They also can't leak, which means you could have part of a displacement out in the void.
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.
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.
"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
any idea why bullet impact effects make green, pink, white and blue puffs on custom textures?
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*
Brushes with clipped cylinders for the top, and a diagonally clipped brush for the base.
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.
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
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.
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.
A quick search in Google...
http://www.interlopers.net/tutorials/33399 <- <- <-
Didn't look to see if they were valid but a quick skim and it seems alright.
What's your preffered way for making nice window frames? Using default hl2 template models or self made precise brushes?
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?
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.
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."
I feel stupid asking this, but how to teleport the player without retaining the player's velocity?
You mean, so they don't take fall damage?
Either use a tiny bit of water or use a filter_damage_type.
I already have the player not take damage, but I want to get rid of the screen shaking that occurs.
maybe you could put a trigger_push with massive counter-velocity?
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.
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.