The Simple Questions Thread.

Any aspects of level design for the Source engine.

Re: The Simple Questions Thread.

Postby marnamai on Mon Jul 21, 2014 12:22 pm

heli and jeep should be fine, decompile ep2_outland07 and 08 and take a look at it

maybe spawn the heli via a template instead of using the wait/gag?
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Re: The Simple Questions Thread.

Postby Major Banter on Mon Jul 21, 2014 12:43 pm

It was the path_tracks.

I got it working after decomp'ing outland_07 to double check. As you said Marnamai, Valve spawned one in via a template_maker and used the aforementioned path_tracks. I copied it myself and it works. Happy days.
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Re: The Simple Questions Thread.

Postby Slashgibber on Tue Jul 22, 2014 9:32 am

Have they fixed the broken cubemaps yet for SDK 2013? Or is there a fix that *isn't* the pakrat "solution"?
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Re: The Simple Questions Thread.

Postby boj on Wed Jul 23, 2014 3:38 pm

How do I make an invisible brush you can walk through that will still block the flashlight to make a shadow of something that isn't quite "there"
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Re: The Simple Questions Thread.

Postby Stormy on Wed Jul 23, 2014 5:08 pm

Isn't that precisely what the "block light" texture does?
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Re: The Simple Questions Thread.

Postby boj on Wed Jul 23, 2014 5:22 pm

you would think so but no, it doesn't block the actual flash light since it's a sort of projected_texture
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Re: The Simple Questions Thread.

Postby LordDz on Wed Jul 23, 2014 7:18 pm

Make a texture very close to glass looking? a func_brush that is set to not rendering?
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Re: The Simple Questions Thread.

Postby boj on Wed Jul 23, 2014 11:06 pm

while this does cast a shadow... it still doesn't block projected textures :?
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Re: The Simple Questions Thread.

Postby jgoodroad on Sat Aug 23, 2014 8:05 pm

Hey, can someone tell me what's wrong with my cubemaps?

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Re: The Simple Questions Thread.

Postby [KIRBY] on Sun Aug 24, 2014 12:07 pm

how many cubemaps do you have in scene? can you show a pic from editor?
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Re: The Simple Questions Thread.

Postby jgoodroad on Sun Aug 24, 2014 11:38 pm

Consider the issue temporarily resolved. I'm going to hold back on using cubemaps, as that picture was only the tip of the iceberg. Seriously, stone walls should not be as reflective as mirrors. I don't understand how things could go so wrong.
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Re: The Simple Questions Thread.

Postby Stormy on Wed Aug 27, 2014 2:09 pm

Open the .vmt and put in a line
Code: Select all
$cubemaptimnt "[.5 .5 .5]"

You can raise or lower it to increase/decrease the reflectiveness.

As to the exact problem you're having, it looks like you have different cubemaps affecting different faces. Select your cubemap entity and use the 'select faces' bit or w/e to mark all those faces. That way only one cubemap entity will affect those faces and you won't have those massive seams.

Or maybe it's a missing cubemap, since it's such a square pattern. Open your map in VIDE or PakRat, delete all the cubemaps and re-build them.

There are a lot of issues with cubemaps but once you get past the main ones it's not too bad.
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Re: The Simple Questions Thread.

Postby uuk on Thu Aug 28, 2014 11:19 am

Hey, does anyone know why when I color prop in Hammer, the color doesn't show up in-game?

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Re: The Simple Questions Thread.

Postby [KIRBY] on Thu Aug 28, 2014 4:06 pm

thats because your map is fullbright, put lights in your map and it will show up properly
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Re: The Simple Questions Thread.

Postby uuk on Thu Aug 28, 2014 7:22 pm

Ohhh, ok. Silly me. Thanks!
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