antifreezeThe guy with the goods!Join Date: 2003-05-12Member: 16232Members, Constellation
I wonder how long it will be till there are some good custom maps out. I managed to make a room with things that could explode in it so i'm happy. I have gone from never using hammer before to making a room <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
I want that map with the boats though MuffinMan <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
<!--QuoteBegin-antifreeze+Nov 6 2004, 10:51 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (antifreeze @ Nov 6 2004, 10:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I wonder how long it will be till there are some good custom maps out. I managed to make a room with things that could explode in it so i'm happy. I have gone from never using hammer before to making a room <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
I want that map with the boats though MuffinMan <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I have nowhere to upload the map, so i will tell you how i made it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
1. Make a large simple box map. Make sure it is high and long. 2. Use the arch tool to create a quarter of a circle and add as many sides to it as you think your computer can cope with. 3. Place it in the box room and add any extra slopes that you want, remember that they need to be quite steep. You may also want to destroy the first few blocks of the ramp so it does not start with a vertical drop. 4. Add a large func_breakable to the top of the ramp, so players and boats can sit on it. Set it to 1 health. If you intend to play the map with more than a couple people, you should probably just change it to a normal ramp, so asshats cant ruin the game. 5. This is the important part, placing the boats. Make a prop_physics_override and set its model to be the boat, found in the props/parinesi file. Set its health to 0 so it cannot be destroyed. You will need to position the boat so i will tip onto the ramp when it falls, and not the other way. What this does is forces the boat to act like a physical object, by simulating a rigid body. 6. Add a handfull of counterterrorist and terrorist spawns. 7. If you want, add lighting. But if you dont the game will just run it in mat_fullbright. 8. Compile, Play. I suggest using godmode if you have a very steep slope, as you are likely to get hurt by the boat.
Meh, i was taking a look at the new editor, as you do, without any previous knowlege of mapping and it looks pretty fun. I was trying what muffin man said but can't play the map for some reason, it says this at the end of the compile process bit:
<a href='http://hibame.nsarmslab.com/css/test0006.jpg' target='_blank'>http://hibame.nsarmslab.com/css/test0006.jpg</a> <a href='http://hibame.nsarmslab.com/css/test0007.jpg' target='_blank'>http://hibame.nsarmslab.com/css/test0007.jpg</a> <a href='http://hibame.nsarmslab.com/css/test0008.jpg' target='_blank'>http://hibame.nsarmslab.com/css/test0008.jpg</a> <a href='http://hibame.nsarmslab.com/css/test0009.jpg' target='_blank'>http://hibame.nsarmslab.com/css/test0009.jpg</a> <a href='http://hibame.nsarmslab.com/css/test0010.jpg' target='_blank'>http://hibame.nsarmslab.com/css/test0010.jpg</a> I cant get the door to swing open using phys stuff
Oh and my water looks a lot like mud o.O <a href='http://hibame.nsarmslab.com/css/test0024.jpg' target='_blank'>http://hibame.nsarmslab.com/css/test0024.jpg</a>
antifreezeThe guy with the goods!Join Date: 2003-05-12Member: 16232Members, Constellation
<!--QuoteBegin-REDDmonkey+Nov 7 2004, 03:16 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (REDDmonkey @ Nov 7 2004, 03:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Meh, i was taking a look at the new editor, as you do, without any previous knowlege of mapping and it looks pretty fun. I was trying what muffin man said but can't play the map for some reason, it says this at the end of the compile process bit:
<!--QuoteBegin-illuminex+Nov 7 2004, 12:45 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (illuminex @ Nov 7 2004, 12:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It's also the very first SDK and the very first Hammer. I would imagine as later versions get released (to support DX10, or whatever it's to be called) the abilities and flexibility will rise dramatically. Then again, I am not a mapper, so I don't really care.
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> It would be great if they fix all the HLMV crashes. That's my idea of meaningful updates.
<!--QuoteBegin-antifreeze+Nov 7 2004, 09:00 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (antifreeze @ Nov 7 2004, 09:00 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Any idea why i cant see my APC though. It's there as a hitbox atleast because it sparks and i cant walk into it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Are you sure you have it set as a prop_physics_override? It will display an error if it is a prop_detail and not show at all as a prop_physics.
I just put an apc in as a prop_physics_override and it acted fine, even slid down the ramp.
<!--QuoteBegin-ANeM+Nov 6 2004, 03:53 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ANeM @ Nov 6 2004, 03:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Just for anyone wondering... The new Source hammer grid size is 32768³ Where is the original HL1 hammers grid size was 8192³ <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I think we can all agree... Those will be THE SWEETEST exponent increase of all time.
antifreezeThe guy with the goods!Join Date: 2003-05-12Member: 16232Members, Constellation
<!--QuoteBegin-TheMuffinMan+Nov 7 2004, 04:09 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TheMuffinMan @ Nov 7 2004, 04:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-antifreeze+Nov 7 2004, 09:00 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (antifreeze @ Nov 7 2004, 09:00 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Any idea why i cant see my APC though. It's there as a hitbox atleast because it sparks and i cant walk into it. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Are you sure you have it set as a prop_physics_override? It will display an error if it is a prop_detail and not show at all as a prop_physics.
I just put an apc in as a prop_physics_override and it acted fine, even slid down the ramp. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Sorted <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> I just re did it and it works. I'm done for today though i have loads of uni work to get done, Damn <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
<!--QuoteBegin-Hi!+Nov 7 2004, 04:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hi! @ Nov 7 2004, 04:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well, I've done a few things like 3d skys and fog, but I'm not getting water so great.
I used gfcscape and grabbed a few water textures from the different folders, I made my map with the water texture water_pretty1.vmt.
The reflection works, the only problem is streches out the reflection.
If anyone can help me with this, I'd really appreciate it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Why did you use gcfscape? Hammer can read the .gcfs just fine!
<!--QuoteBegin-Hi!+Nov 7 2004, 10:40 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hi! @ Nov 7 2004, 10:40 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well, I've done a few things like 3d skys and fog, but I'm not getting water so great.
I used gfcscape and grabbed a few water textures from the different folders, I made my map with the water texture water_pretty1.vmt.
The reflection works, the only problem is streches out the reflection.
If anyone can help me with this, I'd really appreciate it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> You are way above me <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
How did you do the 3d Skys and get the water to reflect? Everytime i have tried it just reflected a purple checker pattern.
Have you tried reducing the texture scale to get rid of the stretches?
Well I belive your suposto use env_cubemap but it does work in game when you say the command to build the reflections. On other forums people are saying you need the leak o.O
DY357LXPlaying since day 1. Still can't Comm.EnglandJoin Date: 2002-10-27Member: 1651Members, Constellation
edited November 2004
Is anyone having any luck with character rigs/bipeds? I need a rig for <a href='http://homepage.ntlworld.com/pete.taylor2/images/xsi-05.jpg' target='_blank'>my model</a>.
Oh and, there's some greating mapping information here for the "n00bz" and pro's alike. Is anyone storing into a nice web-page or similar to keep it all together?
antifreezeThe guy with the goods!Join Date: 2003-05-12Member: 16232Members, Constellation
<!--QuoteBegin-Isamil+Nov 7 2004, 07:24 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Isamil @ Nov 7 2004, 07:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> How do you get player spawns to work... I have one info_player_terrorist and one info_player_countterrorist..it always says the teams are full. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> have you placed a info_player_start?
<!--QuoteBegin-Isamil+Nov 7 2004, 01:24 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Isamil @ Nov 7 2004, 01:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> How do you get player spawns to work... I have one info_player_terrorist and one info_player_countterrorist..it always says the teams are full. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Same thing was happening to me.
I recompiled the map as de_mapname and it worked fine.
1. Create a room with a sky, spawnpoints, and a light_environment. <img src='http://img116.exs.cx/img116/5708/1112.jpg' border='0' alt='user posted image' /> 2. Create another room for the 3d sky, size doesn't really matter, but don't make it really small. (make buildings, or mountains, or whatever in this room.) <img src='http://img116.exs.cx/img116/2894/1113.jpg' border='0' alt='user posted image' /> 3. Inside this second room make sure you have a light_environment (copy and paste from the first room), a sky_camera. 4. With this sky_camera you can choose the size of the sky, and fog. This camera is 0,0,0 (the exact center of your map) when you compile. 5. Compile and test.
Here is my final shot:<img src='http://img116.exs.cx/img116/4120/1114.jpg' border='0' alt='user posted image' />
Yet another wall in the way to proper water. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
I need to build a cube map with "buildcubemaps" but when i try, it tells me that i cant write to my bsp. The problem is that when i try uncheck the "read only" option for the maps folder, it does not work <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
Also, with my skymap i can see the environment in it, but the sky screws up and it looks like i am looking into a leak. It tells me in the console that it could not load the sky texture. Did this happen to you?
<!--QuoteBegin-Hi!+Nov 7 2004, 03:51 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hi! @ Nov 7 2004, 03:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I found that the default sky texture (waste something) just shows up black, so i just use other ones, like that one there was office.
EDIT: here's the water map that I had above. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Aye, that is what i have been doing but it still turns up glitched. You change the sky in map>map properties, right?
Comments
I want that map with the boats though MuffinMan <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
fixed >.< darn I confuse myself to often
eh? a what?
plinko i do believe is the wall with all the pins and stuff that falls down like in te E3 2003 video.
On another note i'll watch and understand in the morning
I want that map with the boats though MuffinMan <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I have nowhere to upload the map, so i will tell you how i made it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
1. Make a large simple box map. Make sure it is high and long.
2. Use the arch tool to create a quarter of a circle and add as many sides to it as you think your computer can cope with.
3. Place it in the box room and add any extra slopes that you want, remember that they need to be quite steep. You may also want to destroy the first few blocks of the ramp so it does not start with a vertical drop.
4. Add a large func_breakable to the top of the ramp, so players and boats can sit on it. Set it to 1 health. If you intend to play the map with more than a couple people, you should probably just change it to a normal ramp, so asshats cant ruin the game.
5. This is the important part, placing the boats. Make a prop_physics_override and set its model to be the boat, found in the props/parinesi file. Set its health to 0 so it cannot be destroyed. You will need to position the boat so i will tip onto the ramp when it falls, and not the other way.
What this does is forces the boat to act like a physical object, by simulating a rigid body.
6. Add a handfull of counterterrorist and terrorist spawns.
7. If you want, add lighting. But if you dont the game will just run it in mat_fullbright.
8. Compile, Play. I suggest using godmode if you have a very steep slope, as you are likely to get hurt by the boat.
Race the sofa
The new displacement tool is AWESOME.
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->Can't load skybox file sky_wasteland02 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (3644 bytes)
Building Physics collision data...
done (0) (3644 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing c:\program files\steam\steamapps\hlreddmonkey@hotmail.com\sourcesdk\cstrike_sample_content\maps\test.bsp
0 seconds elapsed
Memory leak: mempool blocks left in memory: 49<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
i've probably made the map wrong or something which wouldnt suprise me, but any ideas?
<a href='http://hibame.nsarmslab.com/css/test0006.jpg' target='_blank'>http://hibame.nsarmslab.com/css/test0006.jpg</a>
<a href='http://hibame.nsarmslab.com/css/test0007.jpg' target='_blank'>http://hibame.nsarmslab.com/css/test0007.jpg</a>
<a href='http://hibame.nsarmslab.com/css/test0008.jpg' target='_blank'>http://hibame.nsarmslab.com/css/test0008.jpg</a>
<a href='http://hibame.nsarmslab.com/css/test0009.jpg' target='_blank'>http://hibame.nsarmslab.com/css/test0009.jpg</a>
<a href='http://hibame.nsarmslab.com/css/test0010.jpg' target='_blank'>http://hibame.nsarmslab.com/css/test0010.jpg</a>
I cant get the door to swing open using phys stuff
But on another note
<a href='http://hibame.nsarmslab.com/css/test0011.jpg' target='_blank'>http://hibame.nsarmslab.com/css/test0011.jpg</a>
<a href='http://hibame.nsarmslab.com/css/test0012.jpg' target='_blank'>http://hibame.nsarmslab.com/css/test0012.jpg</a>
<a href='http://hibame.nsarmslab.com/css/test0013.jpg' target='_blank'>http://hibame.nsarmslab.com/css/test0013.jpg</a>
<a href='http://hibame.nsarmslab.com/css/test0014.jpg' target='_blank'>http://hibame.nsarmslab.com/css/test0014.jpg</a>
<a href='http://hibame.nsarmslab.com/css/test0015.jpg' target='_blank'>http://hibame.nsarmslab.com/css/test0015.jpg</a>
Oh and my water looks a lot like mud o.O
<a href='http://hibame.nsarmslab.com/css/test0024.jpg' target='_blank'>http://hibame.nsarmslab.com/css/test0024.jpg</a>
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->Can't load skybox file sky_wasteland02 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (3644 bytes)
Building Physics collision data...
done (0) (3644 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing c:\program files\steam\steamapps\hlreddmonkey@hotmail.com\sourcesdk\cstrike_sample_content\maps\test.bsp
0 seconds elapsed
Memory leak: mempool blocks left in memory: 49<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
i've probably made the map wrong or something which wouldnt suprise me, but any ideas? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
My compile...
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Valve Software - vbsp.exe (Nov 4 2004)
1 threads
materialPath: G:\Program Files\Steam\SteamApps\[SNIP-DontLikeSpam]\sourcesdk\cstrike_sample_content\materials
Loading G:\Program Files\Steam\SteamApps\[SNIP-DontLikeSpam]\sourcesdk\cstrike_sample_content\maps\BarrelAndBoatGame.vmf
"materials/models/de_dust/objects/hanging_rugsB.vtf": cached version doesn't exist
Detected multiplayer map, building linux dedicated server data
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing G:\Program Files\Steam\SteamApps\[SNIP-DontLikeSpam]\sourcesdk\cstrike_sample_content\maps\BarrelAndBoatGame.prt...done (0)
Can't load skybox file sky_wasteland02 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (12495 bytes)
Building Physics collision data...
done (0) (12495 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing G:\Program Files\Steam\SteamApps\[SNIP-DontLikeSpam]\sourcesdk\cstrike_sample_content\maps\BarrelAndBoatGame.bsp
2 seconds elapsed
Memory leak: mempool blocks left in memory: 49<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
It works too.
Did you go through the guide on setting up Hammer?
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
It would be great if they fix all the HLMV crashes. That's my idea of meaningful updates.
Did you go through the guide on setting up Hammer? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
No, because it looked as if it was already set up but i guess i was wrong. I'll go through the guide and see what happens then, thanks.
Are you sure you have it set as a prop_physics_override? It will display an error if it is a prop_detail and not show at all as a prop_physics.
I just put an apc in as a prop_physics_override and it acted fine, even slid down the ramp.
The new Source hammer grid size is 32768³
Where is the original HL1 hammers grid size was 8192³ <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I think we can all agree... Those will be THE SWEETEST exponent increase of all time.
Are you sure you have it set as a prop_physics_override? It will display an error if it is a prop_detail and not show at all as a prop_physics.
I just put an apc in as a prop_physics_override and it acted fine, even slid down the ramp. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Sorted <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
I just re did it and it works. I'm done for today though i have loads of uni work to get done, Damn <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
I used gfcscape and grabbed a few water textures from the different folders, I made my map with the water texture water_pretty1.vmt.
The reflection works, the only problem is streches out the reflection.
If anyone can help me with this, I'd really appreciate it.
I used gfcscape and grabbed a few water textures from the different folders, I made my map with the water texture water_pretty1.vmt.
The reflection works, the only problem is streches out the reflection.
If anyone can help me with this, I'd really appreciate it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Why did you use gcfscape? Hammer can read the .gcfs just fine!
I used gfcscape and grabbed a few water textures from the different folders, I made my map with the water texture water_pretty1.vmt.
The reflection works, the only problem is streches out the reflection.
If anyone can help me with this, I'd really appreciate it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
You are way above me <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
How did you do the 3d Skys and get the water to reflect? Everytime i have tried it just reflected a purple checker pattern.
Have you tried reducing the texture scale to get rid of the stretches?
I need a rig for <a href='http://homepage.ntlworld.com/pete.taylor2/images/xsi-05.jpg' target='_blank'>my model</a>.
Oh and, there's some greating mapping information here
for the "n00bz" and pro's alike. Is anyone storing into a
nice web-page or similar to keep it all together?
We'll call it CS:S Lemmings!!
I have one info_player_terrorist and one info_player_countterrorist..it always says the teams are full.
I have one info_player_terrorist and one info_player_countterrorist..it always says the teams are full. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
have you placed a info_player_start?
I have one info_player_terrorist and one info_player_countterrorist..it always says the teams are full. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Same thing was happening to me.
I recompiled the map as de_mapname and it worked fine.
1. Create a room with a sky, spawnpoints, and a light_environment.
<img src='http://img116.exs.cx/img116/5708/1112.jpg' border='0' alt='user posted image' />
2. Create another room for the 3d sky, size doesn't really matter, but don't make it really small. (make buildings, or mountains, or whatever in this room.)
<img src='http://img116.exs.cx/img116/2894/1113.jpg' border='0' alt='user posted image' />
3. Inside this second room make sure you have a light_environment (copy and paste from the first room), a sky_camera.
4. With this sky_camera you can choose the size of the sky, and fog. This camera is 0,0,0 (the exact center of your map) when you compile.
5. Compile and test.
Here is my final shot:<img src='http://img116.exs.cx/img116/4120/1114.jpg' border='0' alt='user posted image' />
Here is the .vmf if you want to see it.
I need to build a cube map with "buildcubemaps" but when i try, it tells me that i cant write to my bsp. The problem is that when i try uncheck the "read only" option for the maps folder, it does not work <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
Also, with my skymap i can see the environment in it, but the sky screws up and it looks like i am looking into a leak. It tells me in the console that it could not load the sky texture. Did this happen to you?
EDIT: here's the water map that I had above.
EDIT: here's the water map that I had above. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Aye, that is what i have been doing but it still turns up glitched. You change the sky in map>map properties, right?