1. Post #681
    Gold Banana
    Banana Lord.'s Avatar
    May 2010
    6,431 Posts
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  2. Post #682

    October 2010
    7 Posts
    I am getting a leak error and I'm trying to fix it but it just goes strait through the ground.

    http://i1009.photobucket.com/albums/...1-54-37-70.jpg

    Red line is the pointfile.

    Any ideas?
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  3. Post #683
    SHADERS
    Legend286's Avatar
    October 2008
    9,994 Posts
    I am getting a leak error and I'm trying to fix it but it just goes strait through the ground.

    http://i1009.photobucket.com/albums/...1-54-37-70.jpg

    Red line is the pointfile.

    Any ideas?
    Is the ground a displacement? If so, seal the map using nodraw because displacements don't seal the map.

    They also can't leak, which means you could have part of a displacement out in the void.
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  4. Post #684
    Gold Member
    Miigga's Avatar
    October 2006
    1,697 Posts
    I am getting a leak error and I'm trying to fix it but it just goes strait through the ground.

    http://i1009.photobucket.com/albums/...1-54-37-70.jpg

    Red line is the pointfile.

    Any ideas?
    Disable a bunch of visgroups so that the only thing that's visible is world brushes. (make sure to disable displacements as well)

    This should make it easier to see leaks.

    If you can't find any holes this way, then the leak is probably caused by a prop being outside the map area.
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  5. Post #685
    Spawnster's Avatar
    April 2012
    35 Posts
    For some reason, I compile my map, But the env_projectedtexture is putting off shadows like i want it too... Any ideas? Also my env_sprites aren't showing up? If i need to post a pic of the room, i will.
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  6. Post #686
    mdeceiver79's Avatar
    March 2012
    2,610 Posts
    For some reason, I compile my map, But the env_projectedtexture is putting off shadows like i want it too... Any ideas? Also my env_sprites aren't showing up? If i need to post a pic of the room, i will.
    Leak or the env_sprite is placed too far inside the prop. The projected texture is same or your graphics card might not let it render (and issue encountered in this thread recently)
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  7. Post #687
    Spawnster's Avatar
    April 2012
    35 Posts
    Leak or the env_sprite is placed too far inside the prop. The projected texture is same or your graphics card might not let it render (and issue encountered in this thread recently)
    Well, i removed the Env_Sprites, They were INSIDE the lightbulb, So i guess i shouldn't do that again, But if you think about it, It's a sprite it should be able to go through a prop... But I'm not messing with it anymore, I'm terribad at lighting..
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  8. Post #688
    Gold Member
    Miigga's Avatar
    October 2006
    1,697 Posts
    Well, i removed the Env_Sprites, They were INSIDE the lightbulb, So i guess i shouldn't do that again, But if you think about it, It's a sprite it should be able to go through a prop... But I'm not messing with it anymore, I'm terribad at lighting..
    Increase the value of the keyvalue "size of glow proxy geometry" or whatever it's called

    "Size of Glow Proxy Geometry <float>
    Size of the glow to be rendered for visibility testing. Must be larger than the distance from the sprite center to empty space. So if this glow is inside geometry (like a light bulb), set this value to be bigger than the bulb's radius. Any time a sphere of this radius pokes through nearby geometry the glow will be rendered. "

    says valve developer community wiki
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  9. Post #689
    Spawnster's Avatar
    April 2012
    35 Posts
    Increase the value of the keyvalue "size of glow proxy geometry" or whatever it's called

    "Size of Glow Proxy Geometry <float>
    Size of the glow to be rendered for visibility testing. Must be larger than the distance from the sprite center to empty space. So if this glow is inside geometry (like a light bulb), set this value to be bigger than the bulb's radius. Any time a sphere of this radius pokes through nearby geometry the glow will be rendered. "

    says valve developer community wiki
    I love you right now.
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  10. Post #690
    johnny guitar was here
    comet1337's Avatar
    February 2010
    6,080 Posts
    any idea why bullet impact effects make green, pink, white and blue puffs on custom textures?
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  11. Post #691
    I HAVE A SQUID FETISH
    IronPhoenix's Avatar
    April 2005
    8,217 Posts
    any idea why bullet impact effects make green, pink, white and blue puffs on custom textures?
    The custom texture probably doesnt have the material type set, so the particle system doesn't know what to assign the bullets.
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  12. Post #692
    Lemmingz95's Avatar
    September 2010
    128 Posts
    can anyone explain what would be the best way to make a pillar like this :

    displacements or brushes, clip or vertex', or a model; bear in mind I would like it as smooth as possible, with rounded edges.
    *sorry for the awful model - sketchup*
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  13. Post #693
    TCB
    I AM A FIRE LORD
    TCB's Avatar
    December 2009
    9,127 Posts
    Brushes with clipped cylinders for the top, and a diagonally clipped brush for the base.
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  14. Post #694
    johnny guitar was here
    comet1337's Avatar
    February 2010
    6,080 Posts
    whats causing all of this?
    -okay i fixed the lighting crap-
    and then theres this thing:




    this is what all the vmts look like
    Code:
    "LightmappedGeneric"
    {
    	"$basetexture" -snipped texture name-"
    	"$surfaceprop" "Concrete"
    }
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  15. Post #695
    Gold Member
    Firegod522's Avatar
    March 2008
    11,530 Posts
    I get this sometimes, I believe I fixed it by making sure that in vtfedit in the advanced tab when importing, that calculate reflectivity is on.
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  16. Post #696
    ShadowDeath's Avatar
    August 2008
    173 Posts
    Hello everyone, not sure if this has been asked before (or if a similar question has been asked and answered before) as I did not exactly keep an eye on this thread.

    My problem is vrad failing to finish an HDR compile. Default LDR compiles just fine.
    I have a map consisting of displacements for the most part, have only few light entities and haven't changed any lightmap sizes.
    I have used the cordon tool to determine whether it is an individual area that causes the crash/timeout of vrad, but each area individually compiles just fine and in a reasonable time span.
    The compiler reports no leaks, either.

    Incase it might help, this is the segment when vrad compiles HDR:

    Code:
          Valve Radiosity Simulator     
    2 threads
    Could not find lights.rad in lights.rad.
    Trying VRAD BIN directory instead...
    Warning: Couldn't open texlight file d:\steam\steamapps\someaccount\sourcesdk\bin\source2007\bin\lights.rad.
    Loading d:\steam\steamapps\someaccount\pirates, vikings, and knights ii\pvkii\somemap.bsp
    Setting up ray-trace acceleration structure... Done (12.44 seconds)
    15121 faces
    2786961 square feet [401322496.00 square inches]
    1823 Displacements
    671763 Square Feet [96733912.00 Square Inches]
    15121 patches before subdivision
    282001 patches after subdivision
    sun extent from map=0.121869
    37 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (147)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8
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  17. Post #697
    Gold Member
    Firegod522's Avatar
    March 2008
    11,530 Posts
    I found that this helps the problem.
    https://developer.valvesoftware.com/..._HDR_Crash_Fix
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  18. Post #698
    SHADERS
    Legend286's Avatar
    October 2008
    9,994 Posts
    Hello everyone, not sure if this has been asked before (or if a similar question has been asked and answered before) as I did not exactly keep an eye on this thread.

    My problem is vrad failing to finish an HDR compile. Default LDR compiles just fine.
    I have a map consisting of displacements for the most part, have only few light entities and haven't changed any lightmap sizes.
    I have used the cordon tool to determine whether it is an individual area that causes the crash/timeout of vrad, but each area individually compiles just fine and in a reasonable time span.
    The compiler reports no leaks, either.

    Incase it might help, this is the segment when vrad compiles HDR:

    Code:
          Valve Radiosity Simulator     
    2 threads
    Could not find lights.rad in lights.rad.
    Trying VRAD BIN directory instead...
    Warning: Couldn't open texlight file d:\steam\steamapps\someaccount\sourcesdk\bin\source2007\bin\lights.rad.
    Loading d:\steam\steamapps\someaccount\pirates, vikings, and knights ii\pvkii\somemap.bsp
    Setting up ray-trace acceleration structure... Done (12.44 seconds)
    15121 faces
    2786961 square feet [401322496.00 square inches]
    1823 Displacements
    671763 Square Feet [96733912.00 Square Inches]
    15121 patches before subdivision
    282001 patches after subdivision
    sun extent from map=0.121869
    37 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (147)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8
    Hey, you need to use a copy of VRad with Large Address Aware enabled.

    http://dl.legend286.co.uk/vrad_LARGE_ADDRESS_AWARE.exe

    Edited:

    This will also fix it, but it's slower. Unless he wants to mess about compiling LDR and HDR separately he should just use my LAA version.
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  19. Post #699
    ShadowDeath's Avatar
    August 2008
    173 Posts
    Thank you a lot!


    Hey, you need to use a copy of VRad with Large Address Aware enabled.

    http://dl.legend286.co.uk/vrad_LARGE_ADDRESS_AWARE.exe

    Edited:



    This will also fix it, but it's slower. Unless he wants to mess about compiling LDR and HDR separately he should just use my LAA version.
    How exactly does this program work? Is there a documentation on it somewhere to be found?
    Or is this in fact a simply edited vrad.exe, which I am supposed to use instead of the current?
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  20. Post #700
    Sir Michael Cole
    simzboy's Avatar
    September 2008
    2,844 Posts
    How would I go about creating a rounded curb like this with brushes? I'm assuming with the arch tool, but I'm not sure.

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  21. Post #701
    TCB
    I AM A FIRE LORD
    TCB's Avatar
    December 2009
    9,127 Posts
    Create a circle and cut it into quarters.
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  22. Post #702
    Sir Michael Cole
    simzboy's Avatar
    September 2008
    2,844 Posts
    Create a circle and cut it into quarters.
    That worked. Thanks!
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  23. Post #703
    Fuck You, Laren Faust
    Banshee FrieNd's Avatar
    July 2009
    2,425 Posts
    Are there any good tutorials on destroyed walls/buildings and ruins? I've seen a lot of people do some really nice brush ruins and I have a tendency to fuck everything up.
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  24. Post #704
    Resident Beat Eater.
    wauterboi's Avatar
    August 2009
    3,535 Posts
    A quick search in Google...

    http://www.interlopers.net/forum/viewtopic.php?t=16893
    http://www.interlopers.net/tutorials/33399 <- <- <-

    Didn't look to see if they were valid but a quick skim and it seems alright.
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  25. Post #705
    ichiman94's Avatar
    August 2010
    854 Posts
    What's your preffered way for making nice window frames? Using default hl2 template models or self made precise brushes?
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  26. Post #706
    Gold Member
    Firegod522's Avatar
    March 2008
    11,530 Posts
    What's your preffered way for making nice window frames? Using default hl2 template models or self made precise brushes?
    Make your own models.
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  27. Post #707
    Random guy
    LegoGuy's Avatar
    March 2009
    1,914 Posts
    How does one create the skybox images? I already know how to import them in source.
    I've seen some people with amazing skyboxes and I want to know how could I align them perfectly w/o the corners showing. Is there a program I can use to make skybox images out of one image?
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  28. Post #708
    Resident Beat Eater.
    wauterboi's Avatar
    August 2009
    3,535 Posts
    Make your own models.
    PROPPER POWER!
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  29. Post #709
    TCB
    I AM A FIRE LORD
    TCB's Avatar
    December 2009
    9,127 Posts
    What's your preffered way for making nice window frames? Using default hl2 template models or self made precise brushes?
    I normally make them out of brushes.

    Edited:

    How does one create the skybox images? I already know how to import them in source.
    I've seen some people with amazing skyboxes and I want to know how could I align them perfectly w/o the corners showing. Is there a program I can use to make skybox images out of one image?
    Use the Aurora plugin (http://www.digi-element.com/aurora/index.htm) and line the image up like this

    Then cut the individual sectors into their own image files, convert the image files into VTFs and put them in your skybox folder.
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  30. Post #710
    Brandon's Avatar
    December 2009
    629 Posts
    I don't understand whats wrong with my map, It cant locate my map even though its in a folder on my desktop? Heres the compile log:
    Code:
    Valve Software - vbsp.exe (Sep 15 2011)
    4 threads
    materialPath: c:\program files (x86)\steam\steamapps\stve319\half-life 2 episode two\ep2\materials
    Loading C:\Users\Brandon\Desktop\Map file\rp_city15.vmf
    Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\stve319\half-life 2 episode two\ep2\gameinfo.txt
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...Bad detail brush side
    
    
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\stve319\sourcesdk\bin\source2009\bin\vvis.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\stve319\half-life 2 episode two\ep2" "C:\Users\Brandon\Desktop\Map file\rp_city15"
    
    Valve Software - vvis.exe (Sep 15 2011)
    4 threads
    reading c:\users\brandon\desktop\map file\rp_city15.bsp
    Error opening c:\users\brandon\desktop\map file\rp_city15.bsp
    
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\stve319\sourcesdk\bin\source2009\bin\vrad.exe"
    ** Parameters:  -game "c:\program files (x86)\steam\steamapps\stve319\half-life 2 episode two\ep2" "C:\Users\Brandon\Desktop\Map file\rp_city15"
    
    Valve Software - vrad.exe SSE (Sep 15 2011)
    
          Valve Radiosity Simulator     
    4 threads
    [Reading texlights from 'lights.rad']
    [48 texlights parsed from 'lights.rad']
    
    Loading c:\users\brandon\desktop\map file\rp_city15.bsp
    Error opening c:\users\brandon\desktop\map file\rp_city15.bsp
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Users\Brandon\Desktop\Map file\rp_city15.bsp" "c:\program files (x86)\steam\steamapps\stve319\half-life 2 episode two\ep2\maps\rp_city15.bsp"
    
    The command failed. Windows reported the error:
      "The system cannot find the file specified."
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  31. Post #711
    Random guy
    LegoGuy's Avatar
    March 2009
    1,914 Posts
    I don't understand whats wrong with my map, It cant locate my map even though its in a folder on my desktop? Heres the compile log:
    Code:
    ZE CODE
    The BSP file didn't write,
    Usually that's a file with vbsp.exe

    "Find Visible Detail Sides...Bad detail brush side"

    "COMPILE LOG ERROR FINDER"

    find visible detail sides...bad detail brush side

    Description:
    The cause for this error is using multiple (incompatible) tool-textures on the same brush, or so it seems.
    Apart from HINT and SKIP there aren't much combination of tool-textures allowed on the same brush, so any other combination is a possible cause. Tool-textures are the 'tools/' textures you can find using the texture browser in Hammer, and that have a special meaning.

    Solution:
    You will need to find the brush(es) with these tool-textures and replace those textures. The easiest way to find the source of the error is to hide all visgroups except for the visgroups which are for tools textures and then just look around the map in 3d textured mode.
    Edited:

    This may come in handy
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  32. Post #712
    Brandon's Avatar
    December 2009
    629 Posts
    The BSP file didn't write,
    Usually that's a file with vbsp.exe

    "Find Visible Detail Sides...Bad detail brush side"



    Edited:

    This may come in handy
    Thank you!
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  33. Post #713
    Gold Member
    Miigga's Avatar
    October 2006
    1,697 Posts
    I feel stupid asking this, but how to teleport the player without retaining the player's velocity?
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  34. Post #714
    TCB
    I AM A FIRE LORD
    TCB's Avatar
    December 2009
    9,127 Posts
    You mean, so they don't take fall damage?

    Either use a tiny bit of water or use a filter_damage_type.
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  35. Post #715
    Gold Member
    Miigga's Avatar
    October 2006
    1,697 Posts
    I already have the player not take damage, but I want to get rid of the screen shaking that occurs.
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  36. Post #716
    johnny guitar was here
    comet1337's Avatar
    February 2010
    6,080 Posts
    maybe you could put a trigger_push with massive counter-velocity?
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  37. Post #717
    ShadowDeath's Avatar
    August 2008
    173 Posts
    I already have the player not take damage, but I want to get rid of the screen shaking that occurs.
    The screen shaking? I am not quite sure what you mean by this, because I don't remember falling causing a screen shaking. But there is an entity which can do just that. The <something, forgot what>_viewpunch entity, I believe. It can do the same kind of view shaking that you can see when the combine metrocops push you in the trainstation in HL2.
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  38. Post #718
    Gold Member
    Miigga's Avatar
    October 2006
    1,697 Posts
    The screen shaking? I am not quite sure what you mean by this, because I don't remember falling causing a screen shaking. But there is an entity which can do just that. The <something, forgot what>_viewpunch entity, I believe. It can do the same kind of view shaking that you can see when the combine metrocops push you in the trainstation in HL2.
    I want to get rid of it, not cause more of it.

    When the player hits the ground after falling at a high velocity, the screen shakes a bit. The extent of the shaking depends on how high the velocity was.

    I have the player falling down at a high velocity. He gets teleported elsewhere right before hitting the ground. I want the player to NOT have his view shake right after the teleport occurs.
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  39. Post #719
    [yournamehere]'s Avatar
    March 2009
    564 Posts
    When you do ground displacements, do you leave solid dev brushes underneath? And can they intersect the volumes of the brushes that turned into displacements? I always feel like I'm doing something wrong if those intersect, but I collide displacements and brushes all the time.
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  40. Post #720
    Gold Member
    Miigga's Avatar
    October 2006
    1,697 Posts
    When you do ground displacements, do you leave solid dev brushes underneath? And can they intersect the volumes of the brushes that turned into displacements? I always feel like I'm doing something wrong if those intersect, but I collide displacements and brushes all the time.
    Displacements can collide with whatever the fuck and it doesn't cause problems
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