It is currently Fri Apr 19, 2024 12:08 am
Emazing wrote:After building a map, simply put the bsp into your TF2 map directory, and it uses all the materials/models in the official TF2 GCFs. Note that you can't build cubemaps in TF2, so if you wish to do so, you must load the map up in another mod to build the cubemaps.
Have fun!
Hey man, I ended up not ever coming home last night so I wasn't able to get back to you yesterday. See, what happened was that I got do drive my mom and me to Grammy and Grampy's house in Altadena which is about an hour away from Laguna Hills, which is where I live. After we got home my mother realized that she'd left her purse in Altadena (good times). She had plans last night that she didn't want to break so I told her to just go have fun and drove back up there to retrieve the purse. I didn't mind TOO much because I had some good Infected Mushroom (musical group) with me and I got to drive my mom's RSX Type-S because my Civic needs an oil change... so by the time I got back I'd gone through about 4 hours and 4 minutes of driving, including the 20 minutes it took each way to get to the Chinese restaurant that my grandparents had selected (BY THE WAY, STAY AWAY FROM "OAK TREE INN" -- The mushrooms tasted as though they'd been chopped on a cutting board which had recently been wiped with Lysol, the service was comically terrible, all meat was suspiciously rubbery, and there was a "Grade B" sign hanging proudly in the front window... the only redeeming value was the deliciousness of the chunks of pineapple they had mixed in with the sweet and sour pork, but that's hardly revolutionary and, when you think about it, it's next to impossible to fuck up pineapple... so yeah, STAY AWAY).CanMan wrote:I followed the directions. Opend the SDK, new mod off HL2 SP, directory MyMod, name PortalMap, got into hammer, setup the options, and when I close hammer and try to re-open it, I get this - http://i21.tinypic.com/2aiform.jpg . I remade it with a different name, did the same thing, but the error still comes up after I config hammer. Help?
Grudge wrote:Is there anyway to fix the horrible checker texture problem when you use this to config with Portal?
Fox0r wrote:Emazing wrote:After building a map, simply put the bsp into your TF2 map directory, and it uses all the materials/models in the official TF2 GCFs. Note that you can't build cubemaps in TF2, so if you wish to do so, you must load the map up in another mod to build the cubemaps.
Have fun!
You have to copy/paste your map's bsp from MyMod's (or whatever you chose to name your mod) maps folder to TF2's (or Portal's) maps folder. Then launch the game manually and you're good to go. You never actually play the mod you've created, it only exists for SDK purposes.
If you're doing this with Portal, the game currently doesn't have anything in place to let you load straight bsp's through clicking (as far as I could tell, anyway) so you must enable the console (Options->Keyboard->Advanced...), press the tilde (~) key which is above your Tab key and left of your 1 key, and type (without quotes) "map x" where x is the name of your map. For example, if your map is called "superfuntest1.bsp", you would type," map superfuntest1" and press Enter.
MrTwoVideoCards wrote:Grudge wrote:Is there anyway to fix the horrible checker texture problem when you use this to config with Portal?
Did you convert those textures too?
Noizekick wrote:Fox0r wrote:Emazing wrote:After building a map, simply put the bsp into your TF2 map directory, and it uses all the materials/models in the official TF2 GCFs. Note that you can't build cubemaps in TF2, so if you wish to do so, you must load the map up in another mod to build the cubemaps.
Have fun!
You have to copy/paste your map's bsp from MyMod's (or whatever you chose to name your mod) maps folder to TF2's (or Portal's) maps folder. Then launch the game manually and you're good to go. You never actually play the mod you've created, it only exists for SDK purposes.
If you're doing this with Portal, the game currently doesn't have anything in place to let you load straight bsp's through clicking (as far as I could tell, anyway) so you must enable the console (Options->Keyboard->Advanced...), press the tilde (~) key which is above your Tab key and left of your 1 key, and type (without quotes) "map x" where x is the name of your map. For example, if your map is called "superfuntest1.bsp", you would type," map superfuntest1" and press Enter.
Ok, works fine. Thanks for that!
Degenatron wrote:The problem seems to be that hammer tries to display this "Overlay/Detail001" texture on certain types of hardware (mine is an ATI Graphics Card). The fix is to remove this reference for the detail texture from the VMT files.
Good call, dude. Did you join to say that? WelcomeRaeven0 wrote:Degenatron wrote:The problem seems to be that hammer tries to display this "Overlay/Detail001" texture on certain types of hardware (mine is an ATI Graphics Card). The fix is to remove this reference for the detail texture from the VMT files.
I don't have TF2, so I can't check this myself, but this is what sprang to my mind:
The implication is that "overlay/detail001" is being displayed in Hammer's 3D view as an overlay on the materials desired. If that is the case, then it would be possible to create a fake detail001 material, fully transparent, so that the materials underneath it could be displayed properly.
Addendum: I got one of the guys in my channel to try this; it does indeed fix the checkerboard problem. Quite a bit easier than replacing all the textures, I'd say.
Raeven0 wrote:Degenatron wrote:The problem seems to be that hammer tries to display this "Overlay/Detail001" texture on certain types of hardware (mine is an ATI Graphics Card). The fix is to remove this reference for the detail texture from the VMT files.
I don't have TF2, so I can't check this myself, but this is what sprang to my mind:
The implication is that "overlay/detail001" is being displayed in Hammer's 3D view as an overlay on the materials desired. If that is the case, then it would be possible to create a fake detail001 material, fully transparent, so that the materials underneath it could be displayed properly.
Addendum: I got one of the guys in my channel to try this; it does indeed fix the checkerboard problem. Quite a bit easier than replacing all the textures, I'd say.
Noizekick wrote:Raeven0 wrote:Degenatron wrote:The problem seems to be that hammer tries to display this "Overlay/Detail001" texture on certain types of hardware (mine is an ATI Graphics Card). The fix is to remove this reference for the detail texture from the VMT files.
I don't have TF2, so I can't check this myself, but this is what sprang to my mind:
The implication is that "overlay/detail001" is being displayed in Hammer's 3D view as an overlay on the materials desired. If that is the case, then it would be possible to create a fake detail001 material, fully transparent, so that the materials underneath it could be displayed properly.
Addendum: I got one of the guys in my channel to try this; it does indeed fix the checkerboard problem. Quite a bit easier than replacing all the textures, I'd say.
Ok, so could you (or someone else offcourse) explain on how to do that?
I'm not a hero on this subject
-edit: I have tried the other solution with BK ReplaceEm, but it didn't work for me.
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