1. Post #1041
    Eyes like a god damn hawk
    H4wkeye's Avatar
    March 2011
    4,720 Posts
    I'm having trouble figuring out the leak here. What I did, is added a 1 unit thick Areaportal tied to func_areaportalwindow and then I added a func_brush also 1 unit thick on it, with black texture and connected each other. But, every time I compile, it whines about a leak. The room is sealed off as well as the building the room is in.

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  2. Post #1042
    SHADERS
    Legend286's Avatar
    October 2008
    10,024 Posts
    I'm having trouble figuring out the leak here. What I did, is added a 1 unit thick Areaportal tied to func_areaportalwindow and then I added a func_brush also 1 unit thick on it, with black texture and connected each other. But, every time I compile, it whines about a leak. The room is sealed off as well as the building the room is in.

    Is the areaportaled room completely sealed so that one side of the area portal cannot ever touch the other side without passing through another areaportal.
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  3. Post #1043
    Eyes like a god damn hawk
    H4wkeye's Avatar
    March 2011
    4,720 Posts
    There is only one room. It's for the infected to spawn in. That's the only room in that building.
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  4. Post #1044
    Eyes like a god damn hawk
    H4wkeye's Avatar
    March 2011
    4,720 Posts
    I fixed it. Forgot that I func_detailed one wall of the room, so that's why it leaked. Working now.

    Edit: Mein automerge
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  5. Post #1045
    Kavukamari's Avatar
    May 2008
    240 Posts


    How do I make this look good? (There is a light_spot coming from where the spotlight blur is, and slightly forward and about 64 units above from the curve is a light entity to illuminate the entire room, but it looks odd everywhere else if I move it away from the beam of the light_spot; Yes the curve is func_detail 'ed)


    Alternatively we have this where the full-room light is directly under the spotlight, which looks better overall, but are these contrasted shadows in the second pic bad looking? I don't know if they're "realistic" or not
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  6. Post #1046
    Eyes like a god damn hawk
    H4wkeye's Avatar
    March 2011
    4,720 Posts
    I've read a lot of tutorials on Hint/Skip brushes and I'm still quite confused about it. The side that you hint, what does it do? And what happens behind the side you Hint'ed? If you make the brush a big box and put it above an area and Hint the top side, what would that do?
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  7. Post #1047
    Kavukamari's Avatar
    May 2008
    240 Posts
    I've read a lot of tutorials on Hint/Skip brushes and I'm still quite confused about it. The side that you hint, what does it do? And what happens behind the side you Hint'ed? If you make the brush a big box and put it above an area and Hint the top side, what would that do?
    The face with hint on it is the exact slice that will be cast through the visleafs

    the skip sides do nothing at all
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  8. Post #1048
    Gold Member
    Firegod522's Avatar
    March 2008
    11,559 Posts
    I've read a lot of tutorials on Hint/Skip brushes and I'm still quite confused about it. The side that you hint, what does it do? And what happens behind the side you Hint'ed? If you make the brush a big box and put it above an area and Hint the top side, what would that do?
    http://optimization.interlopers.net/...apter=visleafs
    http://optimization.interlopers.net/...?chapter=hints
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  9. Post #1049
    Eyes like a god damn hawk
    H4wkeye's Avatar
    March 2011
    4,720 Posts
    Yeah I've read those tutorials, gonna read them again. Thanks. Figuring this out properly is a bitch.
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  10. Post #1050
    Doom's Avatar
    August 2011
    591 Posts
    So I've been wondering. How exactly do you take screenshots like this (IE. without any hud nor weapon appearing on your screen)

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  11. Post #1051
    Problems are hidden solutions (c)
    GoldPlatinum's Avatar
    November 2011
    1,815 Posts
    So I've been wondering. How exactly do you take screenshots like this (IE. without any hud nor weapon appearing on your screen)

    cl_drawhud 0 in console.
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  12. Post #1052
    Doom's Avatar
    August 2011
    591 Posts
    cl_drawhud 0 in console.
    That removes the hud, not the weapon.
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  13. Post #1053
    SHADERS
    Legend286's Avatar
    October 2008
    10,024 Posts
    That removes the hud, not the weapon.
    r_drawviewmodel 0.

    GlodPlatnum is a dumbass!!!
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  14. Post #1054
    Doom's Avatar
    August 2011
    591 Posts
    r_drawviewmodel 0.

    GlodPlatnum is a dumbass!!!
    Thank you :)
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  15. Post #1055
    Problems are hidden solutions (c)
    GoldPlatinum's Avatar
    November 2011
    1,815 Posts
    Jeez missread your op, pls forgive me
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  16. Post #1056
    Gold Member
    vexx21322's Avatar
    December 2008
    10,581 Posts
    My shadows keep riding up on the wall.


    My light_environment settings are:
    0 108 0
    -35
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  17. Post #1057
    Gold Member
    Dennab
    February 2007
    6,746 Posts
    Holy shit

    So I decided to get back into mapping after so fucking long and it turns out I've lost my ability to seal leaks.

    http://filesmelt.com/dl/dickslord.zip

    Could someone tell me why that brush is stopping me from compiling? I recall that func_brush sealed leaks. Maybe I'm being retarded.
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  18. Post #1058
    Certified Catgirl Maid
    slayer20's Avatar
    January 2006
    9,416 Posts
    Holy shit

    So I decided to get back into mapping after so fucking long and it turns out I've lost my ability to seal leaks.

    http://filesmelt.com/dl/dickslord.zip

    Could someone tell me why that brush is stopping me from compiling? I recall that func_brush sealed leaks. Maybe I'm being retarded.
    Entities can't be touching the void.
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  19. Post #1059
    Gold Member
    Dennab
    February 2007
    6,746 Posts
    Entities can't be touching the void.
    ffffffffff

    I'll un-brushify the things sealing it off

    That fixed it, thanks for the help.
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  20. Post #1060
    Gold Member
    iostream's Avatar
    April 2006
    84 Posts
    Why is Tools -> Align/Flip Objects sometimes enabled, and sometimes not?
    I'm yet to find any patterns to this.

    For example when align/flip get disabled, I can shift-drag some object and go to the Tools menu, and find that they are again enabled, and the keyboard shortcuts works again (but not before going to the actual menu).

    Really weird.
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  21. Post #1061
    Eyes like a god damn hawk
    H4wkeye's Avatar
    March 2011
    4,720 Posts
    What does interpolate time do in env_fog_controller?
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  22. Post #1062
    Gold Member
    iostream's Avatar
    April 2006
    84 Posts
    What does interpolate time do in env_fog_controller?
    Seems to be the duration of its "StartFogTransition" event or something.
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  23. Post #1063
    Eyes like a god damn hawk
    H4wkeye's Avatar
    March 2011
    4,720 Posts
    I'm having trouble with playing my custom sound in game. In Hammer it plays just fine but when I go in game, and trigger it, I get an error in the console saying "S_StartSound: Failed to load sound file probably missing from disk/repository". The sound file is a .wav, 44.1khz and it's looped using waveousaur. It's in sound/custom/music (since I read that putting it directly in sound dir can cause bugs). Still, it doesn't want to play in game. Any ideas?

    Edited:

    I forgot to rebuild the sound cache. Silly me. Problem solved. :smith:
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  24. Post #1064
    Gold Member
    Prez's Avatar
    March 2011
    1,628 Posts
    So I've been mapping in CS:S for a very long time, just because a community I was in was CS:S only. Should I switch back to mapping in HL2? And would it be with HL2:DM (if it is, looks like I can only use the 2006 source engine. is that okay?). Thanks!
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  25. Post #1065
    Gold Member
    Firegod522's Avatar
    March 2008
    11,559 Posts
    CS:S and Hl2:DM are both on source engine MP.

    CS:S has all the content that hl2:dm and hl2 has, plus its own, so CS:S would be a better choice in texture and model content.
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  26. Post #1066
    Gold Member
    kaine123's Avatar
    February 2010
    9,440 Posts
    How might I make an npc start facing in a particular direction?
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  27. Post #1067
    rate me boxes in every post please, its my fetish
    mattmanlex's Avatar
    August 2009
    8,259 Posts
    I'm trying to put in a stairs model in a portal 2 map, and I used prop_static.
    But, when I test it in-game, it doesn't show up!
    In Editor:

    In-Game:


    Any help?

    Oh, and another question.
    How do you make the moveable panels?
    I'm thinking about replacing the catwalk stairs with one of those.
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  28. Post #1068
    Eyes like a god damn hawk
    H4wkeye's Avatar
    March 2011
    4,720 Posts
    Make sure the prop is not into any of the brushes, even a tiny bit or else it won't spawn. At least, mine never do when they are touching the brush a bit (prop_statics at least).
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  29. Post #1069
    rate me boxes in every post please, its my fetish
    mattmanlex's Avatar
    August 2009
    8,259 Posts
    Make sure the prop is not into any of the brushes, even a tiny bit or else it won't spawn. At least, mine never do when they are touching the brush a bit (prop_statics at least).
    Ah, i'll try that.
    Thanks.
    Also, how do I make the door open when I get near it?
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  30. Post #1070
    Eyes like a god damn hawk
    H4wkeye's Avatar
    March 2011
    4,720 Posts
    With a trigger. Put down a trigger_multiple. Then make your door and name it, like door1. Then on the trigger_multiple under Output add a new one OnStartTouch > door1 > open.
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  31. Post #1071
    Problems are hidden solutions (c)
    GoldPlatinum's Avatar
    November 2011
    1,815 Posts
    With a trigger. Put down a trigger_multiple. Then make your door and name it, like door1. Then on the trigger_multiple under Output add a new one OnStartTouch > door1 > open.
    Then OnEndTouch > door1 > Close
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  32. Post #1072
    rate me boxes in every post please, its my fetish
    mattmanlex's Avatar
    August 2009
    8,259 Posts
    Then OnEndTouch > door1 > Close
    That seems like it would work, but I can't seem to get the trigger brush to be invisible when testing.
    Maybe it's glaringly obvious and i'm dumb, but I can't get it to work!
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  33. Post #1073
    Gold Member
    vexx21322's Avatar
    December 2008
    10,581 Posts
    That seems like it would work, but I can't seem to get the trigger brush to be invisible when testing.
    Maybe it's glaringly obvious and i'm dumb, but I can't get it to work!
    The entire thing is textured in the trigger texture?
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  34. Post #1074
    rate me boxes in every post please, its my fetish
    mattmanlex's Avatar
    August 2009
    8,259 Posts
    The entire thing is textured in the trigger texture?
    Completely, yes.
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  35. Post #1075
    Problems are hidden solutions (c)
    GoldPlatinum's Avatar
    November 2011
    1,815 Posts
    That seems like it would work, but I can't seem to get the trigger brush to be invisible when testing.
    Maybe it's glaringly obvious and i'm dumb, but I can't get it to work!
    Did you convert it into a trigger_multiple entity? Because simply making a block with a trigger texture wont work.
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  36. Post #1076
    Facepunch's #1 Huskybutt
    James xX's Avatar
    July 2011
    2,092 Posts
    Hey. I don't come in this section often , I'm more a Lua coder type of guy, but I have some questions concerning mapping. I need to use smoothing groups, and no matter what I do ( on a pillar for example ), the contrast between the shadows on 2 adjacent faces make my map look really blocky. Could anyone help me and give me a point in the right direction for using this feature? Thanks
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  37. Post #1077
    Gold Member
    Firegod522's Avatar
    March 2008
    11,559 Posts
    Hey. I don't come in this section often , I'm more a Lua coder type of guy, but I have some questions concerning mapping. I need to use smoothing groups, and no matter what I do ( on a pillar for example ), the contrast between the shadows on 2 adjacent faces make my map look really blocky. Could anyone help me and give me a point in the right direction for using this feature? Thanks
    Make sure the lightmap grid is aligned properly. You may have to lower the lightmapscale.
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  38. Post #1078
    I survived Camp FP 2010
    metallics's Avatar
    September 2005
    4,952 Posts
    Hey. I don't come in this section often , I'm more a Lua coder type of guy, but I have some questions concerning mapping. I need to use smoothing groups, and no matter what I do ( on a pillar for example ), the contrast between the shadows on 2 adjacent faces make my map look really blocky. Could anyone help me and give me a point in the right direction for using this feature? Thanks
    Could also try adding more faces to the object.
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  39. Post #1079
    Eyes like a god damn hawk
    H4wkeye's Avatar
    March 2011
    4,720 Posts
    That seems like it would work, but I can't seem to get the trigger brush to be invisible when testing.
    Maybe it's glaringly obvious and i'm dumb, but I can't get it to work!
    When you make the brush and texture it in Trigger texture, select it and press ctrl+t to tie it to an entity, then in the list select trigger_multiple and click apply.
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  40. Post #1080
    Gold Member
    Rzor's Avatar
    February 2009
    1,181 Posts
    Does anyone know how to open these?
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