You know, that might just work. Feels like an I/O rape for just a door, but I'll give it a shot
Wait, ONLY several thousand nodes?... Holy shit, how big/complicated is your map?
You know, that might just work. Feels like an I/O rape for just a door, but I'll give it a shot
Wait, ONLY several thousand nodes?... Holy shit, how big/complicated is your map?
They're probably placing a node every 6 units.
Does anyone know how to move/rotate/raise an entity? I'm sorta a noob mapper and I got a few nodes stuck inside a building and I want to manually move it out.
Click it with the select tool and then drag it out.
hey guys, I am working on a map, and I'm using EP2 for hammer.
I've made a door using the ep2_outland_11.blastdoors sounds and they work in EP2, but not in GMod, I would use the raw wavs, but then the sounds would decrease in audible range. So I'm asking if I could fix this w/o using an ambient_generic
Is the door open sound set to the wavs?
Edited:
Either you worded that awfully or I'm just tired.
It's about 1/4 of hammer's grid size. as for complexity, there's about 10 different multi-leveled buildings and a kind of a train station which i've noded inside and out. there's nodes in pretty much every area of the map though.
that's the "in game sound code" or whatever. Anyway, I didn't set it to the raw wavs
all of the navigation nodes in outdoor areas range from 200 to 300 units apart.
Then how did you go about placing thousands of AI nodes?... Placing one every 6 units would be ridiculous, even in indoor areas.
Majority of the nodes probably came from the outdoor areas. It's not a very complex map. It wasn't all that time consuming either. A lot of it was shift+drag and drop, I guess because of the simplicity of my map.
-snip, double post-
texture question:
i made a few custom textures for testing purposes.
problem is, in the material browser they seem to work fine.
but after applying it on a brush it goes all "one monotone color with a few stripes on the end"
it does the same thing ingame.
theyr vmts look something like this
and the sizes are 128*64 and 64*64Code:LightMappedGeneric { $basetexture texture/path/and/name/here $surfaceprop concrete }
For some reason upon entering this gulch in my map in-game will cause the entire game to crash. I'm not sure what the problem could be, i haven't found any leaks, and the displacements look fine.
Code:** Executing... ** Command: "c:\program files\steam\steamapps\supa_tails_chao\sourcesdk\bin\source2009\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\supa_tails_chao\half-life 2 episode two\ep2" "C:\Program Files\Steam\steamapps\supa_tails_chao\sourcesdk_content\hl2\mapsrc\gm_nitrous.vmf" Valve Software - vbsp.exe (Sep 15 2011) 2 threads materialPath: c:\program files\steam\steamapps\supa_tails_chao\half-life 2 episode two\ep2\materials Loading C:\Program Files\Steam\steamapps\supa_tails_chao\sourcesdk_content\hl2\mapsrc\gm_nitrous.vmf Could not locate 'GameData' key in c:\program files\steam\steamapps\supa_tails_chao\half-life 2 episode two\ep2\gameinfo.txt Patching WVT material: maps/gm_nitrous/nature/blendrocksand004a_wvt_patch 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 (0) Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files\Steam\steamapps\supa_tails_chao\sourcesdk_content\hl2\mapsrc\gm_nitrous.prt...Building visibility clusters... done (0) 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... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (1) (6758 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 47 texinfos to 28 Reduced 18 texdatas to 14 (556 bytes to 376) Writing C:\Program Files\Steam\steamapps\supa_tails_chao\sourcesdk_content\hl2\mapsrc\gm_nitrous.bsp 4 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\supa_tails_chao\sourcesdk\bin\source2009\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\supa_tails_chao\half-life 2 episode two\ep2" -fast "C:\Program Files\Steam\steamapps\supa_tails_chao\sourcesdk_content\hl2\mapsrc\gm_nitrous" Valve Software - vvis.exe (Sep 15 2011) fastvis = true 2 threads reading c:\program files\steam\steamapps\supa_tails_chao\sourcesdk_content\hl2\mapsrc\gm_nitrous.bsp reading c:\program files\steam\steamapps\supa_tails_chao\sourcesdk_content\hl2\mapsrc\gm_nitrous.prt 71 portalclusters 260 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) Optimized: 0 visible clusters (0.00%) Total clusters visible: 5025 Average clusters visible: 70 Building PAS... Average clusters audible: 71 visdatasize:1850 compressed from 2272 writing c:\program files\steam\steamapps\supa_tails_chao\sourcesdk_content\hl2\mapsrc\gm_nitrous.bsp 0 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\supa_tails_chao\sourcesdk\bin\source2009\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\supa_tails_chao\half-life 2 episode two\ep2" -noextra "C:\Program Files\Steam\steamapps\supa_tails_chao\sourcesdk_content\hl2\mapsrc\gm_nitrous" Valve Software - vrad.exe SSE (Sep 15 2011) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\program files\steam\steamapps\supa_tails_chao\sourcesdk_content\hl2\mapsrc\gm_nitrous.bsp Setting up ray-trace acceleration structure... Done (3.79 seconds) 148 faces 481597 square feet [69350040.00 square inches] 27 Displacements 165701 Square Feet [23861048.00 Square Inches] 148 patches before subdivision 7484 patches after subdivision sun extent from map=0.000000 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (11) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1) transfers 71852, max 143 transfer lists: 0.5 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(9741, 3910, 1117) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(501, 174, 39) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(30, 9, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (4) Bounce #4 added RGB(2, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0210 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (7) 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 (3) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 17/8192 204/98304 ( 0.2%) brushsides 156/65536 1248/524288 ( 0.2%) planes 272/65536 5440/1310720 ( 0.4%) vertexes 215/65536 2580/786432 ( 0.3%) nodes 138/65536 4416/2097152 ( 0.2%) texinfos 28/12288 2016/884736 ( 0.2%) texdata 14/2048 448/65536 ( 0.7%) dispinfos 27/0 4752/0 ( 0.0%) disp_verts 7803/0 156060/0 ( 0.0%) disp_tris 13824/0 27648/0 ( 0.0%) disp_lmsamples 447362/0 447362/0 ( 0.0%) faces 148/65536 8288/3670016 ( 0.2%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 80/65536 4480/3670016 ( 0.1%) leaves 140/65536 4480/2097152 ( 0.2%) leaffaces 149/65536 298/131072 ( 0.2%) leafbrushes 87/65536 174/131072 ( 0.1%) areas 2/256 16/2048 ( 0.8%) surfedges 952/512000 3808/2048000 ( 0.2%) edges 547/256000 2188/1024000 ( 0.2%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 13/32768 130/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 159/65536 318/131072 ( 0.2%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 1603772/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 1850/16777216 ( 0.0%) entdata [variable] 4438/393216 ( 1.1%) LDR ambient table 140/65536 560/262144 ( 0.2%) HDR ambient table 140/65536 560/262144 ( 0.2%) LDR leaf ambient 873/65536 24444/1835008 ( 1.3%) HDR leaf ambient 140/65536 3920/1835008 ( 0.2%) 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] 1/3514 ( 0.0%) pakfile [variable] 212950/0 ( 0.0%) physics [variable] 6758/4194304 ( 0.2%) physics terrain [variable] 17086/1048576 ( 1.6%) Level flags = 0 Total triangle count: 336 Writing c:\program files\steam\steamapps\supa_tails_chao\sourcesdk_content\hl2\mapsrc\gm_nitrous.bsp 32 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files\Steam\steamapps\supa_tails_chao\sourcesdk_content\hl2\mapsrc\gm_nitrous.bsp" "c:\program files\steam\steamapps\supa_tails_chao\half-life 2 episode two\ep2\maps\gm_nitrous.bsp" ** Executing... ** Command: c:\program files\steam\steam.exe ** Parameters: -applaunch 420 -game "c:\program files\steam\steamapps\supa_tails_chao\half-life 2 episode two\ep2" +map "gm_nitrous"
If you have displacements make sure that they're at least 1024^2 for power 4, 512^2 for power 3, and 256^2 for power 2. Any less and the game will likely crash due to the vertex density being too high for the physics engine to handle.
Try turning vis to normal. When its not on normal it skips and just assumes everything can see itself.
I made a prop_door_rotating and put it in place and it works fine except for the fact that when i quickly hit use on it twice it rotates the opposite way through the wall. Does anyone know how to fix this?
But there's no possible way you can place over 65,000 nodes on a single map - no matter how large it is. The entity limit is I believe in the 4,000's or less than that. I have only less than 2,000 entities on my map (including nodes) and not all the nodes are appearing. But when I delete a few nodes I noticed a few more spring up somewhere else. There seems to be a limit for me.
May I ask how you were able to place thousands of nodes w/o an entity limit? If anyone can answer that for the matter. Because I would really like to do the same for my map since I ran out of nodes to displace.
If you only have 200 nodes, i doubt it's the quantity that's making them not work properly. I'm not one for technical things when it comes to the source engine, but like i said, i have over 3000 nodes on my map and plenty of other entities and the map works fine.
That was an extremely useful post! Turns out that that was the problem after all but that's some good information there!
would anyone know how to texture a 3-way intersection like this a little more effectively?
to the right is how i have it chopped up.
I'd add crosswalks to the roads:
So in the three main cuts, I'd use a road texture without the yellow lines, then I'd split up the areas just before the sidewalks go diagonal into 64 unit wide rectangles for a crosswalk texture.
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hey thanks. I'll be sure to add crosswalks and back up the yellow lined road textures, sounds like it would look better. I'm still curious to know if anybody may know a better method to making all the textures in the intersection look a little more seamless though.
May I download the VMF to test the nodes out? Or to reverse engineer it via Hammer and see if I can find a way to see what's wrong with my map in comparison to yours? I'm genuinely curious as how you were able to put more than 3,000 nodes on the map, let alone with other entities as well. Because my map just won't displace no more than 200 entities and yet I only have about 2033 maximum number of all entities on the map field. It's ridiculous because my node-graph is incomplete and won't extend to a few buildings.
I dunno, that kinda looks like a perfect setup right there for making the textures blend together. I dunno if anyone else has some cooler ideas, but that looks ideal to me.
Out of curiosity, is there an estimated time or something of that sort for how long compiling takes on normal? My map is 3.21 MB when compiled on fast (if that changes on normal), and usually takes about 1 minute. I left it running for 6-7 hours on normal and it wrote about 800 KB, so I was wondering if that is a normal compile time for a map. Thanks.
It's badly optimized.
are there any tutorials or something which I can follow to optimize it?
Yea, just google it, but one really good tip is make sure every side of a brush that the player can't see is textured with nodraw. and use hints in doorways and make detail brushes
yeah everything they can't see is set to nodraw, I made a point to start with everything as nodraw and only texture what they need to see. besides that it's a flatgrass with 4 displacements of an ocean
Maybe try visclusters if you haven't already to cut down time on vvis.
That isn't a good way to optimise your map.
Does the skybox go under the map, as in, did you make the skybox a box around the map? It shouldn't btw
just the sides and top
Long time ago there used to be a option (I think under VisGroup or Manifest) where you could change the color of the block in the 2D views and the 3D flat view. This isn't the texture of the block buts just what it looks like if you change the view to 3D flat. Does any one know where valve moved this feature to?
BTW "long time ago" as in 2007-2008.
Add area portals underwater. At least 1 above the floor so any props which land won't be seen from the surface. Then consider adding a few more, respective of the fog distance of the water also the use of the map.
Occluders in islands and rocky outcrops might help optimise the above water. You can also add some area portals in the corners so when you are in the corners of the map the other corners will not be rendered.
Use of LOD models and lod water entity will help you optimise further.
PS vis cluster the areas inside each of the different portaled zones. Reduces visleafs and will help optimise slightly. This is of course assuming you have nothing else to block visiblity.
PPS you need a block underneath the map to seal it.
PPPS (lol) IS you have an areaportal crossing the water plane. clip it on that plane otherwise crazy shit happens.
i know it doesnt optimise a map i just figured he wanted a way to shorten the compile time.
It's valid and I've done it before - just not in Hammer. The classname would be player.
The way I used it was to check if a person was a player and not and NPC to parent a smokestack to their heart back when I scripted in HL2DM. :P
Edited:
hail to the king, baby
http://rvanhoorn.ruhosting.nl/optimization.php
How can I make moving cars? Much like the ones in dm_bridge?
parent a prop dynamic into a func_tracktrain
make a trigger_hurt infront of the car and parent it to the func_tracktrain
make a path for the func_tracktrain using path tracks
remember to make the tracktrain small, invisible and put it inside the car so that you cant touch it
then fiddle around with the settings until your satisfied