Forum posts

Posted 7 years ago2017-06-15 11:56:52 UTC
in Post your screenshots! WIP thread Post #335516
There's a simplier way. You just do a W:3 H:3 patch mesh and then... Well, the screenshots will explain better:
User posted image
You just drag verticies like that. No need to divide it in segments - the editor will do it automatically.

As for the Surface Inspector... Well, for me texture application in Radiant is a true torture. I think I have to use Jackhammer for texturing and Radiant for the rest.
Posted 7 years ago2017-06-15 11:25:43 UTC
in Post your screenshots! WIP thread Post #335514
At least you don't have to drag every vertex manually if you don't need to. But sewing and subdividing is still something I barely understand.
What's also frustrating is that the texture you apply to a displacement has some kind of... UV-Lock(?) which causes the texture to stretch sometimes.
Posted 7 years ago2017-06-15 11:04:15 UTC
in Post your screenshots! WIP thread Post #335511
The problem is that I just can't make an arched patch mesh:
User posted image
There's just no arch tool for that.

EDIT: Nevermind, I sorted it out. Curves is a wonderful thing:
User posted image
Posted 7 years ago2017-06-15 10:24:42 UTC
in A Bug in my jb map Post #335508
Oh shit, sorry. Of course it's light_surface. Just didn't sleep that night so I said this weird thing.
Posted 7 years ago2017-06-15 10:13:14 UTC
in monster_generic and path tracks Post #335509
They should be able to teleport to them though, as it is said in the "Keys" tutorial.
Posted 7 years ago2017-06-15 08:38:42 UTC
in Post your screenshots! WIP thread Post #335505
Try backspace
Oh... I feel so-o-o-o stupid.

Now I only need to understand how do curves work and how to use the texture application tool and then I will be able to create a decent map. Btw the "Curves" tutorial isn't too helpful.
Posted 7 years ago2017-06-15 08:34:48 UTC
in A Bug in my jb map Post #335504
Use info_texlights instead of obsolete lights.rad. Just disable SmartEdit, Press add and in the "Key" type in the name of the texture and in the "Value" type in the values of Red, Green, Blue and the Brightness. You can store many values in this entity, plus it's individual for every map.

There's also info_translucent. It's like info texlights, but it's more flexible and you need a separate info_translucent for every texture light.

Func_detail is also useful if some brush has disappearing faces. It usually happens when it's off the grid (like the support pillars on DM-Fractal) and the only way to fix it without repositioning the brush is to convert it to func_detail.
Good luck!
Posted 7 years ago2017-06-15 02:40:10 UTC
in monster_generic and path tracks Post #335499
How can you make something follow a path if it doesn't even have a basic AI?
Posted 7 years ago2017-06-14 23:32:45 UTC
in monster_generic and path tracks Post #335496
Monster_generic doesn't have any AI, so I think you can't make it follow a path. But you could try to create a small platform tied to func_train with "zhlt_noclip" and "zhlt_invisible" set to 1 and place the monster_generic on it.
Posted 7 years ago2017-06-14 22:26:53 UTC
in Post your screenshots! WIP thread Post #335494
No, you can actually delete an object, but you need to go to "edit" -> "delete" to do that. While every other button in the "edit" menu has a shortcut specified at the right, "delete" doesn't have a shortcut.
Posted 7 years ago2017-06-14 20:08:09 UTC
in Post your screenshots! WIP thread Post #335491
Slowly getting used to the controls. The fact you have to manually enter the keys for the entities still shocks me.
Just found out that Del doesn't delete the selected object. It appears that the "Delete" operation doesn't have a shortcut at all. Or I'm just a dumbass.
Posted 7 years ago2017-06-14 19:03:55 UTC
in light model which falls Post #335490
Why wouldn't you use brushes for the lights instead? They don't look too complicated to be models.
Posted 7 years ago2017-06-14 17:39:28 UTC
in Emergency Post #335488
Something is wrong with the compilation process.
All I can suggest is to switch from hammer to Jackhammer/Sledge (good alternatives to VHE).
Also, sorry for such a question (I need to know as much as possible) but did you actually try to compile the map? If you did, may you post the compilation log? It would be very useful.
Posted 7 years ago2017-06-14 15:13:01 UTC
in Post your screenshots! WIP thread Post #335483
@Snehk

I'll take a look at the tutorials, thank you. I felt so confused when Shift+A didn't call the texture application tool xd. At least I compiled my first box map successfully with Radiant. Jackhammer kept doing weird things.
Posted 7 years ago2017-06-14 13:31:56 UTC
in Post your screenshots! WIP thread Post #335478
Jackhammer supports Q3. Just setting it up is pretty difficult. And I couldn't find any tutorials about how to do that.
Posted 7 years ago2017-06-14 13:22:46 UTC
in Post your screenshots! WIP thread Post #335476
I use GTKRadiant 1.6 if I know right. Because of my stupidity I couldn't set Jackhammer up for Q3 so I had to use GTKRadiant. Even though I'm an intermediate mapper, I couldn't do more than a simple box-like room.
Posted 7 years ago2017-06-14 12:47:12 UTC
in Post your screenshots! WIP thread Post #335471
I agree with you. It's much more comfortable to use your favorite editor.
Oh, and how do you make terrain in Radiant? Do you use those "patches" for that? I'm just going to start learning Radiant. Want to try Q3 mapping.
Posted 7 years ago2017-06-14 12:01:18 UTC
in Post your screenshots! WIP thread Post #335468
Weren't you going to use 3d-modeling software for the levels?
Posted 7 years ago2017-06-13 12:12:57 UTC
in A Bug in my jb map Post #335448
@GMK_5

Try launching full VIS. This may help.

Also, VIS in Source works almost the same way it does in GoldSrc, so here's some VDC documentation:

https://developer.valvesoftware.com/wiki/Visibility_optimization
https://developer.valvesoftware.com/wiki/Visleaf

This should explain how does VIS work if you read carefully. I also recommend to read it multiple times.
Posted 7 years ago2017-06-13 00:33:53 UTC
in Custom Map Texture & Sprite tut seri Post #335441
Basically, by disabling Snap-to-Grid you get 1-unit sized grid instead. So it's still possible to make a nice map without snap-to-grid. What about info_player_start... Well, that's so weird I want to try it too.
As far as I know, in Source disabling snap-to-grid works as it should.
Posted 7 years ago2017-06-12 21:57:42 UTC
in Custom Map Texture & Sprite tut seri Post #335436
So, all this time you just didn't know about grid at all? And why do you use Quark?
I wish I could be as weird as you.
It reminds me of how in Warcraft 3 me and my friend used to measure the distance you can cast spells from in footmen.
Posted 7 years ago2017-06-12 21:41:00 UTC
in light model which falls Post #335435
Then I'm a very stupid person in comparement to you.
Ok, that has gone too far from the main topic.
Posted 7 years ago2017-06-12 21:31:57 UTC
in light model which falls Post #335432
Maybe it's cool stuff, but I have no clue how to edit a fgd file. I can only add that sky list from jackhammer to a fgd. I hope you get what I mean.
Posted 7 years ago2017-06-12 19:28:16 UTC
in light model which falls Post #335421
I wish someone would make a detailed tutorial about how to edit a fgd file and how to adapt it to Jackhammer.
Posted 7 years ago2017-06-12 19:26:48 UTC
in Asking... Post #335426
You do almost the same with the planks. But instead of picking up a key the player picks up the planks and then, instead of opening a door player activates an invisible button/a trigger_once, the target of which is func_wall_toggle (which looks like a set of wooden planks and is turned off at the start).
Read all the tutorials (including the one I gave you a link for) on TWHL. They are extremely useful.
Posted 7 years ago2017-06-12 19:19:23 UTC
in Asking... Post #335423
Oh, that's a combination of some env_renders and this: http://twhl.info/tutorial.php?id=64
After you set this all up, you must make a brush-based key, similar to the one picked up by the player at the keyhole, then tie it to a passable func_door_rotating with Render Mode "Texture" and FX Amount = 0 and set up two env_renders - the first one with Render Mode "Normal" and the second one with Render Mode "Texture" with FX Amount = 0.

When the player activates the trigger_once that checks if the multisource is active, multi_manager gets activated and activates the first env_render (which makes the key (func_door_rotating) visible), then the key (func_door_rotating) itself, and then activates the second env_render which makes the key invisible again.

There must be an example map somewhere at the vault. If you want you can try to find it. Good luck!
Posted 7 years ago2017-06-12 18:12:16 UTC
in A Bug in my jb map Post #335420
You need to understand how does VIS work and what is a VIS leaf. Sadly even I don't understand it completely (I'm too lazy to read anything about how VIS works).
As I said, copy a part of your map which you have problems with into an another map and then experiment with it.
Posted 7 years ago2017-06-12 16:35:19 UTC
in A Bug in my jb map Post #335417
The problem is his map has too many areas to rework.
Posted 7 years ago2017-06-12 16:32:36 UTC
in A Bug in my jb map Post #335415
@GMK_5

Reworking the area is not going to be easy. If I were you I'd just start a new map.
Just use Google and you'll find VHLT. Very useful thing, trust me.
Posted 7 years ago2017-06-12 09:49:11 UTC
in A Bug in my jb map Post #335406
I think VIS takes so long because of... Just look:
User posted image
User posted image
So yeah, the best GMK_5 can do is to create a new map.
Posted 7 years ago2017-06-12 09:43:38 UTC
in Custom Map Texture & Sprite tut seri Post #335405
Oh... Ok.
Posted 7 years ago2017-06-11 21:31:14 UTC
in A Bug in my jb map Post #335396
Try to transfer a chunk of your map you have problems with into another map (a simple box for example, doesn't matter). This way you can significantly speed up the compilation.
I'd recommend you to start a new map instead. No offense but your current map is very messy. You can still copy some ideas though, so creating a new clean map is the best option.
Posted 7 years ago2017-06-11 19:31:58 UTC
in Custom Map Texture & Sprite tut seri Post #335394
Oh, so I'm not the only one who uses player start as a measure?
Posted 7 years ago2017-06-11 10:32:08 UTC
in Post your screenshots! WIP thread Post #335381
@Snehk

Great job. Waiting for the first screenshots.

@Suparsonik

I've never played TFC. Is it still alive?
Posted 7 years ago2017-06-10 22:54:01 UTC
in Post your screenshots! WIP thread Post #335369
Here's one of my abandoned projects:
User posted image
I don't know if I'm ever going to continue working on it. Was thinking about it recently.
Here's the layout, unfinished as the map itself:
User posted image
As for now, I decided I should stop my mapping, ahem... "career", because I started making pure shit.
Posted 7 years ago2017-06-10 22:28:41 UTC
in A Bug in my jb map Post #335373
Although it would be better if I upload images, here are the places:

-Light fixtures at the cells are wbrushes that intersect with eachother. Convert to func_detail

-Two ground wbrushes intersect near that trigger_push thing (I have no idea what it is)

-Castle towers intersect with castle walls.

There can be a lot of other intersecting brushes, these are the most obvious ones. I'll try to find more.
Posted 7 years ago2017-06-10 22:02:07 UTC
in A Bug in my jb map Post #335371
@GMK_5

Well, try to compile your map. If the bug still occurs, then probably Admer can help, because I don't have any other ideas yet. The map should compile faster now.
I also found a lot of intersecting brushes in some other regions of the map.
Posted 7 years ago2017-06-10 21:28:26 UTC
in A Bug in my jb map Post #335367
I didn't cut it because I was so tired I just used PrtSc instead. Then I pasted it directly to imgur and had to wait until it uploads, the size of the image was really high.
Posted 7 years ago2017-06-10 21:18:44 UTC
in A Bug in my jb map Post #335364
@GMK_5

Also, I suggest you to convert all crates on your map to func_details. They're all wbrushes and that's not good for both CSG and VIS.

EDIT: One more weird thing:
User posted image
@Admer456
Just so you know, there's this Snipping Tool in Windows 7. It's handy for screenshots. :3
Sometimes I think that you're just mocking me. No need to do that if so, I get that I'm a terrible person :/. I you aren't then sorry, I'm just being paranoid.
Thanks anyway :)
Posted 7 years ago2017-06-10 21:00:02 UTC
in A Bug in my jb map Post #335362
Ok, just lemme unpack the textures and set my editor up.

I can't really tell you if that's the problem, but here's what I found:
User posted image
There are two other brushes under this one. One of these intersects with an another brush:
User posted image
Sorry, but I'm not really sure if that's what causes the bug :(
I'll keep looking into it though.
Posted 7 years ago2017-06-10 20:44:03 UTC
in A Bug in my jb map Post #335360
@GMK_5

Also, crates on your map are world brushes and intersect with other w(orld)brushes. Convert them to func_details and reposition them.

Poor VIS.

EDIT: Beds at the cells are made of intersecting wbrushes. You know what to do.

Lots of intersecting wbrushes. Your map needs some serious work.
User posted image
Posted 7 years ago2017-06-10 20:25:02 UTC
in A Bug in my jb map Post #335358
Dude, you forgot the textures. I can handle it without them though :)

EDIT: The map is pretty messy. Found some intersecting brushes.

EDIT 2: There are many brushes which can be replaced with one single brush. They even have the same texture.
Posted 7 years ago2017-06-10 20:03:48 UTC
in A Bug in my jb map Post #335356
Maybe he just placed too many small world brushes. Every world brush blocks VIS, and if there are too many small wbrushes or a very detailed single wbrush (Like cylinder), this may cause VIS to do weird things.

I'd recommend to convert such things into func_detail entities and if the shape of such brushwork is too complex then you should also put a less detailed CLIP brush over it.

But as Admer said, it would be better if you upload your map so we can look into your problem.

Ok, looks like I'm totally not being helpful.

@Admer456
Hint and Skip brushes are a pretty weird topic for beginners
I'll be honest - don't even I know how to properly use these.
Posted 7 years ago2017-06-10 15:06:28 UTC
in A Bug in my jb map Post #335345
Probably a VIS error. Did you convert all the small detailing brushes into func_detail? If it's a VIS problem then you should try to place some HINT brushes.
Also, can you fall through those "leaks" into the void? If no then it should be a VIS error.
Posted 7 years ago2017-06-09 22:06:52 UTC
in Post your screenshots! WIP thread Post #335338
User posted image
Removing this section completely.
That's what happens when you make yourself work on the map while not in the mood.
Posted 7 years ago2017-06-09 21:40:52 UTC
in Post your screenshots! WIP thread Post #335336
Throw in some screenshots. This gets too far from WIP stuff. I'd throw in some of dm_deadlands, but it looks like shit.
I'm going to completely remove the second structure. Kachito said that those pillars get to repetitive but I couldn't find any alternatives to them. Damn it.
Posted 7 years ago2017-06-09 21:33:19 UTC
in Post your screenshots! WIP thread Post #335334
What a cutie, lol.

Was that the first mouse he destroyed?
Posted 7 years ago2017-06-09 20:48:40 UTC
in Competition 34: HL Re-Imagined Post #335332
Can't wait for the results.
Posted 7 years ago2017-06-09 20:47:35 UTC
in Post your screenshots! WIP thread Post #335331
Ok, I can't keep it anymore. I'm envy to you.

Also, how did he actually break his mouse? :D
Posted 7 years ago2017-06-09 18:30:50 UTC
in Post your screenshots! WIP thread Post #335325
This conversation needs a separate thread xd.