to iterate through all the VMTs, because I wasn't going to manually go through over ten thousand VMTs.
Note that this isn't just L4D2 content, but also Portal content and some other things.
Basically, all the script does is record every VMT and the first line in the VMT (which should be the shader).
I also wrote in a function for the script to just give me a count of how many VMTs use each shader ("shader" being the first line of the VMT).
Here are the results. Note that this is after I filtered out all VMTs with "model" in their filepath (aka I filtered out the model texturepaths) because I am pretty certain that model shaders wouldn't cause this issue in Hammer.
Are there any shader names that are jumping out to you guys that could possibly be the culprit, assuming my lines are being caused by an unrecognized shader? I don't know what all shaders are allowed in OB source and what aren't, so yeah.
I may have to. No idea when he was last on, though, or if he had these issues.
Further refinement. Built another script to crawl through the VMF and grab all the materials used in the map, and then cross-referenced that with my VMT crawler.
Here are the results of that:
I don't think it's a shader issue. This is every texture in the map, and they all seem like common shaders. I'm running out of ideas of things to check.Code:: 1 = dev/black_cheap.vmt lightmappedgeneric: 1 = custom/audiomixer.vmt 2 = custom/gym_poster02.vmt 3 = realworldtextures/newer/1/wood_1_05.vmt 4 = metal/metaltrack001a.vmt 5 = wood/wood_panel01a.vmt 6 = custom/aqua_glass.vmt 7 = nature/trees_card01.vmt 8 = custom/woodpanel.vmt 9 = plaster/ceiling_white01off.vmt 10 = decals/cards_playing00.vmt 11 = custom/aquasockel.vmt 12 = custom/teppich_blau.vmt 13 = realworldtextures/newer/0/bricks_0_23.vmt 14 = realworldtextures/floor/wood_floor_5.vmt 15 = glass/urban_window_01c.vmt 16 = custom/teppich_2.vmt 17 = decals/paper01.vmt 18 = liquids/water_reflections.vmt 19 = overlays/urban_paintswatch_03a.vmt 20 = custom/gym_poster01.vmt 21 = custom/tv/roxgif.vmt 22 = custom/jalousien.vmt 23 = realworldtextures/glass.vmt 24 = wood/wood_panel02a_cheap.vmt 25 = realworldtextures/newer/1/rollup_1_02.vmt 26 = decals/rubbledecal001.vmt 27 = tools/toolsnodraw_metal.vmt 28 = wood/desk01.vmt 29 = plaster/urban_plasterwall_05e.vmt 30 = tools/toolstrigger.vmt 31 = realworldtextures/walls/traditionalblue.vmt 32 = wood/cabinets_side01.vmt 33 = custom/castleposter.vmt 34 = tools/toolsinvisible.vmt 35 = glass/glass01.vmt 36 = custom/akustikschaumstoff.vmt 37 = realworldtextures/newer/1/wood_1_02.vmt 38 = custom/samt.vmt 39 = custom/tv/midggif.vmt 40 = wood/cabinets01.vmt 41 = wood/woodwall003a.vmt 42 = realworldtextures/floor/floor_12.vmt 43 = customtext/gc textures/sand/sand03.vmt 44 = custom/gayposter2.vmt 45 = custom/schwarz.vmt 46 = realworldtextures/newer/1/roof_1_05.vmt 47 = concrete/concretefloor012a.vmt 48 = decals/offwhtbrdb.vmt 49 = custom/sonylogo.vmt 50 = custom/fisch_gruppe.vmt 51 = wood/framingedge01.vmt 52 = custom/bubble.vmt 53 = wood/wood_int_cabinet03.vmt 54 = decals/dirtfloor012a.vmt 55 = concrete/concretewall007a.vmt 56 = wood/woodshelf008a.vmt 57 = custom/gayposter1.vmt 58 = tile/floor05.vmt 59 = custom/audiomixer2.vmt 60 = tools/toolsnodraw.vmt 61 = decals/door_wood22.vmt 62 = realworldtextures/newer/1/brick_1_10.vmt 63 = tools/toolsskybox.vmt 64 = tools/toolshint.vmt 65 = custom/gym_poster03.vmt 66 = realworldtextures/walls/navajored.vmt 67 = wood/cabinets04.vmt 68 = concrete/subway_concreteceiling_01a.vmt 69 = realworldtextures/new/bigrug2.vmt 70 = wood/plywood02.vmt 71 = realworldtextures/walls/coralwhite.vmt 72 = custom/fatass.vmt 73 = carpet/businessfloormat.vmt 74 = custom/tv_off.vmt 75 = realworldtextures/newer/1/carpet_1_01.vmt 76 = realworldtextures/newer/2/wood_2_03.vmt 77 = concrete/ceiling03.vmt 78 = custom/gym_poster04.vmt 79 = decals/prodconcrete01.vmt 80 = decals/swampleaves_decal01.vmt 81 = custom/3er_bild.vmt 82 = decals/drainage_stain_02.vmt 83 = tools/toolsskip.vmt 84 = realworldtextures/ceiling/ceiling_03.vmt 85 = wood/wall02.vmt 86 = tile/tile_mall_floortrim00.vmt 87 = decals/drainage_stain_04.vmt 88 = realworldtextures/walls/capecodgray.vmt 89 = realworldtextures/walls/burreeds.vmt 90 = custom/teppich_rot.vmt 91 = wood/wall01.vmt 92 = custom/tv/ashgif.vmt 93 = decals/modern_pinupgirls01.vmt 94 = custom/comic/siemensfront.vmt 95 = custom/starwarsabendmahl.vmt 96 = decals/drainage_stain_03.vmt 97 = realworldtextures/newer/0/bricks_0_27.vmt 98 = plaster/plaster_ceiling_03.vmt 99 = metal/metalstair001a_light.vmt 100 = decals/decalpoweroutlet001a.vmt 101 = concrete/concrete_floor_10.vmt 102 = realworldtextures/floor/floor_11.vmt 103 = custom/comic/siemenstop.vmt 104 = tools/toolsnpcclip.vmt 105 = lights/fluorescentcool003a.vmt 106 = custom/teppich_1.vmt 107 = glass/hotel_glass002.vmt 108 = plaster/milwall001.vmt 109 = tools/toolsplayerclip.vmt 110 = tools/toolsclip.vmt 111 = wood/cabinets02.vmt 112 = custom/fisch_01.vmt 113 = realworldtextures/new/greentiles.vmt 114 = custom/tv/wrestgif.vmt 115 = de_nuke/nuke_metaltrims_01.vmt 116 = metal/metal_corrugated01b.vmt 117 = tools/toolsblocklight.vmt 118 = realworldtextures/walls/antiquesilver.vmt 119 = custom/tv/mansongif.vmt 120 = custom/tv/dancegif.vmt 121 = realworldtextures/floor/floor_1_05.vmt 122 = realworldtextures/newer/1/tile_1_02.vmt refract: 1 = custom/glass.vmt water: 1 = dev/dev_water4.vmt unlitgeneric: 1 = detail/ruraldetailsprites.vmt 2 = skybox/urban_horizon_even.vmt decalmodulate: 1 = decals/bloodstain_101.vmt 2 = decals/bloodstain_003.vmt 3 = decals/bloodstain_001.vmt 4 = decals/blood_splatter.vmt worldvertextransition: 1 = custom/blend_gras_klippe.vmt 2 = custom/blend_gras_einfahrt.vmt
I think I'm going to try porting just a normal L4D2 map. Maybe it's just something about this custom map causing this issue.
Would it be too much to ask for someone to take a look at this?
I just need any kind of feedback. Primarily, I want it on the gameplay design, not artistic.
So I can't get this water to render to save my life.
I changed the water from the default texture the map used, which looked really stretched and thick like molasses, with what I am pretty certain is a default HL2 water texture.
However, no matter what I do, the water refuses to work.
I have even resorted to wrapping the entire map in a giant hollow nodraw box, to ensure there are no leaks - all to no avail.
The map has a water_lod_control and everything, so I figured it must have been a leak. The pointfile did indeed show there was at least one leak, but it was a really winding and awkward path that didn't immediately reveal anything obvious, so I just wrapped the map in a hollow box.
I also resolved all of the props that the compiler said were outside the map.
did you add a env_cube map and set the brush faces to the water?
I don't even know what that means. Dammit, Jim, I'm a programmer, not a mapper.
I think we should bring this to PMs. Don't need to clutter this thread with my incompetence.
The map has a lot of env_cubemap's in it, but I have no idea if any fulfill the task you describe.
More noobs find out what to do if you do it this way.
How does one make an effective looking outside night map? I find it hard to get the right balance between wanting the darkness but looking good. What sort of skyboxes and light_environment settings do I need?