Forum posts

Posted 8 years ago2016-05-10 00:56:32 UTC
in VVIS get stucks Post #330082
Well, i solved he problem. I just used func_viscluster and areaportals and its working fine now :)
Posted 8 years ago2016-05-09 14:10:18 UTC
in VVIS get stucks Post #330079
Also, i covered many many things to func_detail:

http://i.imgur.com/PIhsvAL.png
http://i.imgur.com/GeOqhTB.png
ttp://i.imgur.com/2i4gGs1.png

The map still has many blue lines.
Posted 8 years ago2016-05-09 13:58:41 UTC
in VVIS get stucks Post #330078
Thanks for the reply.

No im not using any viscluster because i dont know how to set it correctly.
I have a big room the middle of the map. Should i make the walls of the room func_detail and test it again? because then if you are inside, the map will render players view outside as well and i loose fps on the map i think.

EDIT: Weird thing is, when i make the walls func_details in the big hall, i get more numportals instead of less...
Posted 8 years ago2016-05-09 13:23:25 UTC
in VVIS get stucks Post #330076
Hey,

I have a problem. I have a realy big map. It has only 4400 numportals. When I compile it on "fast" with basic compiler, it works fine. As soon as I compile with full/final with advanced compiler, he get stucks at 9... and crashes after 8-10minutes.. And yes, i tried Valve Compiler instead of this Batch Compiler, no success.. Which means, I cant compile full... Even the log is not usefull because the last line of log only says: 9.... and thats it...

http://i.imgur.com/ZZLQcMU.png

What is the problem? I placed func_detail very good. Any idea? :(
Posted 8 years ago2016-05-07 12:30:57 UTC
in CS:GO working Snowmobile Post #330069
Yes, I upload everything to the server. Well, its only the .bsp and the .nav
Posted 8 years ago2016-05-06 15:24:19 UTC
in CS:GO working Snowmobile Post #330064
Hm, i got a weird problem. If i put the map on a server, i cant drive the vehicle but when i type "map mapname" in console, i can drive the vehicle lol... makes no sense...
Posted 8 years ago2016-05-06 14:22:23 UTC
in CS:GO working Snowmobile Post #330062
Well, there is an entity keepupright. What should i put in there?

http://i.imgur.com/xtgV4Ni.png
http://i.imgur.com/JIE9ULx.png
Posted 8 years ago2016-05-06 14:13:33 UTC
in CS:GO working Snowmobile Post #330061
So i need to create one? I dont have on the Snowmobile i think.
Posted 8 years ago2016-05-06 13:33:29 UTC
in CS:GO working Snowmobile Post #330058
hey,

I made it :D I made an driveable car for CS:GO, a snowmobile. It works good, but when i touch a wall, it will flip over. Its just a func_physbox. What i have to do that if it touches the wall, it will not flip over?

https://www.youtube.com/watch?v=9jNLNI23cak&feature=youtu.be

Regards
Kevin
Posted 8 years ago2016-05-05 23:01:34 UTC
in Driveable car Post #330054
func_vehicle does work or what?
Posted 8 years ago2016-05-05 21:52:47 UTC
in Driveable car Post #330052
Hello,

I have a question. Is it possible to make an driveable car in CS:GO? If you press E, you enter the Vehicle Brush and drive? I saw this Video:

https://www.youtube.com/watch?v=EQP6vY1RT88

But he dont share the vmt file. What i wanna do is, make an Snowmobile in my snow map...

Hope someone can help me.
Posted 8 years ago2016-05-04 16:07:37 UTC
in trigger_push bugged out Post #330042
Hello,

I dont know if this is a real problem or its just the HL2 engine. If go into the trigger_push, i somehow get stuck. But he will push me. Its kinda weird because in CS 1.6 the trigger_push works as intented. Heres a Video:

https://www.youtube.com/watch?v=F6h_1Sm56iI&feature=youtu.be

I also get spamming errors in my console....
Posted 8 years ago2016-05-04 15:22:24 UTC
in Hdr light too bright. Post #330040
Hm... I dont even know what that means. So he will just SET the tonemap to this value? So u can change it with commands? (noone will do this lol) So i dont have to fire it on every round.
Posted 8 years ago2016-05-04 15:17:44 UTC
in Hdr light too bright. Post #330038
I found a good value. Now i created a logic_auto > Outputs:

My Output: OnMapSpawn > Target: bright > Target Input: SetAutoExposireMin 1.1
My Output: OnMapSpawn > Target: bright >Target Input: SetAutoExposireMax 1.3

I did this. So he will fire this output on every MapSpawn once? Should this work or should i fire this on every Round Start? What is better for performance?
Posted 8 years ago2016-05-04 13:35:19 UTC
in Hdr light too bright. Post #330034
Hm, I dont get it to work. Heres a video how I do this... No different if I change the Min and Max... I just want when you move outside, it doesnt goes bright and If u look down, and up again, it should stay normal...

https://www.youtube.com/watch?v=8bdQChNgL2I
Posted 8 years ago2016-05-02 18:54:34 UTC
in Hdr light too bright. Post #330025
Hello,

Got a problem. I have a building in the middle of the map. It has doors so you cant watch outside. If u go outside, then the sky box will be very bright for 2 seconds and then it turns to normal
.. its so annoying if u look up, it goes bright, then look down and its normal again. It happens everytime when i go out and inside...

How can i fix it? Do i need to edit my light envirement or add cubemaps to the doors? Idk...
Posted 8 years ago2016-05-02 01:41:49 UTC
in Water is bugged out Post #330018
Hey,

I got a problem. I have water textures. When I move away from them, they will be somehowe disspear/poopy... I dont know how to fix. I tried cubemap and lod_water_control.. nothing worked. everytime when I move away, it looks strange... I used dev_water4. Also, dev_water3/4/5 should be transparent so i should see the floor of the pool. But i dont see it.. I dont understand hpw this works... Heres a video:

https://www.youtube.com/watch?v=TQQKNQ0uz9o

Hope someone can help me...
Posted 8 years ago2016-05-01 14:33:49 UTC
in Portalflow takes ages to compile Post #330008
No I dont... But i will do it now.

EDIT: Well, problem solved. I used func_detail and i went from 14.000 leafs to 3.000 leafs and full compile is now faster and it worked! thanks!
Posted 8 years ago2016-05-01 13:02:11 UTC
in Portalflow takes ages to compile Post #330006
Hello,

I have a problem. When I want to compile my map with "full" or "final" settings, the portalflow 1...2...3... etc etc takes ages.. I let it run like 8 hours and it get stuck on 9... i think... It wont finish... I read something about the portal file ... but never used and have now idea how to use it. I loaded the portal file in this video:

https://www.youtube.com/watch?v=FCZHDd0hcYU

I hope someone can help me....
Posted 8 years ago2016-04-17 10:55:28 UTC
in Ladder brush buggy Post #329919
Hm yeah.. noticed that.. So it is what it is...
Posted 8 years ago2016-04-16 19:13:40 UTC
in Ladder brush buggy Post #329913
Hello,

I have a small problem. I made a ladder at the roof. I show it in a video below. Everytime when i jump, he wont get to the the ladder.. Only if i move forwards AND look down, then he catches the ladder. If i want to move then, i cant move when looking up. I only can move forward if i look down and press W. I cant even press a d s to move.. A D works only if i look down... Is it the source engine so i cant make ladders at roofs?

Heres a video:

https://www.youtube.com/watch?v=cIx5gclQ-is&feature=youtu.be
Posted 8 years ago2016-04-16 14:54:03 UTC
in Light Problem Post #329911
I will try it with dynamic light, yeah. I hope it will work with input and output.
Posted 8 years ago2016-04-16 12:37:53 UTC
in Light Problem Post #329908
Oh yeah.. thanks for the answer. so its not possible to make light flicker with a normal button... that sucks... ruined my disco :(
Posted 8 years ago2016-04-14 14:45:59 UTC
in Light Problem Post #329904
Well, i figured it out. As soon as i give the entity light, light spot OR spot light a targetname, the room will go black...
Posted 8 years ago2016-04-14 14:27:23 UTC
in Light Problem Post #329903
Hello,

I have a problem with some lights... I made a disco with some light. When I press a button, it will flicker. As soon as i place light_spot, light and point_spotlight, the room and some textures will be black somehow... If i remove the light_spot, light and point_spotlight, the room is fine but then i cant make the light flicker because i removed the light... Did i miss something? heres a video:

https://www.youtube.com/watch?v=OKolxmfZdJo
Posted 8 years ago2016-04-14 13:16:35 UTC
in Water reflection bug? Post #329902
Hm, the thing is, why is it not reflecting in the other room? i used the same texture as in the pool room...

Is it possible to edit the texture with VTFedit so i can remove DX7?
Posted 8 years ago2016-04-14 00:50:57 UTC
in Water reflection bug? Post #329899
Oh, because its source engine i believe... So theres not alternative to it? Because i have the SAME texture as in the pool room, and theres no reflection. when i move, the water reflection STAYS when i get close it. when i get close to the water room with the maze, the water moves with me. i just dont want that the water moves with me. thats all. thats a basic reflection which stays static.
Posted 8 years ago2016-04-13 22:01:56 UTC
in Water reflection bug? Post #329897
I put an cubemap direct above the water.

http://i.imgur.com/NZpn3e4.png
Posted 8 years ago2016-04-13 21:55:32 UTC
in Water reflection bug? Post #329895
thanks for the answer.

I have set a cubemap in that room. But just a standard one. Also, if i have a leak, i cant compile the map. Its all closed. I already full compiled it
Posted 8 years ago2016-04-13 21:44:08 UTC
in Water reflection bug? Post #329893
Hello,

I have a problem. I made a water in the maze room and its buggy with the reflection... Idk why.. Its only in one room. And in the other room (pool room and ramp room), it seems fine... idk what is wrong with it. I used the same texture as in the pool room and the "ramp" room... Heres a video...

https://www.youtube.com/watch?v=wJy8VnPqmSc&feature=youtu.be

Someone know how to fix this?
Posted 8 years ago2016-04-13 15:56:28 UTC
in Create a Dice Game with random trigger Post #329885
mh, I think if I use func_brush i cannot make it "Start invisible". With func_wall_toggle i can make it "Start invisible" so they just appear when i press the button with toggle. It works already so I wont change it i think.
Posted 8 years ago2016-04-12 02:34:08 UTC
in Create a Dice Game with random trigger Post #329849
I made it to work. Thanks dudes. I just made logic_case, add output to the case01, case02 etc. from the button and "PickRandom" as input. Works. :) Ofc with func_wall_toggle. Best solution. There are many solutions.
Posted 8 years ago2016-04-10 13:51:13 UTC
in Create a Dice Game with random trigger Post #329766
Okey, I got it to work. But now the texture wont dissapear... I press a button, and a random texture appear. But it has to dissapear after like 5 seconds.
Posted 8 years ago2016-04-10 13:24:02 UTC
in Create a Dice Game with random trigger Post #329764
So i created 6 textures. All has func_wall_toggle, input is "Start invisible". I set logic_case and named it "random". On Input at the logic_case I did logic_case - random. But I cant choose at "Via this Input" Enable or Disable...
Posted 8 years ago2016-04-10 01:58:47 UTC
in Create a Dice Game with random trigger Post #329749
Hey,

I want to create a dice game on my CS:GO map. So when someone press a button, a random texture will appear. I got dice textures from 1-6. Everytime when i press it, it should appear a random texture.

How can i make it? I already made 6 texture and each texture has the entity "func_wall_toggle" but i can only make the button to appear on texture and not random... What can i do?