mapping/texture differences Created 16 years ago2008-02-13 03:10:46 UTC by klobb klobb

Created 16 years ago2008-02-13 03:10:46 UTC by klobb klobb

Posted 16 years ago2008-02-13 03:10:46 UTC Post #245558
can someone explain to me some things that i have not figured out. i am familiar with mapping for counter strike, but not for source. i have been porting a map i made to source but i am having a hard time understanding how to do these things. mostly texture based
1.i cant find the blue texture.
2.what is fade in source
3. please explain how textures work in source. i dont see a .wad anymore are the textures automatically added now?
4. if i want someone to help me with my map(in hammer) do i need to zip all the textures i used so they can edit it?
5. i used to make {aaatrigger texture for ladders, in source after compile they do not disappear they are pink and black checkers and i cant use my ladder.
6. i want some things to glow ie func_illusionary (additive 200) in source it is just black or transparent.

i searched for these things but didnt find any answers.
Posted 16 years ago2008-02-13 03:43:10 UTC Post #245559
1: Search for nodraw in the textures. it's yellow.
2: wat
3: Yes they are automatically loaded.
4: no
5:
6: what exactly are you trying to do
Posted 16 years ago2008-02-13 06:30:20 UTC Post #245561
well on this page http://twhl.co.za/mapvault_map.php?id=4897 u can see a screen shot of a pyramid that glows and on that there is a beam of light coming out the top that i used with a fade texture. i want to replicate that in source but i cant find fade. the pyramid that is floating is a func_wall render additive 200 so it glows and i cant do that in source either.
Posted 16 years ago2008-02-13 06:48:28 UTC Post #245562
Source removes the need for very many entities, storing surprising ammounts of information in the textures. To do this, textures come in 2 files.
One of these is a .vtf file. This is the texture's image itself.
The other is a .vmt file. This is a file which can be opened in notepad and contains all the information about the texture.
Any default HL2 textures(more commonly called "materials" in source, by the way) you do not need to ship with your map. This goes for CSS as well.

Because of this, it is no longer a requirement to tie brushes to entities to achieve effects like water, making faces invisible and many more.

func_wall is no longer used. You want func_brush.

You shouldn't have the aaatrigger texture. If you have any .wads loaded into hammer, unload them.
The trigger texture is tools/toolstrigger and is orange with the word "Trigger" printed on it in big, friendly letters. It will be transparent in hammer, and will be visible in-game unless tied to an entity.

Finally, brush based glows are a thing of the past.
Read up on point_spotlights, env_sprites, model glows and HDR.
Archie ArchieGoodbye Moonmen
Posted 16 years ago2008-02-13 06:53:12 UTC Post #245563
i see. thank you this helps quite a bit. i will read up on those things. does the .vmt file then also replace the lights.rad?
Posted 16 years ago2008-02-13 06:55:11 UTC Post #245564
Nope, there is still a lights.rad, but very annoyingly to those of us who know the benefits of textlights, creating and using a custom lights.rad in a hammer4 compile is a bloody pain in the arse.
Archie ArchieGoodbye Moonmen
Posted 16 years ago2008-02-13 07:38:32 UTC Post #245565
damn that sucks. i use textlights a lot
Posted 16 years ago2008-02-13 09:19:51 UTC Post #245567
Nope, there is still a lights.rad, but very annoyingly to those of us who know the benefits of textlights, creating and using a custom lights.rad in a hammer4 compile is a bloody pain in the arse.
What?

Works/worked fine for me.
Didn't encounter any problems at all.
Madcow MadcowSpy zappin my udder
Posted 16 years ago2008-02-13 13:44:20 UTC Post #245573
i said custom lights.rad, moocow
Archie ArchieGoodbye Moonmen
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