gm_highroad (S1M1S)

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Re: gm_highroad (S1M1S)

Postby S1M1S on Fri Aug 13, 2010 10:51 pm

city14 wrote:Deathmatch, Tf2, css, multiplayer games!

Alas, I do not own any of those games... :smt021 perhaps I will buy them in the future?
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Re: gm_highroad (S1M1S)

Postby Oskmos on Fri Aug 13, 2010 11:14 pm

deathmatch is free, just google "steam ati offer" or "steam nvidia offer" depending on your GPU
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Re: gm_highroad (S1M1S)

Postby S1M1S on Fri Aug 13, 2010 11:19 pm

Oskmos wrote:deathmatch is free, just google "steam ati offer" or "steam nvidia offer" depending on your GPU

Lol, well I have deathmatch, it's pretty much compulsory after you buy half life - and I'm not using ATI or NVidia, I'm using Intel integrated Graphics :smt042

Thanks though :smt023
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Re: gm_highroad (S1M1S)

Postby S1M1S on Fri Aug 13, 2010 11:40 pm

I wrote:I'm still wondering though, is it possible to make a 'battle cleanup' button? To get rid of the explosion decals and stuff?

The Hollow Night wrote:erm, use a logic_timer or create a trigger so that it kills all the items when you want it to.

Umm... could somebody shed a bit more light on this? It's got me stumped.
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Re: gm_highroad (S1M1S)

Postby Plague on Sat Aug 14, 2010 12:31 am

Decals are particularly hard do to their dynamic nature in game.
This room, are the decals caused by env_explosions?
If so i seem to recall a "No Decals" option in the ents "Flags" tab.

If not, the above mentioned modification of an VMF, while slightly complex is the best way.


S1M1S wrote:
The Hollow Night wrote:erm, use a logic_timer or create a trigger so that it kills all the items when you want it to.

Umm... could somebody shed a bit more light on this? It's got me stumped.


His method as far as i know would only work for ents, so i would not worry about it.
Although he could be referring to an output that could remove decals in game?
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Re: gm_highroad (S1M1S)

Postby S1M1S on Sat Aug 14, 2010 1:36 am

Plague wrote:Decals are particularly hard do to their dynamic nature in game.
This room, are the decals caused by env_explosions?
If so i seem to recall a "No Decals" option in the ents "Flags" tab.

If not, the above mentioned modification of an VMF, while slightly complex is the best way.


S1M1S wrote:
The Hollow Night wrote:erm, use a logic_timer or create a trigger so that it kills all the items when you want it to.

Umm... could somebody shed a bit more light on this? It's got me stumped.


His method as far as i know would only work for ents, so i would not worry about it.
Although he could be referring to an output that could remove decals in game?

They are caused by the explosions of grenades, RPG rounds, SLAMs and SMG noob tubes :smt045

So my best option is to rip apart the very fibre of my map, tear open the textures and completely obliterate their code?

Okay! :-D

AFAIK there aren't any outputs that get rid of decals. I did check quite throughly but I guess names don't tell you everything...

I'll be able to update the map soon :-D I've changed it so it has lights, shadows and have further optimized it (I didn't think it was possible!)
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Re: gm_highroad (S1M1S)

Postby S1M1S on Sat Aug 14, 2010 11:36 am

Alright people, I need some SERIOUS help. Hammer is giving me this error:
Code: Select all
** Executing...
** Command: "C:\Program Files\Steam\steamapps\s1m1s\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: "c:\sourcesdk_content\hl2\mapsrc\gm_highroad"

Valve Software - vbsp.exe (Jul  7 2010)
2 threads
materialPath: c:\program files\steam\steamapps\s1m1s\half-life 2 episode one\episodic\materials
Could not locate 'GameData' key in c:\program files\steam\steamapps\s1m1s\half-life 2 episode one\episodic\gameinfo.txt
fixing up env_cubemap materials on brush sides...
material "skybox/rt" not found.
Can't load skybox file skybox/ to build the default cubemap!
Can't load skybox file skybox/ 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) (16 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10

I believe it happened after I made my custom "$nodecal" "1" textures, but I got rid of them so it isn't that. I'm going to post this on the bugs page as well to see if they can help.

It's horrible, and I can't get rid of it. I've tried deleting my skybox, editing the .vmf files, replacing textures, changing skybox materials, the hole shebang, and I don't know what to do! Can somebody help!?
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Re: gm_highroad (S1M1S)

Postby BJk on Sat Aug 14, 2010 11:50 am

Try saving as a separate VMF.
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Re: gm_highroad (S1M1S)

Postby S1M1S on Sat Aug 14, 2010 11:53 am

BJk wrote:Try saving as a separate VMF.


do you mean my custom textures or the skyboxes? My custom textures are already a separate vmf, but if you mean the skybox, how would I do this?
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Re: gm_highroad (S1M1S)

Postby S1M1S on Sun Aug 15, 2010 1:14 am

Right, I'm back to where I started. I ended up fixing the problem by redownloading my map off this thread. Looks like I've got a bit of work to do...
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Re: gm_highroad (S1M1S)

Postby BJk on Sun Aug 15, 2010 11:00 am

S1M1S wrote:Right, I'm back to where I started. I ended up fixing the problem by redownloading my map off this thread. Looks like I've got a bit of work to do...

That's kind of close to what I asked you to do. :o
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Re: gm_highroad (S1M1S)

Postby S1M1S on Sun Aug 15, 2010 11:34 am

Ah, then you were right on :-D Well done :P
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Re: gm_highroad (S1M1S)

Postby S1M1S on Sun Aug 15, 2010 12:27 pm

Please ignore this message, I'm only uploading pictures for Furling. If you must know what they are, they are pictures of my texture ignoring the lighting. Sorry for bumping!
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noliglighting3.jpg
(83.64 KiB) Not downloaded yet
nolighting2.jpg
(89.54 KiB) Not downloaded yet
nolighting1.jpg
(46.69 KiB) Not downloaded yet
"But soft, what light through yonder window shines?"
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Re: gm_highroad (S1M1S)

Postby poisonic on Sun Aug 15, 2010 12:56 pm

tip 1 use a bit more curves and use a good combo of world brushes and func_details etc...
tip 2 the darkness of the barrels could be a case of selfshadowing.... you can disable this..
tip 3 the bright orange texture i think u used "UnlitGeneric" instead of LightmappedGeneric!
please post the vmt to be sure
tip 4 is already mentioned http://optimization.interlopers.net/index.php?chapter=intro
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