The Simple Questions Thread.

Any aspects of level design for the Source engine.

Re: those simple questions thread...

Postby Die-Hard-Ed on Sun Jan 10, 2010 3:29 pm

I'm having an issue using Pakrat to package everything up for my Counter Strike Source map. The textures and models are working fine but colour correction doesn't seem to work.

The .raw files weren't picked up in the auto scan, so i manually added them in but it doesn't seem to have fixed the issue.

Does anyone have any ideas?
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Re: those simple questions thread...

Postby jgoodroad on Sun Jan 10, 2010 10:55 pm

just another question. how do you remove a breakable prop without the sound or gibs?
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Re: those simple questions thread...

Postby Zecrah on Sun Jan 10, 2010 11:09 pm

You might wanna create a new topic for that, Die-Hard-Ed. Looks a little beyond simple to me D:

You mean when the user shoots a breakable, it just disappears rather than create gibs and sounds? I'm pretty sure that you can turn off gibs somewhere in the entity properties, don't know about sound.

Alternatively, in the outputs tab of the entity in Hammer make it so that it kills itself (I.e. Removes itself from the world) upon taking too much damage/upon break. Something like 'OnBreak !self kill' would be the parameters. I'm on my iPod ATM so can't reference anything :P I'll confirm it tomorrow.
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Re: those simple questions thread...

Postby Penney on Sun Jan 10, 2010 11:39 pm

Is there a way using brushes to create a volumetric lighting (a visual effect, not actually a light entity) effect in L4D 1 instead of the model light effects that are included?

Ive been searching the tut's and haven't found anything that really goes into volumetric lighting tricks in detail.
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Re: those simple questions thread...

Postby Megadude on Sun Jan 10, 2010 11:56 pm

Penney wrote:Is there a way using brushes to create a volumetric lighting (a visual effect, not actually a light entity) effect in L4D 1 instead of the model light effects that are included?

Ive been searching the tut's and haven't found anything that really goes into volumetric lighting tricks in detail.


Quick search for "volumetric" in these forums gives a lots of answers to your question.
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Re: those simple questions thread...

Postby jgoodroad on Mon Jan 11, 2010 12:06 am

Zecrah wrote:You might wanna create a new topic for that, Die-Hard-Ed. Looks a little beyond simple to me D:

You mean when the user shoots a breakable, it just disappears rather than create gibs and sounds? I'm pretty sure that you can turn off gibs somewhere in the entity properties, don't know about sound.

Alternatively, in the outputs tab of the entity in Hammer make it so that it kills itself (I.e. Removes itself from the world) upon taking too much damage/upon break. Something like 'OnBreak !self kill' would be the parameters. I'm on my iPod ATM so can't reference anything :P I'll confirm it tomorrow.


more like in a script, and kill works fine.
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Re: those simple questions thread...

Postby Penney on Mon Jan 11, 2010 12:36 am

Megadude wrote:
Penney wrote:Is there a way using brushes to create a volumetric lighting (a visual effect, not actually a light entity) effect in L4D 1 instead of the model light effects that are included?

Ive been searching the tut's and haven't found anything that really goes into volumetric lighting tricks in detail.


Quick search for "volumetric" in these forums gives a lots of answers to your question.


Thanks mega, though I had an idea that I've since gave up on :P
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Re: those simple questions thread...

Postby Smurftyours on Mon Jan 11, 2010 1:49 am

Texture: How do you display a 1024,2048,4096 texture size on a conventional wall size without losing detail (if thats possible)? Example: 128,128.

Model: Dose source support model engines hair through compile? Or do all dynamic particles applied to the models get lost inside of the compile? Example: The hair modifiers in blender or max that allow you to give an object fur or hair.

Model: Would source still run optimal with a 30k triangle, poly, model being rendered at all times? Example: A complex character model or weapon. This model would also not be reoccurring and only one would every be seen at any given time.

And sorry for the anti-simplicity. -SmurftYours
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Re: those simple questions thread...

Postby amckern on Mon Jan 11, 2010 2:41 am

Smurftyours wrote:Texture: How do you display a 1024,2048,4096 texture size on a conventional wall size without losing detail (if thats possible)? Example: 128,128.


Fit button in texture tool?

Model: Dose source support model engines hair through compile? Or do all dynamic particles applied to the models get lost inside of the compile? Example: The hair modifiers in blender or max that allow you to give an object fur or hair.


No

Model: Would source still run optimal with a 30k triangle, poly, model being rendered at all times? Example: A complex character model or weapon. This model would also not be reoccurring and only one would every be seen at any given time.


Max tris 16234 (or there abouts) - dog is the largest try model in the world of source, and the model compiler has a hard limit just above this value.
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Re: those simple questions thread...

Postby Smurftyours on Mon Jan 11, 2010 5:44 am

1: Thanks I should of though of that.
2: By no I'm amusing you mean that all hair is erased in compile.
3: So roughly 16500 verts are supported? Or can you go higher?

I have a few more.

Modeling: How many triangles or quads dose Alex consist of?

Modeling: So I'm could assume that 16500 verts is plenty for even very high level models?
Example: Larger then normal Characters/beasts with High amounts of muscle tone and minimal accessories.
With complex hair made from a mesh because of the compile.

Sorry for not being able to best explain what I'm trying to model eventually. If you care to know more details PM me.
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Re: those simple questions thread...

Postby stoopdapoop on Mon Jan 11, 2010 11:22 am

whoa whoa, something's is terribly wrong here, I don't know about vertex count (presumably one more than max tri count)

But the dog is not the model with the highest polygon count, you can import models that have over 60K polygons and alyx in episode 2 has more polygons than dog does, I think. other games on the engine have characters with more polygons as well, in tf2 the characters can have around 20K polygons, and in l4d/l4d2 thier polygon counts are that high if not higher.
Last edited by stoopdapoop on Mon Jan 11, 2010 2:02 pm, edited 2 times in total.
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Re: those simple questions thread...

Postby no00dylan on Mon Jan 11, 2010 12:40 pm

how much wood could a wood chuck chuck if a wood chuck could chuck wood?
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Re: those simple questions thread...

Postby Zecrah on Mon Jan 11, 2010 4:53 pm

However many he wants. Or she.
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Re: those simple questions thread...

Postby Smurftyours on Mon Jan 11, 2010 6:45 pm

I though that sounded fishy. I always remember Alex having more then 20k polys. So is their a set limit or can you have any amount of polys as long as its not an amount above 30k?
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Re: those simple questions thread...

Postby skoften on Mon Jan 11, 2010 7:35 pm

vtfplugin for photoshop doesnt work in cs4 x64?
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