1. Post #1
    Gold Member
    Firegod522's Avatar
    March 2008
    11,582 Posts
    Alright folks, just like the previous thread.

    This thread is practically to help stop the constant fill of the mapping section with quick little questions which doesn't need a new thread, also so the questions are easier to track. Mainly because people just usually fly by the sticky and post as if it was any other section rules.

    Alright so leave your questions here, big or small, and we, the mapping community will attempt to solve your little conundrum.

    Edited:
    Seeming as I didn't get to answer a few questions from the other thread because god knows why;
    lamaar posted:
    Anyone know if portal 2 supports detailsprites?
    I believe it has a detailsprite.vtf so I would assume so.
    mcilona posted:
    Should i be using physbox_multiplayer entities for a simulated destructible wall or just the normal physbox? the map is for gmod intended to be used in multiplayer.
    This class is the same as func_physbox, except the runtime collisions use a more bouncy method that avoids the prediction errors normal physics objects get.
    https://developer.valvesoftware.com/...ox_multiplayer
    Reply With Quote Edit / Delete Windows 7 United States Show Events Friendly Friendly x 4 (list)

  2. Post #2
    Matt2468rv's Avatar
    April 2011
    532 Posts
    I'll start with a question; Has anybody ever encountered rainbow colored particles when shooting a custom texture?

    I've had that happen with a carpet texture. Not necessarily rainbow, but purple particles when shooting a green carpet texture I had. Never figured out why.
    Reply With Quote Edit / Delete Windows 7 United States Show Events

  3. Post #3
    adrianooo321's Avatar
    December 2008
    210 Posts
    Right extremly noob question , how do i achieve this http://cached.glitchvid.com/images/p...inehallway.png
    Reply With Quote Edit / Delete Windows 7 Ireland Show Events

  4. Post #4
    Gold Member
    Firegod522's Avatar
    March 2008
    11,582 Posts
    I've had that happen with a carpet texture. Not necessarily rainbow, but purple particles when shooting a green carpet texture I had. Never figured out why.
    That was from the previous mega thread. I fixed it by checking compute reflectivity.

    Edited:

    Right extremly noob question , how do i achieve this http://cached.glitchvid.com/images/p...inehallway.png
    Use the block light brush. Those windows are func_illusionary
    Reply With Quote Edit / Delete Windows 7 United States Show Events

  5. Post #5
    SDL

    April 2011
    4 Posts
    How do i make realistic lighting for doors? So that when the door is open the light shines in, and when the door is closed it does'nt.

    I'm working on a big desert map, and a few doors start open when the map is loaded. When i close the doors the light still shines in.
    Reply With Quote Edit / Delete Windows 7 Netherlands Show Events

  6. Post #6
    Gold Member
    Firegod522's Avatar
    March 2008
    11,582 Posts
    How do i make realistic lighting for doors? So that when the door is open the light shines in, and when the door is closed it does'nt.

    I'm working on a big desert map, and a few doors start open when the map is loaded. When i close the doors the light still shines in.
    You can't fix that. Its either lit, or not.
    Reply With Quote Edit / Delete Windows 7 United States Show Events

  7. Post #7
    SDL

    April 2011
    4 Posts
    But i've seen it in a map, gm_cube_v1b. (from the cube movie) When you reach the edge and open the final door to get out, the light moves very smooth while the door is opening.

    Or is that just some trick done with some entities?
    Reply With Quote Edit / Delete Windows 7 Netherlands Show Events

  8. Post #8
    Gold Member
    Firegod522's Avatar
    March 2008
    11,582 Posts
    He was probably using an env_projectedtexture an entity which creates dynamic light. Although its somewhat expensive, and you can only have one rendered on the screen at once.
    You cannot use this for global lighting though.
    Reply With Quote Edit / Delete Windows 7 United States Show Events

  9. Post #9

    January 2012
    42 Posts
    How to make a dome?
    Reply With Quote Edit / Delete Windows 7 United States Show Events

  10. Post #10

    July 2011
    185 Posts
    I've read the developer page already. I was just hoping someome with more knowledge on the matter could verify which classname is appropriate for the circumstance.
    Reply With Quote Edit / Delete Windows 7 United States Show Events

  11. Post #11
    Gold Member
    Firegod522's Avatar
    March 2008
    11,582 Posts
    How to make a dome?
    You can use arches, or you can make it manually. They both will probably take a while to do.
    Reply With Quote Edit / Delete Windows 7 United States Show Events

  12. Post #12
    Gold Member
    jeimizu's Avatar
    August 2007
    6,421 Posts
    You can use arches, or you can make it manually. They both will probably take a while to do.
    Can't twister make domes?
    Reply With Quote Edit / Delete Windows 7 United States Show Events

  13. Post #13
    I'm very important. I have many leather-bound books and my apartment smells of rich mahogany.
    Dosycool's Avatar
    May 2009
    449 Posts
    Can't twister make domes?
    Yes, but they seem to become corrupted after saving then reloading the map.
    Reply With Quote Edit / Delete Windows 7 Australia Show Events

  14. Post #14
    Dosen't need a bigger avatar
    vladnag's Avatar
    April 2010
    3,199 Posts
    quick question, how do i add working resuply lockers to my TF2 Map?

    also is there any where that walks through all the specifics of making a TF2 map? such as adding team doors, capture points, Etc
    Reply With Quote Edit / Delete Windows Vista United Kingdom Show Events

  15. Post #15
    DasMatze's Avatar
    December 2007
    1,824 Posts
    also is there any where that walks through all the specifics of making a TF2 map? such as adding team doors, capture points, Etc
    https://developer.valvesoftware.com/...Level_Creation

    Hint: When you create a resupply locker, turn of the shadows of the dynamic prop and cover it with a brush with the blocklight texture instead. Valve doesn't do this but it looks really better with static shadows.
    Reply With Quote Edit / Delete Windows 7 Germany Show Events Winner Winner x 1 (list)

  16. Post #16
    Dosen't need a bigger avatar
    vladnag's Avatar
    April 2010
    3,199 Posts
    https://developer.valvesoftware.com/...Level_Creation

    Hint: When you create a resupply locker, turn of the shadows of the dynamic prop and cover it with a brush with the blocklight texture instead. Valve doesn't do this but it looks really better with static shadows.
    that's awesome, thanks

    now i have another problem, i set the locker to dynamic but it dosen't appear in game

    also

    i'm trying to make a rocky passage using the geometry tool to make it look more natural, how do i put 2 brushes together and have them both move with the gemometry, such as on a corner or ramp
    Reply With Quote Edit / Delete Windows Vista United Kingdom Show Events

  17. Post #17
    Lanopo's Avatar
    October 2010
    905 Posts

    I have this really annoying clicking sound for the UI sounds in my Portal 2 mod, does anyone know why?

    Edit: Fixed it, apparently you can't have sounds that are less than a second long.
    Reply With Quote Edit / Delete Windows 7 United States Show Events

  18. Post #18
    filipegroh's Avatar
    March 2009
    216 Posts
    How could I use a logic_timer and a logic_case so it can fire random outputs, in this case play sounds, at random?
    Reply With Quote Edit / Delete Windows 7 Brazil Show Events

  19. Post #19
    I love My Cunt Oven
    MaddaCheeb's Avatar
    August 2010
    4,330 Posts
    How can I tune lighting using a light_environment and a tonemap controller to get a bright sunset look?
    Reply With Quote Edit / Delete Windows 7 United States Show Events

  20. Post #20
    Gold Member
    Firegod522's Avatar
    March 2008
    11,582 Posts
    How can I tune lighting using a light_environment and a tonemap controller to get a bright sunset look?
    Set the autoexposuremax and min somewhat high. Maybe bloom also.

    How could I use a logic_timer and a logic_case so it can fire random outputs, in this case play sounds, at random?
    for the logic_timer set it to
    OnTimer|case|PickRandom
    Reply With Quote Edit / Delete Windows 7 United States Show Events

  21. Post #21
    Dosen't need a bigger avatar
    vladnag's Avatar
    April 2010
    3,199 Posts
    does anyone have a guide for adding props to your map? i'm having problems alot of my props, most of them are not appearing in game
    Reply With Quote Edit / Delete Windows Vista United Kingdom Show Events

  22. Post #22

    December 2010
    55 Posts



    Which way is better?
    Reply With Quote Edit / Delete Windows 7 Russian Federation Show Events Agree Agree x 2 (list)

  23. Post #23
    I HAVE A SQUID FETISH
    IronPhoenix's Avatar
    April 2005
    8,217 Posts
    1. is meant to be more optimised, 2 is how i do it. I don't think it matters too much either way.
    Reply With Quote Edit / Delete Windows 7 United Kingdom Show Events Agree Agree x 7Disagree Disagree x 1Informative Informative x 1 (list)

  24. Post #24
    Gold Member
    NotExactly's Avatar
    March 2011
    1,053 Posts
    Assuming you'd be seeing the outside of the corner, 1 is better because it'll light realistically. You could use 3, depending on what you'd want on the other side. I don't know why you'd use 2.
    Reply With Quote Edit / Delete Windows 7 United Kingdom Show Events Informative Informative x 2Agree Agree x 1 (list)

  25. Post #25
    DasMatze's Avatar
    December 2007
    1,824 Posts
    2 is easier to modify but 1 is less chaotic since you don't have two faces on one side which makes it easier to apply textures correctly (because if you put a texture onto the top face of the lower brush in example 1 and aligned it at the left or right side, the texture wouldn't be perfectly aligned to the corner). So if you have the patience, go with 1, I'd say (and 3 if you don't have an interior).
    Reply With Quote Edit / Delete Windows 7 Germany Show Events Informative Informative x 2 (list)

  26. Post #26

    December 2010
    55 Posts
    Thanks,Guys
    Reply With Quote Edit / Delete Windows 7 Russian Federation Show Events

  27. Post #27
    Eeyoreiscool's Avatar
    November 2008
    52 Posts
    Having some issues with my detail sprites I'm trying to make. The sprites are showing up beneath the texture.

    The image is 512x512. The top 2 sprites are 256x256 sections. Here is my .vbsp
    Code:
    detail
    {
    	practice_grasses
    	{
    		density 2000
     
    		Group1
    		{
    			alpha 0
     
    			Yellowtall
    			{
    				sprite "0 0 256 256 256"
    				spritesize ".5 1 16 32"
    				spriterandomscale .15
    				maxangle 95
    				amount .4
    				spriteorientation 2				
    			}
    			Purplelow
    			{
    				sprite "256 0 256 256 256"
    				spritesize ".5 1 16 32"
    				spriterandomscale .15
    				maxangle 95
    				amount .4
    				spriteorientation 2
    			}
    			Groundcover
    			{
    				sprite "0 256 512 256 512"
    				spritesize ".5 1 16 32"
    				spriterandomscale .15
    				maxangle 95
    				amount .2
    				spriteorientation 2
    			}
    				
    		}
    	}
    }
    See any problems with my sprite and spritesize?
    Reply With Quote Edit / Delete Windows 7 United States Show Events

  28. Post #28
    Viking Member
    Hellsten's Avatar
    November 2008
    5,620 Posts
    Try this:




    Code:
    detail
    {
    
    	practice_grasses
    
    
    	{
    		"density" "2048.0"
    
    
    		Group1
    		{
    			"alpha" "0"
    
    
    			Yellowtall
    
    
    			{
    				"sprite" "0 0 256 256 512" 
    				"spritesize" "0.5 0.0 32 32"
    				"spriterandomscale" "0.15"
    				"amount" "0.5"
    				"detailOrientation" "2"
    			}
    
    
    			Purplelow
    
    
    			{
    				"sprite" "256 0 256 256 512" 
    				"spritesize" "0.5 0.0 32 32"
    				"spriterandomscale" "0.15"
    				"amount" "0.5"
    				"detailOrientation" "2"
    			}
    
    
    			Groundcover
    
    
    			{
    				"sprite" "0 256 512 256 512" 
    				"spritesize" "0.5 0.0 16 32"
    				"spriterandomscale" "0.15"
    				"amount" "0.25"
    				"detailOrientation" "2"
    			}
    
    
    
    
    
    
    		}
    
    
    		Group2
    		{
    			"alpha" "1"
    
    
    
    
    
    
    		}
    	}
    
    
    
    
    }
    Reply With Quote Edit / Delete Windows 7 Sweden Show Events

  29. Post #29

    December 2010
    55 Posts
    More question: how to fix that?

    Reply With Quote Edit / Delete Windows 7 Russian Federation Show Events

  30. Post #30
    Rastadogg5's Avatar
    June 2010
    3,507 Posts
    How you make portals snap to a surface when fired?
    Like they do in game when you fire at one of those inclines, it automatically snaps to the center of the panel.
    Reply With Quote Edit / Delete Windows 7 United States Show Events

  31. Post #31

    July 2011
    185 Posts
    do displacements have to be perfectly aligned against the edge of your map's skybox in order for the displacements in the 3d skybox to connect completely? or can i have the actual map's displacements phase through the skybox a little?
    Reply With Quote Edit / Delete Windows 7 United States Show Events

  32. Post #32
    Gold Member
    Firegod522's Avatar
    March 2008
    11,582 Posts
    do displacements have to be perfectly aligned against the edge of your map's skybox in order for the displacements in the 3d skybox to connect completely? or can i have the actual map's displacements phase through the skybox a little?
    If you phase it through, they will be black, and cause a buffering error.

    How you make portals snap to a surface when fired?
    Like they do in game when you fire at one of those inclines, it automatically snaps to the center of the panel.
    https://developer.valvesoftware.com/..._portal_bumper

    More question: how to fix that?

    That is caused by using $translucent in a material, which adds transparency. I believe you can fix it by removing $translucent and adding $alphatest (probably want to do this on the stain)
    Reply With Quote Edit / Delete Windows 7 United States Show Events Informative Informative x 1 (list)

  33. Post #33
    Eeyoreiscool's Avatar
    November 2008
    52 Posts
    Try this:




    Code:
    detail
    {
    
    	practice_grasses
    
    
    	{
    		"density" "2048.0"
    
    
    		Group1
    		{
    			"alpha" "0"
    
    
    			Yellowtall
    
    
    			{
    				"sprite" "0 0 256 256 512" 
    				"spritesize" "0.5 0.0 32 32"
    				"spriterandomscale" "0.15"
    				"amount" "0.5"
    				"detailOrientation" "2"
    			}
    
    
    			Purplelow
    
    
    			{
    				"sprite" "256 0 256 256 512" 
    				"spritesize" "0.5 0.0 32 32"
    				"spriterandomscale" "0.15"
    				"amount" "0.5"
    				"detailOrientation" "2"
    			}
    
    
    			Groundcover
    
    
    			{
    				"sprite" "0 256 512 256 512" 
    				"spritesize" "0.5 0.0 16 32"
    				"spriterandomscale" "0.15"
    				"amount" "0.25"
    				"detailOrientation" "2"
    			}
    
    
    
    
    
    
    		}
    
    
    		Group2
    		{
    			"alpha" "1"
    
    
    
    
    
    
    		}
    	}
    
    
    
    
    }
    I applied your fixes and I still have this problem.
    http://dl.dropbox.com/u/1718514/test0001.jpg
    Reply With Quote Edit / Delete Windows 7 United States Show Events

  34. Post #34
    8BitSandwich

    July 2011
    81 Posts


    I've been having this problem for a while with my map...

    I have a 3D skybox. It appears normally and works fine. Here is how the skybox tools texture is placed.


    But the problem is, geometry from other areas of the map remains visible through the skybox texture. They should be occluded / invisible, but yet they appear.

    See that window farther ahead? That really is physically there, if the player turns the corner up ahead. But I was under the impression that the skybox texture would have covered that and simply replaced it with just my 3D skybox.

    Is this normal behavior? Are we simply not supposed to place the texture in such a way that things around a corner could become visible? Because if so, then I pretty much have to re-think the entire layout of my map.

    P.S. The same effect occurs in other areas of the map where I have windows. There are no leaks being reported during compilation, even with the Normal/Full settings.
    Reply With Quote Edit / Delete Windows 7 United States Show Events

  35. Post #35
    Gold Member
    NotExactly's Avatar
    March 2011
    1,053 Posts
    I'm trying to make an animated refracting texture, but it's not animating in-game - is my .vmt ok?

    Code:
    "Refract"
    {
    	"$normalmap" "custom\Water_Drip"
    	"$refractamount" "0.25"
    	"$surfaceprop" "water"
    	"$envmap" "env_cubemap"
    	"Proxies"
    	{
    		"AnimatedTexture"
    		{
    			"animatedtexturevar" "$normalmap"
    			"animatedtextureframenumvar" "$frame"
    			"animatedtextureframerate" "30"	
    		}
    	}
    }
    Reply With Quote Edit / Delete Windows 7 United Kingdom Show Events

  36. Post #36
    Gold Member
    Torekk's Avatar
    November 2006
    2,798 Posts
    See that window farther ahead? That really is physically there, if the player turns the corner up ahead. But I was under the impression that the skybox texture would have covered that and simply replaced it with just my 3D skybox.

    Is this normal behavior? Are we simply not supposed to place the texture in such a way that things around a corner could become visible? Because if so, then I pretty much have to re-think the entire layout of my map.

    P.S. The same effect occurs in other areas of the map where I have windows. There are no leaks being reported during compilation, even with the Normal/Full settings.
    Have you tried if it works when you create the skybox like this?

    Reply With Quote Edit / Delete Windows 7 Germany Show Events Friendly Friendly x 1 (list)

  37. Post #37
    Gold Member
    ~ZOMG's Avatar
    December 2009
    9,876 Posts
    Is there a tutorial on that texture blending thing that you (Firegod) posted in the Pimpage thread a few days ago?

    I've had a play and I can't quite figure it out.
    Reply With Quote Edit / Delete Windows 7 United Kingdom Show Events

  38. Post #38
    Viking Member
    Hellsten's Avatar
    November 2008
    5,620 Posts
    I applied your fixes and I still have this problem.
    http://dl.dropbox.com/u/1718514/test0001.jpg
    Sorry missed something. This is how your detail.vbsp should be like,

    Code:
    detail
    {
    
    	practice_grasses
    
    
    	{
    		"density" "2048.0"
    
    
    		Group1
    		{
    			"alpha" "0"
    
    
    			Yellowtall
    
    
    			{
    				"sprite" "0 0 256 256 512" 
    				"spritesize" "0.5 0.0 32 32"
    				"spriterandomscale" "0.15"
    				"amount" "0.5"
    				"detailOrientation" "2"
    			}
    
    
    			Purplelow
    
    
    			{
    				"sprite" "256 0 256 256 512" 
    				"spritesize" "0.5 0.0 32 32"
    				"spriterandomscale" "0.15"
    				"amount" "0.5"
    				"detailOrientation" "2"
    			}
    
    
    			Groundcover
    
    
    			{
    				"sprite" "0 256 512 256 512" 
    				"spritesize" "0.5 0.0 32 16"
    				"spriterandomscale" "0.15"
    				"amount" "0.25"
    				"detailOrientation" "2"
    			}
    
    
    
    
    
    
    		}
    
    
    		Group2
    		{
    			"alpha" "1"
    
    
    
    
    
    
    		}
    	}
    
    
    
    
    }
    As for what's going on in the screenshot, I'm not sure. Try saving the texture as an uncompressed texture with alpha layer, BGRA8888.
    Reply With Quote Edit / Delete Windows 7 Sweden Show Events

  39. Post #39
    Gold Member
    Firegod522's Avatar
    March 2008
    11,582 Posts
    Is there a tutorial on that texture blending thing that you (Firegod) posted in the Pimpage thread a few days ago?

    I've had a play and I can't quite figure it out.
    You mean this?



    You can try making the shader "MultiBlend" and then in the sculpting menu there should be Blend, click it and it will have all your textures you specified. You can look at dota 2's materials seen here
    Code:
    MultiBlend
    {
    "%keywords" dota
    "%tooltexture" "test/terraintest-1"
    $basetexture4 stone/stone_path007
    $spectexture4 stone/stone_path007_spec
    $scale4 3.0
    $rotation4 55.0
    $basetexture3 stone/stone_path008
    $spectexture3 stone/stone_path008_spec
    $scale3 1.75
    $rotation3 -15.0
    
    
    
    
    $basetexture2 nature/sand_cracked001
    $spectexture2 nature/sand_cracked001_spec
    $scale2 3.0
    "$rotation2 " 0.0
    $basetexture stone/stone_path006
    $spectexture stone/stone_path006_spec
    $scale 3.0
    $rotation 55.0
    $fow _rt_fog_of_war
    }


    I've been having this problem for a while with my map...

    I have a 3D skybox. It appears normally and works fine. Here is how the skybox tools texture is placed.


    But the problem is, geometry from other areas of the map remains visible through the skybox texture. They should be occluded / invisible, but yet they appear.

    See that window farther ahead? That really is physically there, if the player turns the corner up ahead. But I was under the impression that the skybox texture would have covered that and simply replaced it with just my 3D skybox.

    Is this normal behavior? Are we simply not supposed to place the texture in such a way that things around a corner could become visible? Because if so, then I pretty much have to re-think the entire layout of my map.

    P.S. The same effect occurs in other areas of the map where I have windows. There are no leaks being reported during compilation, even with the Normal/Full settings.
    This is because You're rendering the other side of the wall. You need to put down a hint brush/skip to chop your visleafs to disallow that from where you're standing.

    I'm trying to make an animated refracting texture, but it's not animating in-game - is my .vmt ok?

    Code:
    "Refract"
    {
    	"$normalmap" "custom\Water_Drip"
    	"$refractamount" "0.25"
    	"$surfaceprop" "water"
    	"$envmap" "env_cubemap"
    	"Proxies"
    	{
    		"AnimatedTexture"
    		{
    			"animatedtexturevar" "$normalmap"
    			"animatedtextureframenumvar" "$frame"
    			"animatedtextureframerate" "30"	
    		}
    	}
    }
    Try changing $normalmap to $bumpmap in both the proxy and the texture.
    Reply With Quote Edit / Delete Windows 7 United States Show Events Informative Informative x 1 (list)

  40. Post #40
    Gold Member
    ~ZOMG's Avatar
    December 2009
    9,876 Posts
    You mean this?

    Yes. I didn't realise it was all one texture.

    Could you please post a template vmt?
    Reply With Quote Edit / Delete Windows 7 United Kingdom Show Events