The Simple Questions Thread.

Any aspects of level design for the Source engine.

Re: The Simple Questions Thread.

Postby Riomaki on Thu Jun 05, 2014 7:49 pm

Maybe it's just me, but while those sourcescheme.res changes do make the Model Viewer green again, they also seem to affect the Half-Life 2 title screen, visually removing all the options (New Game, Load Game, etc.).
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Re: The Simple Questions Thread.

Postby plagueofburia on Fri Jun 06, 2014 6:04 pm

I just checked messing with the file I mentioned previously does remove all the options/load/save from the title screen in HL2/HL2 ep2 need to verify integrity of game cache to fix.

I tried to add a sourceschemebase res file with the code provide did not work either. The black model viewer screen is irritating and nothing is very clear.

while in C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\resource
The sourcescheme res file has the following "#base "SourceSchemeBase.res" seems to be referencing a file. A file that I cannot see in that area.

It seems to work if you add the code that cz_squishy provided to the sourcescheme res file. keeping "#base "SourceSchemeBase.res" then save.

HL2 does load up with options on the title screen, well for now at least it does. Hammer model viewer seems to be okay to.

I use hammer HL2 that gives me the option to map for Ep2 but the same Ep2 option exists in SDK2013 why use SDK 2013? I have tried to move some extra models/materials/textures to SDK 2013 files from my HL2 ep2 files and they don't load up for some reason so I use HL2 ep2 SDK to map which has all the extra content. I would prefer just one type of one thing for everything related to what I am doing, instead of multiple options that seem to be essentially the same thing.
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Re: The Simple Questions Thread.

Postby Riomaki on Sun Jun 08, 2014 5:01 pm

They aren't quite the same though. For me, at least, the 2013 SDK Hammer always has blurry textures in the viewports whereas the HL2 one doesn't. I'm sure there are ways to get around that, but I haven't bothered.
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Re: The Simple Questions Thread.

Postby redgroupclan on Tue Jun 10, 2014 11:37 pm

How do I get to the actual model/texture files for all the props the game uses?
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Re: The Simple Questions Thread.

Postby [KIRBY] on Tue Jun 10, 2014 11:56 pm

are you on about extracting them?
google VTFedit and GCFscape
are you on about making/applying them to your map/models?
gimp/photoshop/mspaint + VTFedit
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Re: The Simple Questions Thread.

Postby ErikKiller on Tue Jun 17, 2014 11:59 am

Is there any reason why 3D skybox won't render?
I don't have any leaks but (and I'm not sure if it's an issue) the 3D skybox is over 2048x2048 in size. (6000x8000 or something along the lines)
I DO have a sky_camera only in 3D skybox, I DO have a light_env inside it.
Never had this issue before, that's why I'm stumped.
***SOLVED***
The .bsp was in a wrong location -___-
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Re: The Simple Questions Thread.

Postby joe_rogers_11155 on Thu Jul 03, 2014 1:59 am

question here. why do i see an ERROR model in hammer when i place a weapon_crossbow entity in the map? same for bugbait, still looking for others i might be missing somehow. they show up in game just fine but in hammer they are error models and i cannot position them correctly in the world.

i am using the hammer.exe from source sdk singleplayer 2013. any assistance would be great. thanks.
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Re: The Simple Questions Thread.

Postby Major Banter on Thu Jul 03, 2014 1:09 pm

Add the HL2 and Ep2 FGDs in.
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Re: The Simple Questions Thread.

Postby joe_rogers_11155 on Thu Jul 03, 2014 3:08 pm

could you remind me where the ep2 fgd is located now?
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Re: The Simple Questions Thread.

Postby Major Banter on Thu Jul 03, 2014 4:14 pm

Uffff good question. I will tell you later when I'm on my rig. My laptop loads all HL2 and Ep2 content fine though with these FGDs:

$steamuserdir\half-life 2\bin\base.fgd
$steamuserdir\half-life 2\bin\halflife2.fgd
$steamuserdir\Source SDK Base 2013 Singleplayer\bin\halflife2.fgd

I would assume Ep2 has been pushed into halflife2.
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Re: The Simple Questions Thread.

Postby redgroupclan on Wed Jul 09, 2014 7:32 pm

Could someone take a look at why my deathmatch map won't fully compile? I left it compiling for 8 hours while I slept and it's the same thing that I've been getting - the compile window stops somewhere in PortalFlow, but after awhile I can close Hammer and play the map with whatever new edits there are even though the compile window didn't finish. The thing is the lighting in the map stays completely white and doesn't have any darkness anywhere.
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Re: The Simple Questions Thread.

Postby [KIRBY] on Thu Jul 10, 2014 4:44 am

alright, here is list of things you did wrong:

1. you have your sky as a single hollow box, this is first thing that impacted your performance because you have unused space under the map that was computed
2. you have absolutely no func_detail entities, and a lot of small brushwork that would need it. on top of that, your level has a lot of geometry holes, this further impacts performance when combined with big hollow box sky
read up on this for more info https://developer.valvesoftware.com/wik ... ion#Leaves
3. you have not textured roofs of buildings, players can get there easily

when you are in editor, turn off every piece of geometry from vis groups except for brushwork, you will see what is the problem
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Re: The Simple Questions Thread.

Postby redgroupclan on Thu Jul 10, 2014 5:37 am

What are the consequences of turning a brush into a func_detail?
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Re: The Simple Questions Thread.

Postby [KIRBY] on Thu Jul 10, 2014 6:13 am

I think you wanted to use word "benefits"

normal brush geometry divides space into vis leaves, simply put, the more you have, the bigger impact on performance may be, because when you are in one of these zones, it has to calculate which zones are visible to player from their position. each tiny brush will divide space into vis leaves, so you have to turn them into func_detail brushes so they dont divide space

to see them, you can go to Map --> load portal file
it will show you how map is divided, if it cant find the file it means that you need to compile
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Re: The Simple Questions Thread.

Postby redgroupclan on Thu Jul 10, 2014 6:19 am

Well, I mean there has to be some consequence or else why wouldn't brushes be func_detail by default?

Also I just basically turned everything except the ground into func_details and...holy crap. That compiled so fast, and I don't even notice anything wrong when playing the map.
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