Forum posts

Posted 16 years ago2008-10-03 18:51:44 UTC
in Now Playing: ... Post #256605
Banana Inc. - Tick Tock (Samme Mix)
Posted 16 years ago2008-10-03 13:20:48 UTC
in Xen Assault Demo Post #256574
The changelevel from p1v3 to p1v4 doesn't work.
Posted 16 years ago2008-10-01 16:50:45 UTC
in Shoop Da Whoop Party Post #256458
Dude, instead of making pointless threads, why not do some mapping? Thats why you're here for in the first place.
Posted 16 years ago2008-10-01 09:48:11 UTC
in Post your screenshots! WIP thread Post #256438
Like an aerial view?

I could take that screenshot, but the ground textures are not there yet, so you'll only see the launch pad area, like in my avatar.

Ill post one as soon as the surrounding ground textures are in place.
Posted 16 years ago2008-10-01 09:37:43 UTC
in Post your screenshots! WIP thread Post #256436
muzz make some pics from the sky man! From the ground it looks like a ugly flat ground.
Its just a default HL2 sky. I don't consider the sky texture a major priority at the moment, but there will be a custom sky in the end.
Posted 16 years ago2008-10-01 09:14:08 UTC
in Post your screenshots! WIP thread Post #256431
User posted image
User posted image
User posted image
Oh yeah! ^^

And yes, the tower sucks. But its pretty hard to make...
Posted 16 years ago2008-09-29 16:08:19 UTC
in _normal map problem? Post #256327
As for your problem Muzz, I don't know if this will help in any way whatsoever but have you tried using Photoshop's Normal Map Plugin?
Not yet, but i think it doesn't matter since the texture isn't the problem. I think. I don't know.

Ill just wait Strider has to say.
Posted 16 years ago2008-09-29 12:56:19 UTC
in _normal map problem? Post #256319
Ok.

So normal maps (the blue/purple texture) is used for bumpmapping
What does a height map do?

Should i add a heightmap into my temp folder and name it concrete_test_height? Or...?

I rotated the texture in Hammer (25 deg) and ingame the petal shape also rotated.

I checked ShaderMap Pro to see if there's a heightmap generation options, but i don't think it has one. It only has support for generating a:
  • Displacement map (which is a greyscale map but does not match the one you posted)
  • Normal map
  • Ambient occlusion map (also greyscale, but doesn't match yours.
  • Specular map (also greyscale, no match)
  • DUDV map
Thats weird. It does have a lot of tweak options though.

:/

Edit: im still getting the petal shape, even with HDR on.
Lets see what happens when i compile the normal fil through vtex, like you did...

Edit2: Even with vtex, and even with "normal" "1" and "nocompress" "1", the petal shape is still there.

This is getting really annoying. :(
Posted 16 years ago2008-09-29 10:41:44 UTC
in Hammer configuration. Post #256316
Hammer saves and loads the location of the curently in use wad files in the Windows Register.

The location is:

[HKEY_CURRENT_USER\Software\Valve\Valve Hammer Editor\General]

Im not sure if this'll work, but if you export these reg keys and save the .reg file on your flash drive, and then each time you want to map, simply import that reg file into the register on the machine you're using.

Like i said, this may work or it may not, since Hammer is not officially installed on a given machine.

Also, note that exporting these settings on an XP machine and importing them on a Vista or any other OS machine, may not work.

Best to try it out. If you cause damage, don't look at me. :P
Posted 16 years ago2008-09-29 09:26:38 UTC
in _normal map problem? Post #256313
Stider, man, thats awesome!

So, to recap, my textures were not the problem, neither is ShaderMap Pro, the application i use to generate the normal map texture.
So how did you made and compiled your normal map texture and used no compression?

I still find this kinda weird.

My original vmt file doesn'nt have quitation marks, like this:

[quote]"LightmappedGeneric"
{
$basetexture	temp/launchpad_conc
$detail		detail/noise_detail_01
$detailscale		7.75
$detailblendfactor	0.8
$detailblendmode	0
}[/quote]

Except for LightmappedGeneric, everything else is not quoted.
Could that be the reason that you were unable to open my vmt files?
Are quotations actually necessary?

Edit:
I can't get it to work on my end. Even with HDR enabled, the light is still weird. And i used your normal map texture. I did made changed to the vmt though:

[quote]"lightmappedGeneric"

{
"$basetexture"      "temp\test_concrete2"
"$bumpmap"          "temp\test_concrete2_normal"
"$surfaceprop"      "brick"
"%keywords"         "temp"
}[/quote]

Im pretty sure there's nothing wrong with that vmt. So i don't get it. :/

Edit2:

Its still not 100% correct, i guess:
User posted image
(This is an edited image of your screenshot)

Notice that the arrows point at area's that have lower bumpmapping, and the red dots mark the area where there's a clear bumpmap effect. When you look at it this way, you still see a petal shape in it. The bumpmap effect should be a circular and have an even bumpmap effect all around the light.

Unless this is normal behavior, i really don't think this is how a bumpmap should look like ingame.

Maybe i just have an eye for detail... :/
Posted 16 years ago2008-09-27 17:11:19 UTC
in Texture aligning help Post #256238
Hah, thats my mapping tip. :D

And Spike is right, thats the way its done, you're just doing something wrong, i guess. Read that mini tutorial carefully and it'll work.
Posted 16 years ago2008-09-27 10:05:37 UTC
in _normal map problem? Post #256222
Thanks, and while you're at it, have a look at this thread on the Steam forums, i posted the same issue there: http://forums.steampowered.com/forums/showthread.php?p=8201830&posted=1#post8201830

Read the 6th and 7th post.
Im starting to think that this is a bug in Source.
Posted 16 years ago2008-09-27 09:22:46 UTC
in _normal map problem? Post #256218
I never found the "No Compress" flag.

mat_reloadallmaterials didn't work.
Is that the same reload_materials 1?

Here are my source files:
http://www.themightyatom.nl/stuff/normal_map_problem.zip

Contents:

mapsrc/x.vmf (the level)
materials/temp/concrete_launchpad.tga (base texture source image)
materials/temp/concrete_launchpad_normal.tga (normal map texture source image)
materials/temp/launchpad_conc.vmt (material file for the normal texture (no bumpmap)
materials/temp/launchpad_conc.vtf (texture file for the normal texture (no bumpmap)
materials/temp/launchpad_conc_norm.vmt (material file for the bumpmap version texture)
materials/temp/launchpad_conc_norm.vtf (texture file for the bumpmap version texture
materials/temp/launchpad_conc_norm_normal.vtf (normal mat texture for the bumpmap version)

This is for the Orange Box engine, HL2:Ep2 preferable.

Hopefully you can figure this out. :)
Posted 16 years ago2008-09-27 08:50:25 UTC
in random contents Post #256217
We have no tutorial on random triggering, but we have an example map: http://twhl.co.za/vault.php?map=5137
Posted 16 years ago2008-09-26 07:45:09 UTC
in _normal map problem? Post #256167
Ok, so i import my texture as follows:
User posted image
The default setting for Normal Format was DXT1. I changed that to RGBA8888, like you said.
The default setting for Alpha format is DXT5 and left it like that.

So i click ok, but there's no "No Compress" flag in VTF edit:
User posted image
I checked the Normal Map checkbox myself and Eight Bit Alpha (Format Specific) was checked by default.

VTF version is 7.4.
Posted 16 years ago2008-09-25 14:56:59 UTC
in _normal map problem? Post #256102
But why is my light on the right all weird?
Posted 16 years ago2008-09-25 14:42:51 UTC
in _normal map problem? Post #256098
Thanks, Spike.

(Helping someone is much more fun then spamming the shoutbox eh? :D)
Posted 16 years ago2008-09-25 13:15:24 UTC
in _normal map problem? Post #256089
Thanks Hunter. So a normal map and a bump map are the same thing?

So the right texture has a normal/bump map, but the light on it differs from the one on the right, almost like a flower shape.

I still need to know why its doing that. I want the same circular light like the one on the left.
Posted 16 years ago2008-09-25 12:33:37 UTC
in _normal map problem? Post #256081
The light is just a light entity. The light on the right is an exact copy of the left light.
I think Normal does nothing (a "flat" look) and Bumps bring out the texture (making it rougher/more realistic
See, thats what confuses me:
The texture on the right has this additional blue/purple-ish texture with _normal at the end of the name. This texture does what you're saying: making it look rough/more realistic. Yet, you call that a bump map. But Source calls it a normal map, but you said that a normal map does nothing. But it does.

I don't get it. Got any exampled on a normal map and a bump map?
Posted 16 years ago2008-09-25 12:00:10 UTC
in _normal map problem? Post #256079
User posted image
On the left, a normal texture without a normal map, dudv map or anykind of map. Everything fine there.

On the right, the same texture but WITH a normal map. As you can see, the light is differs from the one the left. Why doesn't it look circular like the light on the left?

The normal map was created with ShaderMap Pro
I also tried the automatic normal map creator included in Nem's VTFEdit tool, but that also creates the petal shape like you see on many flowers.

Also, whats the difference between a normal map and a bump map?
Posted 16 years ago2008-09-24 18:37:29 UTC
in Half-Life: Decay for PC Post #256053
We hit that one. Barney is scripted to run to Wheelchair dude. Pressing E at him disrupts this script as he starts to follow you.
Thats exactly what i was thinking!
Wait, thats not my bad, thats the developers bad, they shouldve expected someone to press E on him
Well, usually you wait until an NPC finishes his script/sentence before E'ing him. But you didn't. :P
Posted 16 years ago2008-09-24 15:56:49 UTC
in [UTILITY] Compilator 3 Public Beta Post #256042
Thats weird. Guess it just was a minor glitch on your end...
Posted 16 years ago2008-09-24 15:44:49 UTC
in Some questions about sounds Post #256039
To add cue points, you need to use an audio editor, like Audacity. Never used it myself.

Put you new sound file in sound/foldername/file.wav/mp3. Then in Hammer, the WAV path would be: foldername/file.wav/mp3.
Posted 16 years ago2008-09-24 15:27:48 UTC
in [UTILITY] Compilator 3 Public Beta Post #256035
Im glad it works. Whatever it was. Care to explain what really happend? I might find it usefull information...
Posted 16 years ago2008-09-24 13:42:48 UTC
in Desktops of September Post #256029
User posted image
Last time there will be two shuttle on their launch pads at the same time.
Posted 16 years ago2008-09-23 18:21:57 UTC
in Half-Life: Decay for PC Post #255991
Its a Half-Life mod, therefor it needs Half-Life in order to be played.
Posted 16 years ago2008-09-23 16:31:52 UTC
in Half-Life: Decay for PC Post #255983
sexy alien slaves
They bring nothing new to the mod. Those are the high def alien slaves from Blue Shift and you use the high def pack for pretty much any Half-Life based game.
Posted 16 years ago2008-09-23 15:04:56 UTC
in Half-Life: Decay for PC Post #255977
Skals, let me recap:

Holy shit!
The unofficial remake is out? :o
*Downloads.
Posted 16 years ago2008-09-23 14:11:29 UTC
in Half-Life: Decay for PC Post #255966
Holy shit!
Its out? :o
*Downloads.
Posted 16 years ago2008-09-23 11:09:51 UTC
in Cant make big maps Post #255954
If the room has many details such as pillars, trims and stuff like that, and if their not func_walls, you'll hit the MAX_LEAF_FACES error.

Possible solution is to func_wall detail brushes. Not too many though.
Posted 16 years ago2008-09-22 09:31:23 UTC
in Some questions about sounds Post #255927
Try adding a cue point at the start of the file (00:00:00 mark). This will restart the file when its finished playing.

This should work with wav and mp3 files. Go for mp3.
Posted 16 years ago2008-09-21 17:00:48 UTC
in Compiling a map for an OB game/mod Post #255900
Why would you not check your own forum and support your own applications if people are having problems with.

I just don't get that.

Fine, ill send an email.
Posted 16 years ago2008-09-21 16:24:38 UTC
in Compiling a map for an OB game/mod Post #255896
I posted the same issue on his forum months ago. He never replied and neither does anyone else.

It looks like he doesn't give a damn.
Posted 16 years ago2008-09-21 09:30:35 UTC
in Unknowncrash Post #255873
I think one or more entities in your map are causing a conflict which causes HL to crash.

For example, if you have a path_corner named "path1" and the next stop target field of the same path_corner also has "path1", the game crashes.

But there are probably many more reasons why the game crashes. Did you added anything new to your map since the last time everything was working?
Posted 16 years ago2008-09-21 09:26:40 UTC
in Compiling a map for an OB game/mod Post #255872
It seems that both Nem's Batch Compiler and my Compilator don't work with maps based on Orange Box games/mods.

For example:

I started the Source SDK, picked Orange Box engine as the game engine, and Half-Life 2: Episode 2 as the game.

Then i fire up Hammer, and made a simple box with the brick/brickfloor001a applied to all faces. Then i've added a start point, item_suit, a weapon and an enemy.
Then i save the map as ep2map.vmf in \sourcesdk_content\ep2\mapsrc

Then go into Nem's BC to compile that map. I have the following settings:

Stage Paths:
BSP Path: D:\Steam\steamapps\username\sourcesdk\bin\orangebox\bin\vbsp.exe
VIS Path: D:\Steam\steamapps\username\sourcesdk\bin\orangebox\bin\vvis.exe
RAD Path: D:\Steam\steamapps\username\sourcesdk\bin\orangebox\bin\vrad.exe
ZIP Path: D:\Steam\steamapps\username\sourcesdk\bin\orangebox\bin\bspzip.exe

Variables:
BinRoot: D:\Steam\steamapps\username\sourcesdk\bin\orangebox\bin
ValveProject: D:\Steam\steamapps\username\half-life 2 episode two\ep2
Output: D:\Steam\steamapps\username\half-life 2 episode two\ep2\maps

If anyone can confirm whether or not these settings are correct for Ep2 mapping, please do so.

So i hit the Run button, and theblack ms-dos-ish windows appears. The first indication of a problem is this:

material "brick/brickfloor001a" not found.
Material not found!: BRICK/BRICKFLOOR001A

The texture i used for my boxy room could not be found. Why the hell not?

Then it says something about material "skybox/sky_day01_01rt" not found.

And finally, vbsp.exe crashes, but the compilation process seems to continue normally.

The compilation process does not continue if i try to compile a map for an Orange Box mod. The compilation windows reports a red lined error. Ill get back on that later.

But whats really weird, is that when i compile the map from Hammer (using F9) everything is fine, and the map compiles with no errors and crashes. Apart from the "Can't load skybox file skybox/sky_day01_01 to build the default cubemap!" error, which can be ignored.

When i use my Compilator or Nem's BC to compile an Ep1 engine map, it compiles fine. No weird cannot find material error or vbsp crash.

So what the heck is going on?
Posted 16 years ago2008-09-20 08:32:21 UTC
in Lighting, oh the joy. Post #255752
You need to use the lights.rad file, but that means you'll have to include it as custom content with your map.
No, light data (RGB and brightness values) are directly compiled into the bsp, so you don't have include the rad file as custom content.

At least this was the case with GoldSource, im pretty sure the same goes for Source.
Posted 16 years ago2008-09-19 16:34:01 UTC
in [UTILITY] Compilator 3 Public Beta Post #255688
No, i need more information.
What he says is not enough for me to understand the problem he is having.
Posted 16 years ago2008-09-19 14:59:40 UTC
in Ati Driver .....ONNA ..... Post #255680
Spike, you're talking about a bug in Hammer 4. That bug is absent in 3.4/5.

As for the problem, thats very strange, i don't get it too. :/
Thanks to ATI for making such a mess.
Posted 16 years ago2008-09-19 13:35:57 UTC
in [UTILITY] Compilator 3 Public Beta Post #255674
Release is very soon...

What do you mean, you can't go deep?
Posted 16 years ago2008-09-17 07:54:27 UTC
in Competition 26 Post #255543
So... it doesn't have to be a maze? The maze picture was just an example, right?
Posted 16 years ago2008-09-16 15:19:40 UTC
in Desktops of September Post #255522
User posted image
Yes, more shuttle.
Posted 16 years ago2008-09-14 10:58:13 UTC
in Respawnable crates Post #255368
This is for HL1, Jeff.
Posted 16 years ago2008-09-14 07:48:34 UTC
in Respawnable crates Post #255362
My guess is that you can't.
Posted 16 years ago2008-09-14 06:25:52 UTC
in Respawnable crates Post #255358
Tested it myself and no, the crate doesn't respawn when triggered after breaking it.
Posted 16 years ago2008-09-13 18:46:57 UTC
in CS: My first defuse map, dev thread Post #255330
Correct Daub is correct. To the Daub, you must listen. :P
Posted 16 years ago2008-09-13 13:50:11 UTC
in Model search Post #255312
JeffMOD, stop posting in old threads.
Posted 16 years ago2008-09-13 12:53:35 UTC
in LHC Post #255309
Ok, enough of this.
Posted 16 years ago2008-09-13 09:27:10 UTC
in CS: My first defuse map, dev thread Post #255299
Bigger screenshots, please! :D
Posted 16 years ago2008-09-12 20:30:06 UTC
in R25 textures Post #255250
Wait...

Edit: well, i found a wad file called relic25.wad, but there's not such texture like you mentioned in there...

If you're interested, the wad is here: http://wadfather.planethalflife.gamespy.com/new/index.php?sid=&debug=wadinidebug&indexType=3&nI2=0&tI2=2&tI3=0&tID=552&tTX=73&tTT=163&tGM=2&tST=0&tSC=1&tTH=0&xRW=100&xOP=1

Edit2: I Googled a little bit and i believe that the texture you're looking for is a Natural Selection texture.

Edit3: Confirmed! Its a NS texture, here it is:
User posted image
and 2:
User posted image
Posted 16 years ago2008-09-12 08:34:05 UTC
in Spore Post #255210
Spore is great!
Everyone who disagrees should be send to a random lonely planet.

I like the civilization stage because it has an RTS feel to it, which i like.