1. Post #2721
    Place the envmapmask into the bumpmap's Alpha channel, then do $normalmapalphaenvmapmask 1 in the .vmt
    do i need to be using the vertexlitgeneric shader?
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  2. Post #2722
    Gold Member
    Firegod522's Avatar
    March 2008
    11,230 Posts
    no
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  3. Post #2723
    Please waste more of your money changing this title again.
    Gmod4ever's Avatar
    August 2005
    6,134 Posts
    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.
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  4. Post #2724
    Gold Member
    Firegod522's Avatar
    March 2008
    11,230 Posts
    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.
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  5. Post #2725
    Please waste more of your money changing this title again.
    Gmod4ever's Avatar
    August 2005
    6,134 Posts
    Any idea what could be using the shader, or how to remedy the issue?
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  6. Post #2726
    Gold Member
    jbep3's Avatar
    May 2012
    1,791 Posts
    give us the VMT you're using for the material giving the issues
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  7. Post #2727
    Gold Member
    thejjokerr's Avatar
    December 2007
    1,585 Posts
    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.
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  8. Post #2728
    Please waste more of your money changing this title again.
    Gmod4ever's Avatar
    August 2005
    6,134 Posts
    give us the VMT you're using for the material giving the issues
    Uhhh....

    It's a whole map port...

    I'm not going to go through every single texture in the map right now. I intend to later, but not right now.
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  9. Post #2729

    July 2011
    185 Posts
    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?
    Thanks
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  10. Post #2730
    Gold Member
    jbep3's Avatar
    May 2012
    1,791 Posts
    Uhhh....

    It's a whole map port...

    I'm not going to go through every single texture in the map right now. I intend to later, but not right now.
    i don't get it, are the lines appearing in place of/on a single texture? you say it happens in hammer too, what's the issue with just selecting the texture and finding the vmt from there?

    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
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  11. Post #2731
    TCB
    I AM A FIRE LORD
    TCB's Avatar
    December 2009
    7,162 Posts
    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.

    the method used is explained in this video
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  12. Post #2732
    Gold Member
    jbep3's Avatar
    May 2012
    1,791 Posts
    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?
    Thanks
    func_details don't count towards the ent data, no difference between having multiple brushes be a single func_detail or multiple func_detail.
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  13. Post #2733
    Please waste more of your money changing this title again.
    Gmod4ever's Avatar
    August 2005
    6,134 Posts
    i don't get it, are the lines appearing in place of/on a single texture? you say it happens in hammer too, what's the issue with just selecting the texture and finding the vmt from there?

    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
    No, they are not appearing in place of a texture.

    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).

    http://filesmelt.com/dl/TheLinesOfEvil.rar

    I really hope someone can give me some helpful suggestions here.
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  14. Post #2734
    Gold Member
    Chilean_Wolf's Avatar
    July 2006
    1,185 Posts
    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:



    Edited:

    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.
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  15. Post #2735
    Gold Member
    jbep3's Avatar
    May 2012
    1,791 Posts
    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..
    you told us you were porting a map which had wireframe lines that, as you moved, "their positions and orientation change" and it happens in hammer. we're not psychic, it is not obvious that you are talking about wireframe faces appearing in 3d space in the world, not wireframe lines on a face which is exactly what happens when you are missing a shader, hence the reply from Firegod522 about missing shaders.

    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.
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  16. Post #2736
    Please waste more of your money changing this title again.
    Gmod4ever's Avatar
    August 2005
    6,134 Posts
    Fair enough.

    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?
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  17. Post #2737
    NotExactly's Avatar
    March 2011
    901 Posts
    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?
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  18. Post #2738
    Gold Member
    Ray551's Avatar
    June 2007
    1,978 Posts
    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!

    Edited:

    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.
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  19. Post #2739
    Gold Member
    Firegod522's Avatar
    March 2008
    11,230 Posts
    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 can use a color_correction entity.
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  20. Post #2740
    Azzator's Avatar
    April 2011
    597 Posts


    How can I fix this without adding any more lights? I want to maintain the darkness but get rid of these awful looking shadows.
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  21. Post #2741
    ~ ducks ~
    Kwaq's Avatar
    April 2011
    1,850 Posts
    if you want it all to be solid blackness you could just add block light brushes to prevent any light source from seeping in
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  22. Post #2742
    NotExactly's Avatar
    March 2011
    901 Posts
    You can use a color_correction entity.
    In my experience it's impossible to get color_correction to do complete desaturation, it just ends up looking slightly washed out

    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.
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  23. Post #2743
    Gold Member
    Ray551's Avatar
    June 2007
    1,978 Posts
    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?
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  24. Post #2744
    LtKyle2's Avatar
    March 2011
    3,147 Posts
    So apparently clicking the texture tool crashes Hammer.

    What do?
    Still need help on this.
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  25. Post #2745
    Please waste more of your money changing this title again.
    Gmod4ever's Avatar
    August 2005
    6,134 Posts
    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!

    Edited:

    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 the textures are already in .tga, then you can just use VTFEdit.

    Here's the Valve Dev Wiki article on how to make textures (VTFs, VMTs, all that stuff).

    https://developer.valvesoftware.com/...ing_a_Material

    If you have any issues, just PM me. I'll help you out best I can.
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  26. Post #2746
    Gold Member
    Ray551's Avatar
    June 2007
    1,978 Posts
    If the textures are already in .tga, then you can just use VTFEdit.

    Here's the Valve Dev Wiki article on how to make textures (VTFs, VMTs, all that stuff).

    https://developer.valvesoftware.com/...ing_a_Material

    If you have any issues, just PM me. I'll help you out best I can.
    I've looked into it for a second and VTFEdit really helped me out already. I'm gonna check the options out a little more, thanks for helping!
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  27. Post #2747
    Gold Member
    kaine123's Avatar
    February 2010
    7,268 Posts
    Is there a console command that can position the player and the direction of where the player is looking?
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  28. Post #2748
    Gold Member
    Cheshire_cat's Avatar
    September 2006
    3,470 Posts
    Use point_viewcontrol for that sort of stuff.
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  29. Post #2749
    Please waste more of your money changing this title again.
    Gmod4ever's Avatar
    August 2005
    6,134 Posts
    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.

    -------- COUNT ---------
    = 14
    engine_post = 2
    shatteredglass = 7
    filmdust = 1
    hdrselectrange = 1
    decalmodulate = 210
    floatcombine = 1
    subrect = 89
    basetimesmod2xenvmap = 1
    sky = 138
    worldvertextransition = 121
    lightmappedgeneric = 3040
    sample4x4_blend = 2
    unlitgeneric = 1008
    writez = 1
    volumetricfog = 1
    bms_flare_threshold = 1
    debugluxels = 4
    spritecard = 209
    unlittwotexture_dx6 = 2
    blurfiltery = 5
    showdestalpha = 4
    sprite = 99
    sample4x4 = 6
    debuglightingonly = 1
    bms_flare_modulate = 1
    floatcombine_autoexpose = 1
    wireframe = 15
    floattoscreen = 3
    skyfog = 1
    internalframesync = 1
    //unlitgeneric = 1
    splinerope = 10
    vertexlitgeneric = 105
    monitorscreen = 1
    downsample = 2
    bms_flare = 1
    lightshafts = 1
    bms_scanlines = 1
    depthwrite = 1
    debugfbtexture = 1
    blurfilterx = 3
    downsample_nohdr = 3
    yuv = 1
    debugtextureview = 2
    translucentlightmap = 1
    modulate = 4
    filmgrain = 1
    patch = 183
    bms_postprocess = 1
    motionblur = 1
    unlittwotexture = 19
    writestencil = 1
    particlesphere = 1
    windowimposter = 1
    water = 61
    hsv = 1
    $zero = 1
    lightmappedgeneric = 22
    colorcorrection = 1
    showz = 1
    // envmaptint_fix = 3
    cable = 3
    screenspace_general = 16
    shadow = 4
    refract = 17
    bloom = 1
    depthoffield = 1
    vertexnormals = 1
    occlusion = 1
    ------------------------
    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.
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  30. Post #2750
    Gold Member
    Firegod522's Avatar
    March 2008
    11,230 Posts
    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.
    You could always ask http://facepunch.com/showthread.php?t=1060604
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  31. Post #2751
    Please waste more of your money changing this title again.
    Gmod4ever's Avatar
    August 2005
    6,134 Posts
    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:

    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 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.

    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.
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  32. Post #2752
    I regularly throw pity parties.
    A B.A. Survivor's Avatar
    August 2010
    10,094 Posts
    Would it be too much to ask for someone to take a look at this?
    http://forums.tf2maps.net/showthread...648#post270648
    I just need any kind of feedback. Primarily, I want it on the gameplay design, not artistic.
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  33. Post #2753

    July 2011
    185 Posts
    Would it be too much to ask for someone to take a look at this?
    http://forums.tf2maps.net/showthread...648#post270648
    I just need any kind of feedback. Primarily, I want it on the gameplay design, not artistic.
    Kind of on the artistic side, but a lot areas in the map would make sense (and look a lot better) with displacements
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  34. Post #2754
    MarcoPixel's Avatar
    April 2012
    202 Posts
    Kind of on the artistic side, but a lot areas in the map would make sense (and look a lot better) with displacements
    Its still in dev, he wants to test the layout. Making displacements now would be useless, when he would make an huge layout change.
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  35. Post #2755
    Please waste more of your money changing this title again.
    Gmod4ever's Avatar
    August 2005
    6,134 Posts
    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.

    Any ideas?
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  36. Post #2756
    "Sounds like something Stiffy would say."
    Stiffy360's Avatar
    May 2011
    1,904 Posts
    did you add a env_cube map and set the brush faces to the water?
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  37. Post #2757
    Please waste more of your money changing this title again.
    Gmod4ever's Avatar
    August 2005
    6,134 Posts
    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.
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  38. Post #2758
    "Sounds like something Stiffy would say."
    Stiffy360's Avatar
    May 2011
    1,904 Posts
    More noobs find out what to do if you do it this way.

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  39. Post #2759
    Dubstepbro's Avatar
    October 2012
    29 Posts
    More noobs find out what to do if you do it this way.
    Thank you. Now I can acknowledge if I run into a situation like this.

    It's a help thread. We're allowed to clutter the thread as long it's not pointless spam.
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  40. Post #2760
    Zombie Strider's Avatar
    July 2009
    796 Posts
    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?
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